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How PC Game Modders Are Evolving

Lanxon writes "Wired has a lengthy investigation into the state of PC game mods, and the amateurs keeping the scene exciting in the wake of draconian DRM placed on many PC titles by major studios. It highlights a number of creative modders, such as Scott Reismanis, founder and editor of Mod DB, and his community-driven alternative to Valve's Steam — Desura — which is 'a distribution system, and, like Steam, will sell games and champion indie titles. But the way it handles mods makes it even more exciting.'"

19 of 98 comments (clear)

  1. Evolving? by the_humeister · · Score: 4, Funny

    I thought they were intelligently designed?

    1. Re:Evolving? by blackraven14250 · · Score: 2, Funny

      They were intelligently designed to have the best genes for dealing with Bawls overdoses.

  2. What stops malicious content? by Zakabog · · Score: 2, Interesting

    I'm just trying to figure out, what exactly stops malicious content? Does it rely on the community to say "Woah this mod does some bad stuff to your PC!" or is there some other way to catch it? What if someone is the editor on a hugely popular mod, get's his account hacked (or just has a malicious roomate) and starts uploading some content that does harm to users computers? Or is that not possible due to the mods being sandboxed? The article is quite lacking in what exactly this system does or is capable of doing...

    1. Re:What stops malicious content? by Aliotroph · · Score: 3, Interesting

      Lack of exposure. Even a popular mod for a popular game has so little exposure -- especially among non-technical users -- that it's not worth exploiting as a vector. It's easier to go with the familiar vectors discussed here all the time.

      Malware still shows up in packages claiming to be pirate copies. My bro tried to grab a copy of Worms Armageddon. What he got was Worms Armageddon with the installer replaced by a trojan neatly disguised as the installer. I had a good laugh while I removed that. I've never seen, or even heard of a malicious mod, though.

    2. Re:What stops malicious content? by k8to · · Score: 2, Interesting

      Sounds like an unsolvable problem.

      How do you safely download and run executable code without risk of an exploit vector? You can't.

      Linux distributions deal with a slightly less difficult version of this, in terms of packaging and shipping public source code. Given that a lot of what they do (in order to package, resolve bugs etc) is inspect the source, there's some level of overview, and necessary precautions built into the blessing of packages before they are made availble, but still exploits are possible.

      If I were designing a site like this, I would put the following pieces into place.

        1 - categorize mods into no-executable content, sandboxed executable content, and unsandboxed executable content
        2 - For sandboxed executable content, use an automated software tool to unpack the mod and sniff the files for object module headers. If any files are executable, reject.
        3 - For no-executable content, sanitize as sandboxed, but also mark unploaded mods as unverified until some people manually review the package to identify that it doesn't contain lua, python, etc

      At this point you can get a pretty informed level of risk on the mods you download.

      Of course these people are probably more interested in features for gaming than features for safety. I hope they end up with both.

      --
      -josh
  3. semi related question by shawn(at)fsu · · Score: 2, Informative

    My nephew wants to start doing game modding (He actually wanted to make maps for a halo title but it looks like you need one of the expensive 3d molders). What would be a good title to get him that has a good sdk? is source sdk still a popular path?

    --
    500 dollar reward for tip(s) leading to the arrest of the person(s) who stole my sig.
    1. Re:semi related question by Winckle · · Score: 3, Informative

      Source SDK absolutely. Get him a copy of TF2, which will come with Valve's Hammer software. Valve are quite supportive of their community and highlight the best new community maps on their tf2 blog. There are also DVDs in valve's shop on how to create maps.

    2. Re:semi related question by fake_name · · Score: 2, Informative

      Grab the source SDK and have him make up a few Portal levels; it's quick and easy to start because you can make a bunch of box-like rooms and ledges. You don't feel bad that your levels are all rectangular to start, because that is how most of the actual portal levels are designed.

      And it's really fun to use portals to fling yourself around a 3D world that you created yourself.

    3. Re:semi related question by AHuxley · · Score: 2, Informative

      If he likes Halo, try modding for Marathon, the older Bungie fps game. Or the Bungie Myth series.
      Both have free tools and active communities.
      The learning curve is interesting but fun can be had mapping and using textures in Marathon.
      freenode IRC network, #alephone for Marathon, http://projectmagma.net/ for Myth.

      --
      Domestic spying is now "Benign Information Gathering"
    4. Re:semi related question by VGPowerlord · · Score: 2, Informative

      There are things like Prop Hunt (already mentioned), Zombie Fortress, etc... There are also frameworks for writing server mods for Source games, such as SourceMod (which in turn uses MetaMod: Source as a base). Zombie Fortress is built on top of Sourcemod.

      Honestly, though, if you really want to get into modding with the Source engine, consider getting Garry's Mod. The catch is that Garry's Mod requires you to have another game on the list linked from its Steam Store page (which I can't access from work). I know Garry's Mod is also sold in several game bundles like Garry's Mod + Team Fortress 2 or Counter-Strike: Source + Garry's Mod. It is not part of the Valve Complete Pack, as Garry's Mod is not actually by Valve. If you are going the TF2 route, wait a few weeks as it tends to get its price slashed in half (or more) around major updates, of which one is coming soon... but that price cut is not always reflected in game bundles. Right now, half-price TF2 ($15) plus full price Garry's Mod ($10) is the same price as the bundle ($25).

      In theory, if you have any valid Source game on the list I mentioned earlier, you can make a mod that just uses the base game engine. This is what Garry's Mod is, despite that it is essentially a framework for writing other mods.

      The catch is that people wanting to play said mod also need to own the applicable game, or in the case of the Source engine, one game from the list.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  4. Complicated install process? by Shadow+of+Eternity · · Score: 4, Insightful

    I never knew doubleclicking an icon and clicking "Next" a few times was a complicated and difficult install process.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    1. Re:Complicated install process? by Anonymous Coward · · Score: 4, Insightful

      To the console player, it's incomprehensible!

