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The Rebirth of PC Gaming? Bring On the Modders!

Deathspawner writes "The future of PC gaming is oft-debated, but one thing's for certain: modding has always made it better. With that, wouldn't it make sense for developers to focus more on giving the community the modding tools it needs? Further, couldn't publishers look to modding as a way to increase revenue, by allowing modders to sell their sanctioned creations? Valve already offers robust community options in its Steam platform — and already has payment processing in place. Is this the natural next step for PC gaming?"

249 comments

  1. The questions developers ask by Anonymous Coward · · Score: 5, Insightful

    How much do I make off mods?
    Nothing

    And where are most of my sales?
    On consoles.

    And where are most of my pirates?
    On the PC.

    Who do modding tools benefit?
    Only the PC gamers.

    Does developing modding tools cost me?
    Yes.

    And remind me again how much I make off any given mod?
    Jack and shit. And Jack left town.

    I think I've made my decision.

    1. Re:The questions developers ask by Anonymous Coward · · Score: 5, Insightful

      That's the difference between a good developer and a crap dev. A good dev will put years into their product, and give a game that people truly love like an artisan spending months to years on a single piece. A crap dev will crap out a product every 6 months, make a truly forgettable game (it has to be otherwise people won't buy the next one in 6 months time!) like cheap imported furniture that is going to fall apart in a year anyway.

    2. Re:The questions developers ask by Kreigaffe · · Score: 5, Insightful

      DayZ is responsible for more sales of Arma2 than Arma2.

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    3. Re:The questions developers ask by Shikaku · · Score: 5, Interesting

      So why is TF2 the most valuable game to Valve, when it allows modding, and also puts them on sale?

    4. Re:The questions developers ask by skipkent · · Score: 0, Troll

      That's the difference between a good developer and a crap dev. A good dev will put years into their product, and give a game that people truly love like an artisan spending months to years on a single piece. A crap dev will crap out a product every 6 months, make a truly forgettable game (it has to be otherwise people won't buy the next one in 6 months time!) like cheap imported furniture that is going to fall apart in a year anyway.

      By your standard DNF must be one hell of a polished and superb game!

    5. Re:The questions developers ask by Colonel+Korn · · Score: 4, Informative

      How much do I make off mods?
      Nothing

      Many games make most of their PC sales because of mods. ARMA2 is a good example given by another poster, but each and every Bethesda game is an even bigger one.

      --
      "I zero-index my hamsters" - Willtor (147206)
    6. Re:The questions developers ask by Anonymous Coward · · Score: 1

      Am I the only one seeing the fallacy in the premise here? From the article:

      When a game developer embraces the modding community and releases development tools dedicated to it...

      When game developers start developing modding tools for their games, it seizes to be a PC-only advantage. They can just as well release those tools for other platforms, right?

    7. Re:The questions developers ask by HarrySquatter · · Score: 2

      Because Valve already long ago recouped their money.

    8. Re:The questions developers ask by MobyDisk · · Score: 3, Interesting

      How about making the modding tools run on consoles? Today, consoles have:
      - Hard Drives
      - Internet connectivity
      - Keyboard and mouse support
      - Good resolution displays
      - Powerful enough CPUs for editing tools
      - Sufficient memory for editing tools

      10 years ago this would not be possible. But today it is entirely feasible. There is a marginal cost to having to Q&A the tools, but it might be worth while because you can then sell the tools as DLC. Or release it later on for free to revitalize sales of the existing game.

    9. Re:The questions developers ask by vlm · · Score: 2

      DayZ is responsible for more sales of Arma2 than Arma2.

      You could say Arma2 is a pre-release beta of DayZ.

      This is a point in the argument that is being missed. What if, say, super mario galaxy had a great engine but all the levels sucked.... then nintendo released mod tools and one of the hottest games out there was "super mario zombie galaxy" or something.... So they saved all their money on "art devel" all their money on "testing" and all their money on "PR" (I don't see ads... is Arma2 primarily advertising itself as a bootloader/engine for DayZ?)

      I don't understand the people who claim its not possible to make money off modding tools. How do the original engine developers and original modeling tool developers make money? The business model is take a good engine, some good devel tools, some crappy starter art just to show off what might be possible, and resell.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    10. Re:The questions developers ask by morari · · Score: 5, Insightful

      The Team Fortress franchise in itself started as a mod for Quake.
      Counter-Strike started out as a mod.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    11. Re:The questions developers ask by Anonymous Coward · · Score: 1

      TF2 was a smash success that they have tried to parlay into a new profit model. The Mann Co. store broke $2 million in sales last year. So, a workable model.

      Modding is cool, and they made enough money to add some extra coolness. But the equations in the GP post are still valid they simply ignored:

      "If I have a multi-million user smash hit game, and I invest a full time developer into creating/curating/securing a mod-interface, will the coolness points this buys me, spread over millions of players pay a dividend equal his/her salary?"

      "Maybe."

      So if you want to argue for modding.

      1. Write a game changing game with staggering sales.
      2. Profit!!!!!
      3. Make it free-to-play
      4. Find a way to monetize free-to-play
      5. Add some coolness-centric developers
      6. Break even?

    12. Re:The questions developers ask by Hatta · · Score: 2

      Who do modding tools benefit?
      Only the PC gamers.

      Presumably, your game designers would benefit from good modding tools as well.

      Does developing modding tools cost me?
      Yes.

      If you've provided your game designers with good tools to design their game, this cost is already sunk.

      --
      Give me Classic Slashdot or give me death!
    13. Re:The questions developers ask by TemperedAlchemist · · Score: 4, Interesting

      Hi! Obese leech basement dweller (neckbeard) here!

      Or I must be since I make maps and mods for video games. We are basically level and game designers (mostly amateur) who have a real passion for creating content and perhaps more importantly, creating good content. We're basically like a whole team of content designers that don't actually ask for anything in return but a handful of tools to help us do it. That's a small price to pay for the huge amount of content we can really churn out, note that the competitive maps that really made Starcraft what it is today were designed by us, not Blizzard.

      Oh, and I'm skinny, live on the ground floor, and don't receive one cent from my parents.

    14. Re:The questions developers ask by oakgrove · · Score: 4, Informative

      How much do I make off mods?

      Nothing

      Yeah because Valve hasn't made a dime off of Counter-Strike, right? I mean they've only shifted 27 million units in the franchise since buying the rights to the mod. I'm sure they really regret opening that can of worms now.

      --
      The soylentnews experiment has been a dismal failure.
    15. Re:The questions developers ask by Anonymous Coward · · Score: 0, Troll

      That's called an outlier. Seriously, hindsight for you is a beautiful thing, and we appreciate what people like you do. But look at it from a strictly monetary standpoint (which is the view of most humans today). I can make 1 game, really well, release everything the community needs to really, genuinely make the game its own, and I can make $1 million (arbitrary number). OR, I can make 50 games, make them crap, and say Fuck the community and make $10 million (again, arbitrary, but larger than the first). SOOooooo, it's easier, it's quicker, and it makes me more money. . . . . .

    16. Re:The questions developers ask by wierd_w · · Score: 1

      So, as a consumer:

      Why don't you enable community mods with an approval process for console offerings?

      Provide a mod toolset for PC use, with a submission system. Use your paid DLC packages as dependencies for core functionality, so that the community ones drive sales of the paid ones.

      That solves several of your problems.

      Oh, righ, the console operators don't like community dlc. That's right. Sorry. My bad.

    17. Re:The questions developers ask by Tukz · · Score: 1

      I ask the Developer:

      Is your game moddable?
      No

      Do you think I'll buy it then?
      Oh yes, because it...

      I'm already walking away.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    18. Re:The questions developers ask by Anonymous Coward · · Score: 0

      Because Valve has brains. We were talking about game developers in general.

    19. Re:The questions developers ask by oakgrove · · Score: 1

      The people that developed the game in the first place did it on a PC so the "mod tools" already exist. It's just a matter of making whatever changes they want and releasing.

      --
      The soylentnews experiment has been a dismal failure.
    20. Re:The questions developers ask by cwrinn · · Score: 2

      Why, then, is it that near every game comes out with an extensive modding platform if it is worth nothing to them? Your logic might make sense if you exclude the mountain of evidence that nullifies your whole point.

      --
      Here's a cookie... *psst* it's MAGIC
    21. Re:The questions developers ask by Shifty0x88 · · Score: 1

      They could always get a cut of the profits, if the mods are sold. ie: the parent company that gave you the modding tools would get something like 10% of the sales of your mod, something similar to Unreal Engine's license(I think it is 25% after $50k in sales, plus a $99 fee for putting the mod on their website).

      It would get the parent company money back from the cost it took to make the tools(which by the way, were probably already created for the dev team to make their job easier, they just need to polish it, and wrap it together into an IDE), as well as get more people to play their game because of the publicity of the greatest mods that were created, and allows Indie dev teams, to create a product without re-inventing the wheel.


      All of the could be possibly if they chose to do so, and it would make a profitable business model if they worked the numbers.

    22. Re:The questions developers ask by SrLnclt · · Score: 1

      While the hardware is available on most modern consoles, I doubt Sony, Microsoft or Nintendo would let this last long. They need to keep everything proprietary and in their walled garden to prevent rampant piracy after all.

    23. Re:The questions developers ask by Charliemopps · · Score: 1

      I'd agree that's what they are thinking. But I think they are wrong. A good example is Neverwinter nights. I bought that game 5 years after release so I could play some of the mods people had made for it. That's money they wouldn't have had. Look at Team Fortress 2... that wouldn't even really be a game without all the player made maps. It would have faded into obscurity a few months after release. The mod community let Valve spend less time making maps and focus more on game play. It SAVED them money.

      Design a Game engine.
      Create basic game mechanics.
      Build 10 or 20 maps.
      Release GOOD mod tools.
      Let the community design the rest of the game for you.

      Some of the greatest games in history have been done this way. Quake, Doom, Unreal, etc... etc...

    24. Re:The questions developers ask by geminidomino · · Score: 3, Insightful

      This exactly what Runic Games (Torchlight/Torchlight II) did, and it got them a lot of good will and a lively and loyal, if small, community around them.

      Supposedly, Bethesda claimed to have done the same thing. Having tried to use the Skyrim mod tool, though, I can't imagine that the devs used it day after day and haven't strung someone up by their toenails in the breakroom yet...

    25. Re:The questions developers ask by br_whale · · Score: 1

      It's not really like that. The only devs that look at stuff from a monetary standpoint aren't making games for the right reasons and therefore aren't likely to actually make good games. Whenever I make a game, I always end up with a decent SDK to go along with it. I don't see why more studios don't release their internal tools when they release the game? At least release your map editor with a multiplayer game.

    26. Re:The questions developers ask by Anonymous Coward · · Score: 0

      Any examples from this century? Serious question.