    2. Re:Complicated install process? by tlhIngan · · Score: 2, Informative

      To the console player, it's incomprehensible!

      Not if the console's a PS3!

      After all, you download something from PSN. Then you click the little bubble to "install" it. Up pops an EULA you have to right-arrow through (easier than clicking next, but you still have to do it), then look at the pretty progress bar while it installs.

      If it's a system update, you click the update option (a la Windows Update), then it asks if you want to update with the new version, then it gives you a nice EULA. Press right again and it'll download and install automatically.

      Some games on Blu-Ray require installation as well, so you run the game, which starts the installer and more EULA.

  5. Woa No gmod mention! by BlackBloq · · Score: 2, Informative

    This is a very lame shallow attempt at an article. They ask one guy who is a modder about a few things. No mention of Gmod for steam? What a joke! Gmod is way better than ANY system in place. My kid was modding to build a car out of parts of games he owns. Sliding box car doors, Giant looking people with small buildings! He got counterstrike for the new mods, buildt upon the parts of counterstrike. Last time he played G mod he made a sign , wrote "Fight Club" on it made a town square area for it and people joined and fought. Then the "cops" came (characters spawned as swat guys using the Cstrike Swat character models). Fun shit! Dedicated servers should be what PC gaming is about. They should just keep these games PC only. So to shut up the PC world they could have skipped it all together, hell they should have since there was no dedicated server. Games now are coming out with VASTLY superior editing kits. Check the new Starcraft game editor. One guy FPS'ed it one guy makes a racer, another a RPG...OUTTA STARCRAFT! The game companies just need to make the tools in house and not a wackjob hack tools splatter fest of tools the modders use. Then the mod is uploaded and put in the community like Gmod.
    http://www.garrysmod.com/

  6. Some games got it right... by ducomputergeek · · Score: 2, Interesting

    A game I pulled off the shelf and played the other day when I redid the XP Bootcamp partition was Star Trek: Bridge Commander. Turns out after all these years, new models and patches are still being made and maintained. Well going through the documentation, the designers developed and distributed a SDK that was largely Python based scripting. With the added mods, the game is still interesting and even more fun that it was years ago when I bought it.

    Look at Falcon 4: Allied Force. I bought the original Falcon 4 in 1998 for $15. Graphics were cool for its day, but it is the definitive modern combat flight simulator however, it's dynamic campaign engine was so buggy it was broken. Well, the mod community stepped in, formed a company, got a license from Atari and produced Falcon 4: Allied Force which fixed the campaign bugs and turned it into a playable and really interesting combat simulator. (This was the last game I purchased)

    The mod community has kept those titles going strong.

    --
    "The problem with socialism is eventually you run out of other people's money" - Thatcher.
  7. How we've fallen! by syousef · · Score: 3, Interesting

    If you want to see how heavily modded a game can get take a look at Microsoft's Flight Simulator series, especially the 2004 version. There are terrabytes of free and paid mods for EVERY aspect of the game. Aircraft models and artwork, instrumentation (including binary mods), weather, scenery, visual controls, sounds, special effects. Even hardware manufacturers that could sell you specialised consoles and panels to integrate You name it. The default simulator is very game like. With addons you can replicate fine details like the flight dynamics and starting sequences of aircraft so that you can follow real airliner manuals while flying over scenery based on satellite imagery. The simulator was built with extensibility in mind, but the modders really pushed the limits too. It's a pity this franchise died. Even though mods are still made for FS2004 and FSX, the team that build the simulator were disbaned a couple of years ago and in a lot of ways what we have now is a zombie mod community. A shadow of what it once was.

    --
    These posts express my own personal views, not those of my employer
    1. Re:How we've fallen! by Hurricane78 · · Score: 2, Insightful

      It's a pity this franchise died.

      Maybe because it’s mind-numbingly boring?

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  8. Doom by Windwraith · · Score: 3, Informative

    I am amused no one mentioned Doom here, it is definitely a stepstone in game modding.
    True that most of that modding came after source ports were made, but making a Doom mod is a process that takes relatively little time, and has potentially good results with not much effort.
    There are mods that, using ACS scripting (a few kilobytes of human-readable code), change Doom gameplay radically. There are bigger mods such as ZDoom Wars (combining FPS + strategy) or All Out War 2: The Second Coming (a team based mod heavily inspired by C&C:Renegade) that put the fun levels up enough to make them "games on their own right" while running on the Doom engine.

    Current games never feel as easy to mod as Doom was, even games fully designed to be modded. Just the requirement of 3D modeling limits the possibilities for many potential modders. You can literally make fully featured and beautiful maps/mods in 24 hours.
    (And, despite kids in general being annoying in games, at times... give an annoying kid a very easy to mod game, and you might be surprised with the results. I only saw such a thing in Doom...and perhaps Dwarf Fortress)

  9. Re:Open Source Anyone? by VGPowerlord · · Score: 2, Insightful

    f all of these "modders" would contribute to creating an open source game instead of nipping at the scraps left by commercial games we would have even better open source games in the control of the community instead of unrewarding idea mills for the corps. Not to say that commercial games should not exist. Just that it would be nice if these very talented people would be more farsighted in their efforts.

    Well, that's just it: Mods are usually not completely new games. Specifically, they rely on an existing game engine that is, more likely than not, a commercial engine.

    They may also rely on assets from the game they are modding (HL2's default textures, sounds, etc... for Source games).

    Unless you can give them a reason to use open source game engine X over, say, the Unreal 3 engine or the Source engine, why would they use it?

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011