    27. Re:The questions developers ask by tlhIngan · · Score: 1

      How about making the modding tools run on consoles? Today, consoles have:
      - Hard Drives
      - Internet connectivity
      - Keyboard and mouse support
      - Good resolution displays
      - Powerful enough CPUs for editing tools
      - Sufficient memory for editing tools

      10 years ago this would not be possible. But today it is entirely feasible. There is a marginal cost to having to Q&A the tools, but it might be worth while because you can then sell the tools as DLC. Or release it later on for free to revitalize sales of the existing game.

      Some games do have basic modding tools - Halo (Halo 3 onwards) included a "forge mode" which was basically a map editor, and a ton of people create some very interesting maps out of it. Some of it for online multiplayer (standard FPS style, but also more unique racing games and other goal-oriented ones), some others created interesting Rube-Goldberg style machines, etc.

      The hardest part really is how you get the mods distributed, since you often cannot get the files out of the game onto a USB stick and reimported the same way. (Halo has a special file sharing service for this - you upload your files to it and others can download it via their consoles).

      Of course, I guess a developer will get punished if they wanted to release modding tools as DLC - after all, it's supposed to be free...

    28. Re:The questions developers ask by Anonymous Coward · · Score: 0

      UT3 for ps3 allowed you to install mods designed for the pc version of the game so it is possible on that platform at least.

    29. Re:The questions developers ask by jxander · · Score: 2

      DayZ is a mod for Arma2.

      --
      This signature is false.
    30. Re:The questions developers ask by citizenr · · Score: 1

      DayZ is responsible for more sales of Arma2 than Arma2.

      You could say Arma2 is a pre-release beta of DayZ.

      Except Arma2 PC game sales are a side business to Bohemia main one - supporting military training facilities.

      --
      Who logs in to gdm? Not I, said the duck.
    31. Re:The questions developers ask by Earl_Parvisjam · · Score: 5, Informative

      Games that benefit from modding off the top of my head:

      The Sims, Sims 2, Sims 3...
      Elder Scrolls Series
      Starcraft
      Halflife series
      Portal 2 (added a mod tool to stir new sales about a month ago)
      Civilization series
      Torchlight series
      World of Warcraft (heck, almost all MMO's for that matter)

    32. Re:The questions developers ask by TemperedAlchemist · · Score: 1

      DotA

      Actually, the original map to do it was for Starcraft and called Aeon of Strife. It spawned an entire genre (called AoS) which spans popular titles like Smite, League of Legends, and Heroes of Newerth. And now Blizzard DotA and DotA 2. This may have never come to pass if some people sat down and made the first DotA with no monetary compensation. The entire industry is profiting from the work of a few modders.

    33. Re:The questions developers ask by PopeRatzo · · Score: 4, Insightful

      A crap dev will crap out a product every 6 months, make a truly forgettable game (it has to be otherwise people won't buy the next one in 6 months time!) like cheap imported furniture that is going to fall apart in a year anyway.

      I think this is one reason for piracy.

      I enthusiastically purchase well-made games that are enjoyable. I can think of one game that I've logged hundreds of hours on and that I've purchased four times (once on PC, once for console and two for gifts to friends). If the company announced they were making a sequel, I wouldn't hesitate to pay 0-day price and pre-order.

      There are other games, that for various reasons, feel like nothing but money-grabs by developers who are out of ideas. Unfinished, unloved and leaving me pissed off.

      I recently played a game called "Gas Guzzlers Combat Carnage" by some indie studio (I think in Eastern Europe) called Gamepire that was a hoot to play, worked very well and cost less than $20. I even wrote the devs a fan letter telling them I hoped they'd go bigger and do a "Burnout Paradise"-style game with lots of wild arcade racing and crashes and explosions and stunts and stuff, because they did Gas Guzzlers with such elan and a sense of fun. It's basically Forza with guns. Good single player, good multi-player. Good all around.

      But when a company has done such a bad job over and over, and ripped people off by not giving them value, I don't see how it's a surprise that people are pirating their games instead of laying out $60.

      I know for a fact that there are people who have pirated a game and then liked it so much that they went and bought a copy. I actually think this is pretty common.

      I'm not convinced that a big shakeout in the PC gaming industry is a bad thing. There are a lot of big-name game companies that are putting out crap and ripping people off and deserve to go out of business.

      --
      You are welcome on my lawn.
    34. Re:The questions developers ask by Anonymous Coward · · Score: 0

      You don't have to develop modding tools, you have to make your game moddable. DayZ has caused ARMA to be in the top 5 of the steam top-sellers list for the past few weeks (or even months?) I'm sure that has got them some money.

    35. Re:The questions developers ask by dj245 · · Score: 1

      Because Valve already long ago recouped their money.

      Valve makes more money on hats than they made selling the game.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    36. Re:The questions developers ask by Anonymous Coward · · Score: 0

      No. Those are the questions PUBLISHERS ask.

    37. Re:The questions developers ask by hairyfeet · · Score: 4, Insightful

      Not to mention you have to look at how mods can give your game real legs. I recently rebought Freelancer which is from like 2004 because i lost the box in my last move, why would i buy such an old game? the Mods frankly make that game fricking HUGE! Hundreds of systems, stations, bases, factions, you can be a pirate or a miner, join guilds, they created this huge expansive world around the game. And there is no reason you game devs can't make money off the mods either, just look at how Running With Scissors packaged up their Postal 2 with several mods as the "Fudge Pack" and sold quite a few copies.

      But you are right, the grey sludge producing bean counters that want a game to be usable exactly X amount of time (so they can sell you the next grey sludge, ala EA) don't want mods because they figure if people are enjoying game A then they might not be willing to buy the same game with one or two features tacked on for another $60. Hell most of the shooters being released today are so damned generic that if you squinted you probably couldn't tell which game you were looking at. Those kinds of devs HATE modders, because often the modders frankly make the game better than they do. For an example Red Faction: Guerrilla with the weapon mods is actually pretty damned fun, without them? Royally sucks, might as well just stay in the truck and just run over everything...yawn.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    38. Re:The questions developers ask by dj245 · · Score: 3, Interesting

      I'd agree that's what they are thinking. But I think they are wrong. A good example is Neverwinter nights. I bought that game 5 years after release so I could play some of the mods people had made for it. That's money they wouldn't have had. Look at Team Fortress 2... that wouldn't even really be a game without all the player made maps. It would have faded into obscurity a few months after release. The mod community let Valve spend less time making maps and focus more on game play.

      I'm not sure I totally agree with that. The maps made by valve are excellent, and you can tell that they spent a lot of time thinking about player routes and wall placement. I have over 800 hours in TF2 and I only play Badwater, Gold rush, and Turbine.

      Not to say that there aren't great player-made maps too. Turbine is an excellent map, and I believe it is player-made entirely or in part. I think this map is so good because it emulates a lot of the features that Valve uses in their maps- 3 routes to every flag, enough space and obstructions that 1 sentry doesn't dominate, a way to destroy every sentry given enough skill and thought, etc. One of the reasons I think TF2 is special is because the textures are so simple and cartoonish. You don't need to spend hours and hours painting textures or figuring out stylizing. Everything fits together well aesthetically already. You can concentrate on the things that matter like player pathing and other geographic placement.

      But your point that without player-made maps the game would have failed, I can't buy it.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    39. Re:The questions developers ask by Anonymous Coward · · Score: 0

      This is incorrect. Look at how many copies of half life were sold just so people could play counterstrike. Me thinks you just have a lemon of a game.

    40. Re:The questions developers ask by hairyfeet · · Score: 1

      Because the control freaks that own the systems like Nintendo, Sony, Apple, MSFT, etc are about as likely to allow that as they are to make their systems FOSS?

      But if the rumors are true then next year we may all get a choice thanks to GabeN and the Steambox, which if it follows Valve's philosophy on PC will be open to mods and since it'll be a COTS system you'll be able to make mods on the PC and sell them or give them away on both PC and Steambox. But until then it'll be a cold day in hell before one of the established players even allow modding after the system is EOLed. I mean look at how many original XBoxes ended up being used as cheap SD media players? You'd think MSFT would have welcomed those sales when the first system was winding down but nope, they were douchebags about modding the Xbox 1 right to the end.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    41. Re:The questions developers ask by fredgiblet · · Score: 1

      I haven't played Freelancer in a long time. I remember really liking the game but the campaign made everythign closed off. Are there open-world mods that let you just go everywhere and ignore the campaign? If so which mods would you recommend?

    42. Re:The questions developers ask by fredgiblet · · Score: 1

      Trials Evolution 'nuf said.

    43. Re:The questions developers ask by VortexCortex · · Score: 3, Insightful

      How much do I make off mods?

      It's hard to say, but it's substantial: Mods are free advertizing. Advertizing costs money. Ergo, Mods are worth free advertizing to me. The Doom & Quake Modding communities are still around, and people are still buying the original games -- Even though the engine is open sourced! Why? To make & play mods. The source-ports and many game mods require the original assets. Total conversions like Freedoom are not compatible with all the mods, so the huge library of mods drive original game sales. The point is that it's far from "Nothing"

      Seriously, "nothing" is a very deceptive and/or ignorant answer.

      And where are most of my sales?

      PC and Mobile, because Consoles have an artificially elevated barrier to entry, and the console market has severe discoverability issues -- Though this really doesn't matter much when it comes to mods, you'll see why two answers below.

      And where are most of my pirates?

      Piracy isn't a problem, It's more free advertising. "Pirates" are more likely to pay for, and get the word out about, my next game. One example: I bought myself and my nephew several games that he found out about while playing at his friend's house -- his friend pirated the games because he's a teen with no cash. That pirate made up for his piracy 200%

      You can't stop piracy -- It's a symptom of an artificial scarcity system -- A BAD economic model. Piracy is only possible because we don't get paid enough up front for making the game & try to recoup costs after the fact. I'm working to change this, but it takes a strong reputation to bootstrap into the new model where I can give games away after they've been built (hey, it's just like working for a Publisher, I only want to get paid for actually doing the work -- works for mechanics and all other labour industries).

      Who do modding tools benefit?

      Primarily: The Game Developers. Yep, without them I wouldn't be able to make games. In fact, before I can even make a game, I must make "modding tools" to create everything from font rendering & GUIs, to level editors and multi-texture combining visualisers. Some dev studios require much simpler tools, others license engines that come with said tools -- Let me repeat that: THE ENGINE COMES WITH MODDING TOOLS. Considering that we've got to make the modding tools anyway, and that the tools themselves aren't really useful without an engine to go with it, the modding tools are only worth NOT distributing if you plan to increase the artificial scarcity of DLC. Which is dumb. People will just make their own (inf | sup)erior mod tools. Inferior tools produce mods that make your game look like crap to others on Youtube; Superior tools help folks create content that drives sales of the game and showcases what others can do -- Ding Ding Ding! More Engine Licensing Deals!

      Does developing modding tools cost me?

      Yes, but that's part of the cost of making the damn game! You think we dump 3D graphics and textures in a folder with the engine and it magically becomes a game?! Nope. True, some modding tools are created as plugins for 3DS Max or Maya or Blender, etc, but the point is: We've got to make them anyway. Furthermore, it may cost NOTHING! That's right! NOTHING. Sometimes folks actually reuse software...

      And remind me again how much I make off any given mod?

      For the high quality official in-house made mods? Well, DLC goes for anywhere between 1% and 10% of the original game sale price, or 50-100% of the original game sales for expansion packs. The sales figures vary wildly depending on how well the game has done. For community made mods, the answer's even more complex (see above), but it's provably infinitely more than "jack shit".

    44. Re:The questions developers ask by Anonymous Coward · · Score: 0

      Just check ARMA2 and DayZ... DayZ(Free) has been helping Arma2 devs get tons of money.

    45. Re:The questions developers ask by fredgiblet · · Score: 1

      Companies are adding multi-player modes at fair expense in order to increase the play-time and reduce used game turnover. Modding tools let them use the community do that for them. Their investment is reduced since they don't need to put effort into producing their own content, they can just hand it over to the community and the community makes content for them. There are still people playing Morrowind I know a guy who still makes maps for DOOM!, take away the modding tools and most of those people would have moved on long ago.

    46. Re:The questions developers ask by sixsixtysix · · Score: 1

      the HD and internet are there to sell you dlc and patch buggy, rushed-to-market games; the rest is just happenstance

      --
      ...
    47. Re:The questions developers ask by Anonymous Coward · · Score: 0

      just look at what Bethesda has done and then come back and talk to us.

    48. Re:The questions developers ask by Anonymous Coward · · Score: 0

      And then add in the australian game market where that $60 heap of crap is closer to $90-120, and you reeeeally don't need to think about it much.

    49. Re:The questions developers ask by Penguinisto · · Score: 4, Insightful

      He's not an outlier. I've done the same thing nearly 14 years ago, just for the hell of it.

      A bunch of guys took Quake 2 (then Quake3, then Unreal Tournament), and all together, we made one hell of a mod out of it.

      The result wasn't counted in dollars, but was counted in untold hours of solid fun gameplay for thousands of people. Almost everyone involved did it for fun, and even looking at it from well over a decade, it was still worth it.

      Y'all can keep your hypothetical $10m that 99.9% (or so) of all aspiring game designers will never see. I'll keep the awesome memories gathered over years of kick-ass gameplay and a ton of sweat.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    50. Re:The questions developers ask by j00r0m4nc3r · · Score: 1

      All I have to say is you're an idiot. God help you if you ever actually run a game company...

    51. Re:The questions developers ask by ToasterMonkey · · Score: 2

      So why is TF2 the most valuable game to Valve, when it allows modding, and also puts them on sale?

      I've heard this argument before, but never bothered to look for any mods, just going by my gut feeling that if I hadn't heard of any, they aren't out there.
      So I looked, and unless someone can cough up better examples, the TF2 mod scene is fucking garbage, please excuse my language.

      To put this in context, the original Team Fortress was a Quake mod. Team Fortress _itself_ had several well known and popular mods. There were even sizable custom map scenes within these mod scenes.

      Mods very substantially changed the gameplay of Quake. Preceding full mods like TF, Quake Rally, Air Quake, etc. were weapon mods that merely added new weapons to the game. THOSE put all the TF2 "mods" I've found to shame. I don't even want to get started on total conversions.

      My conclusion is anyone putting TF2 mods forward as a sign of the rebirth of PC gaming is _deluded_, or has NO IDEA what PC gaming in its heyday was.

    52. Re:The questions developers ask by WrecklessSandwich · · Score: 2

      Arma's niche is that of the hyper-realistic military simulation FPS. We're talking things like super-accurate bullet physics where hypersonic rounds with realistic dropoff hit you from long range before you hear the gunshot. It doesn't have the mass market appeal that something like Call of Duty has, which might explain the lack of intense marketing. DayZ happened entirely after the fact.

    53. Re:The questions developers ask by WrecklessSandwich · · Score: 1

      The one distinction I would make with your list is that WoW mods don't change gameplay, it's all UI mods.

    54. Re:The questions developers ask by WrecklessSandwich · · Score: 1

      Any examples from this century? Serious question.

      All of Bethesda's RPG games are a shining example. I would never buy these for a console, you miss out on entire games worth of free content.

      Fallout 3
      Fallout: New Vegas
      Oblivion
      Skyrim

    55. Re:The questions developers ask by Anonymous Coward · · Score: 0, Funny

      I'll take the $10m then. That was easy. Thanks.

    56. Re:The questions developers ask by theArtificial · · Score: 1

      Red Orchestra began as a mod. Garry's Mod for source. Desert Combat mod. Battlefield 2142 is essentially a mod for BF2. Not to mention Fallout, New Vegas series mods, Skyrim etc.

      --
      Man blir trött av att gå och göra ingenting.
    57. Re:The questions developers ask by Bruinwar · · Score: 1

      And where are most of my pirates?
      Hmmm purely anecdotal here.... I am a PC gamer, not a single pirated game on my machine (currently). However, I go over to my daughter’s home, my grandson is playing his Wii that is completely loaded with hundreds of games, none of which were purchased. My nephew’s PS2, uses many pirated titles. I've heard the same about Xbox but never seen it. It could be that piracy with consoles is more common that the OP thinks.

      --
      SLOWER TRAFFIC KEEP RIGHT
    58. Re:The questions developers ask by Fancia · · Score: 1

      How much do I make off mods?
      Nothing

      Have you been paying attention to Day Z? It's a mod for Arma II, a 2-year-old game - which became so popular, it's pushed Arma II to the top of the Steam best-seller list for months on end. Mods make money by expanding the sales curve, or even bringing an old game back to the best-seller lists years later.

      --

      Bít, zabít, jen proto, ze su liska!
    59. Re:The questions developers ask by Anonymous Coward · · Score: 0

      i think the developers point is you play them....you just said they are shitty, yet you still play them.

    60. Re:The questions developers ask by Fancia · · Score: 1

      Definitely had the same experience. I just bought Morrowind, which is 10 years old now, partly on the strength of the huge numbers of amazing mods available.

      --

      Bít, zabít, jen proto, ze su liska!
    61. Re:The questions developers ask by wickedskaman · · Score: 1

      Who decides what the right reasons are? Isn't making a living a good enough reason?

      --
      Sand's overrated... it's just tiny little rocks.
    62. Re:The questions developers ask by Anonymous Coward · · Score: 1

      Battlefield was a World War II game, and a mod called Desert Combat changed everything. Now modern combat became a huge hit.

    63. Re:The questions developers ask by Anonymous Coward · · Score: 0

      Thanks, I was looking for mods which had been commercialized as full games. Sounds like there's been two (?) in the last decade.

    64. Re:The questions developers ask by Penguinisto · · Score: 1

      You don't get it, do you? You'll never see that $10m, nor will the vast majority of other developers.

      So unless your name is, say, John Carmack? Keep dreaming.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    65. Re:The questions developers ask by hairyfeet · · Score: 1

      It would be really hard for me to recommend a single mod without knowing your playing style, some of the mods are designed for more of a "run 'n gun big battles" kinda thing, while others are made for more of an elite style "build yourself up and watch for the factions" kinda thing. Head on over to ModDB and check them out for yourself, there are dozens to choose from no matter which style you prefer.

      if you are asking for my personal favs? i like Crossfire, expanded universe is fun, just be sure you download the Freelancer mod manager as it makes switching easy peasy and to answer your questions a GIANT YES to open play, you can just fuck the story and go do what you will, mine, raid, collect bounties, and as you can see from the dates on ModDB its still got plenty of modders. If you can't find your original game its a cheap 10 bucks at Amazon and if you always wanted to be let loose in a big universe to go your own way thanks to the mods you can do that and more...enjoy and maybe you'll run into me mining in one of the belts! Oh and I haven't given it a full run yet but Discovery Mod has fricking HUGE universe, 200+ ships, all flyable, 134 systems, just tons of stuff!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    66. Re:The questions developers ask by oursland · · Score: 1

      It does alter how someone experiences the game, which is pretty significant.

    67. Re:The questions developers ask by fredgiblet · · Score: 1

      I wouldn't want to do the big battles thing probably. I'd want the Elite style setup.

    68. Re:The questions developers ask by Anonymous Coward · · Score: 0

      Thanks, I was looking for mods which had been commercialized as full games. Sounds like there's been two (?) in the last decade.

      Considering the budget necessary to make one game, that's not an insignificant economic benefit to the industry considering the investment of making their already necessary internal tools slightly more polished for release. It's also unfair to ignore the sales of games that only took place because the purchaser wanted the platform for a mod he or she desired to play.

    69. Re:The questions developers ask by Sigg3.net · · Score: 1

      ???

      Profit!

      (Srsly though. The Day Z mod proves just how wrong this argument is.)

    70. Re:The questions developers ask by Canazza · · Score: 4, Insightful

      Here's a handy checklist of wrong reasons to make a video game:
        - Are you making the same game two or more years in a row? (Bonus points for adding the Year onto the end of the name)
        - Is your game an clone of another, more successful game, adding no new features and having near identical art assets?
        - Do your long-term goals revolve around a microtransaction model that requires people to pay money not to be Kerb-stomped?

      Each boil down to "I'm making this game to make some quick cash" whether it be by taking an initially inovative and fun game and reskinning it every year, wholesale lifting of game mechanics from another game you *dont* own the rights to and reskinning it, or creating a potentially fun game, but requiring people to constantly fork out cash just to have fun (I'm mostly looking at World of Tanks in this case, as well as alot of Mobile games).

      Games made for those reasons are rarely remembered - they might make a shittone of cash, and that's why they keep getting made - but in the same way that 9 out of 10 Rom Coms won't be remembered in 2 years time, these games will fall by the wayside, meanwhile games that have some love put into them a decade ago are still selling today.

      Like one of the GPPs said, people are still playing Freelancer. There's still a community for a bunch of old X games too. The Modding scene for Oblivion has seen it still being bought today, even after Skyrim - which also has a decent modding community now - was released.

      Companies like Valve and Acti-Blizzard have seen the way forwards for modding, the Steam Workshop and SC2's map/mod store thing (I don't know what it's called I don't play SC2) allow people to look for mods and maps in-game, download them through a common interface and play them right away.

      When it comes to Valve, look at the PeTI for Portal 2 or the community submissions workshop for TF2 (which actually shares revenue with creators who've had their stuff put in-game) - They became the giant they are today because of the loyalty of their fans, which for the most part came from how moddable their games are.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    71. Re:The questions developers ask by CronoCloud · · Score: 1

      Aren't those 4 games huge enough already with their base games (and any DLC). There comes a time when perhaps you want to actually "finish" a game and go on to something else. Yes, there is such a thing as "too much content". It can ruin a game just as much as "too little content" can.

    72. Re:The questions developers ask by CronoCloud · · Score: 1

      Because the control freaks that own the systems like Nintendo, Sony, Apple, MSFT, etc are about as likely to allow that as they are to make their systems FOSS?

      Depends on what you consider mods. there have been PS2 games with map-making and/or other tools built in. Games for the PS2 and PS3 as well. It's not common, but they do exist.

      And need I remind you that Sony, is the only one of those 3 manufacturers that ever supported any kind of Linux on their machines, even if they don't do so currently. And EVERY PS3 has open-source code in it. Go check the "About PS3" section in the XMB and see Eric S Raymond's name.

    73. Re:The questions developers ask by WrecklessSandwich · · Score: 1

      You're making the incorrect assumption that all of the mods are additional quests/storyline content. There's a lot more to it than that. The graphical overhauls are absolutely stunning, usually with a much smaller performance hit (if any) than you would expect. There's also major gameplay mechanic/game balance overhauls that just plain make everything more fun/interesting. Bethesda has actually gotten into the habit of borrowing ideas from popular mods to put in the next game in the series. The most obvious being iron sights and weapon modifications that were 3rd party mods in FO3 became a standard thing in FONV.

    74. Re:The questions developers ask by gl4ss · · Score: 1

      side business or not it's a lot of digital sales they've gathered.

      that equals money for the developer.

      and this sub-thread is about someone bitching how mods don't make any money to the developer.

      --
      world was created 5 seconds before this post as it is.
    75. Re:The questions developers ask by dwarfking · · Score: 1

      How could you forget Neverwinter Nights that gave more than a modding, it was a complete toolkit for the creation of whole new games? They published details of all data files and model formats, the community was awesome. Some modules were so good Bioware provided a forum for developers to sell them.

      That was completely destroyed by Neverwinter Nights II where Atari decided to go with a gaming engine that used proprietary models and masked data file formats so that they could try to sell modules and addons themselves which failed miserably.

      Would love to have a toolkit like that again with an enhance 3D engine and an improved scripting language. I spent many hours playing on custom servers and designing my own out.

    76. Re:The questions developers ask by Talderas · · Score: 1

      Releasing crap buggy games that are only better and playable because of mods?

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    77. Re:The questions developers ask by Talderas · · Score: 1

      Fucking hats.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    78. Re:The questions developers ask by GameboyRMH · · Score: 1

      Then maybe it's time for gaming to go the way of desktop software, for FOSS to shine and commercial apps to stagnate in their boring little locked-in world full of users with more money than sense.

      The only advantage commercial games have is that they have more money to hire teams of artists. FOSS games won't be as shiny, it's a thing we'll have to just get over.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    79. Re:The questions developers ask by GameboyRMH · · Score: 2

      Game development is a horrible abusive career to go into anyways (unless you work for a startup anyways). Good thing I stayed away from it, I have an uncle who worked like a fiend on some legendarily awesome games, had a nice position at LucasArts, but now he's in at least as shitty of a situation as I am. Lot of good that did him.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    80. Re:The questions developers ask by GameboyRMH · · Score: 1

      Hey let him have fun with his hypothetical dollars, he's gonna get some hypothetical hookers and hypothetical blow.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    81. Re:The questions developers ask by Anonymous Coward · · Score: 0

      I see your point. OTOH, while the vanilla games are good, mods allow creativity from the fanbase. Hell, look at Nehrim for an example of pretty much a new game created off the back of Oblivion. Look at what they're still doing with Morrowind ten years on!

      I don't deny anyone the right to play the vanilla game, but the proliferation of good (and crap) mods out there keep the buzz around a game. These are the games you won't see being traded in after a couple of weeks to your local store - because they have replay value. They allow people to exercise their creative muscles in a way that a non-moddable game can't.

      Put it this way. EA don't want you to mod Call of Warfare 2012 as that'll reduce sales to Call of Warfare 2013. Valve want you to be able mod half-life 2 into Dear Esther as that's the type of thing that makes them aware of new talent.

      I'll have to give huge kudos for the Steam Marketplace and Bethsoft's work on the way mods fit together particularly in Skyrim. If you have 20 mods in Morrowind it's quite easy to get massive errors unless you're extremely careful. Skyrim has got the packaging (and more importantly the uninstalling) of a mod down so that it is pretty damn robust. It's a pity that the great majority of the Skyrim mods are currently followers / houses, but there are a few gems out there.

    82. Re:The questions developers ask by GameboyRMH · · Score: 1

      Can you get Gas Guzzlers DRM-free and does it have LAN play? Maybe it could fill the Vigilante 8/Interstate '76-shaped hole in my life.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    83. Re:The questions developers ask by drinkypoo · · Score: 0

      I recently reinstalled freelancer (which I bought a long time ago) and discovered that the mods all suck majorly in one way or another. Either horribly crashy, or horribly poorly balanced, or horrible difficulty curve that relegates you to running errands to buy equipment. The same is true, sadly, of Civ IV:BTS. I pretty much gave up on mods because they pretty much all blow. NWN, ugh.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    84. Re:The questions developers ask by GameboyRMH · · Score: 1

      I honestly wouldn't be surprised if he was an executive at Ubisoft or EA...or even John Romero himself.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    85. Re:The questions developers ask by GameboyRMH · · Score: 1

      I used to buy tons of games until the DRM got crazy in the early 2000s. Now I only pay for DRM-free games.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    86. Re:The questions developers ask by dskzero · · Score: 1

      Are you fucking retarded? Do you realize that mods like DOTA have contributed more to WC3 and TFT sales than anything Blizzard could have done, for ONE example? Do you think people would want a goddamn Doom 4 if Doom didn't had such an awesome and long lasting modding community? Do you have any idea of what you're talking about or are you a console baby trying to sound smart?

      --
      Oblivion Awaits
    87. Re:The questions developers ask by dskzero · · Score: 1

      DOTA

      --
      Oblivion Awaits
    88. Re:The questions developers ask by dskzero · · Score: 1

      Console gamers generally don't really want mods. They want either DLC or a new game, because it's faster and easier. No offense intended: it's a different market.

      --
      Oblivion Awaits
    89. Re:The questions developers ask by ShakaUVM · · Score: 1

      TF2 isn't that moddable, I don't think. Been a while since I looked at it, though.

    90. Re:The questions developers ask by dywolf · · Score: 1

      Thats the same short term thinking that eventually ruins companies. And its retarded. And wrong.

      People like moddable games. Moddable games tend to sell more units. Have a longer lifespan. Create more goodwill, towards the brand and the company.

      These things pay off hugely down the road, causing boosted sales to your next several projects.

      I cite Blizzard, Cavedog (while it lasted), iD, 3D Realms, and others all known for games that came moddable.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    91. Re:The questions developers ask by Asmodae · · Score: 1

      I was so saddened by the fact that NWN2 never took off the same way NWN1 did. All of the reasons you cite are true, but you also have to remember that NWN1 rose up before WoW. I remember a lot of people leaving our NWN1 server to play WoW. NWN2 grew up in a slightly different environment. Could it have been as successful with good support? Probably, but it didn't have the same competition as NWN1.

    92. Re:The questions developers ask by theArtificial · · Score: 1

      Thanks, I was looking for mods which had been commercialized as full games. Sounds like there's been two (?) in the last decade.

      I believe this also has to do with technology and attitudes. There is a growing trend of PC game makers to not release source for the client which enables mods, locking down of servers or simply not distributing them as well as not releasing development tools. Quake/Unreal had server only mods as well as client side. The only way to play multiplayer games is by renting servers for some titles, for others no server is ever released - you're hosed when the studio decides to pull the plug. Microtransactions seem to be the rage at the moment. Perhaps studios feel enabling modding competes with the content producers? Maybe there is just so much stuff out there and the attention spans are shorter? In the past things were released as free patches and free content packs wetting your appetite for an expansion or sequel. Although several developers toss in a lot of content, Blizzard has/had a good record for this. Bioware had a good thing with NWN and all the communities around that.

      TLDR; It helps when developers make a product that easily enables content creation. A better question to ask is what caused the shift from the attitudes and expectations of 10+ years ago compared to today?

      --
      Man blir trött av att gå och göra ingenting.
    93. Re:The questions developers ask by hairyfeet · · Score: 1

      Then Discovery and Crossfire are for you friend, huge universe where you can be just a little guy going it alone, join a guild, be a miner or a pirate, you can pretty much do whatever you want.

      I can't recall offhand which it is, maybe Discovery, where you can buy these "ID Chips" that basically tell others through their HUD what you are, be it bounty hunter or miner or whatever or you can just choose to be a Freelancer and do a bit of everything but you'll want to stay out of the heavy faction areas (or have a fast ship in case you need to bug out) but if you are wanting these huge Elite style "do anything you want" then download Freelancer Mod Manager and give it a spin.

      The great thing about the Freelancer mods is with FMM you can have dozens installed and just switch between them with the flip of a switch in FMM so if the first one you try isn't your cup of tea just switch to one of the others. there are about a half a dozen that are usually pretty well populated at any time and since the space is so vast you can just go on your merry way without being constantly hassled by griefers, just take your starting ship, do some mining or trading, and work you way up. You can even buy the huge capital ships if you want to go for the whole BattleStar kind of feel, but I'd rather go for the fast and heavily armed midrange ships, that gives you a decent amount of cargo space and the firepower to deal with any NPCs that might try to screw with you...have fun!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    94. Re:The questions developers ask by MrResistor · · Score: 1

      Does developing modding tools cost me?
      Yes.

      If your producer and project lead are not complete fucking morons, and actually have a clue about managing an efficient and effective development pipeline, then you've already developed most of the modding tools before you even started to get serious about creating the game content, and the rest got made during the course of development as the needs were discovered.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    95. Re:The questions developers ask by Anonymous Coward · · Score: 0

      All I have to say is you're an idiot. God help you.

      That's it.

    96. Re:The questions developers ask by Sparton · · Score: 1

      Presumably, your game designers would benefit from good modding tools as well. [...] If you've provided your game designers with good tools to design their game, this cost is already sunk.

      There's a difference between "tools that people can use", and "shit that lets designers get the job done". I'm a game designer who's actually worked on a game that included an in-game level editor. A lot of work is needed to make things work properly on any user's setup, as opposed to getting the job done on a limited set of workstations, which can use hacks and shortcuts that work well to that designer/project/etc as opposed to whatever other platform you're on (and that includes different OSs, hardware, etc).

      There's a very big difference between tools that let professionals get the job done, and tools that normal people can use. Don't let that fool you into thinking there's a limited cost to letting end-users use what professionals use.

    97. Re:The questions developers ask by Sparton · · Score: 1

      If your producer and project lead are not complete fucking morons, and actually have a clue about managing an efficient and effective development pipeline, then you've already developed most of the modding tools before you even started to get serious about creating the game content, and the rest got made during the course of development as the needs were discovered.

      Funny how this industry often has problems with having producers and project leads not being complete fucking morons...

    98. Re:The questions developers ask by MrResistor · · Score: 1

      Sad, but true

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    99. Re:The questions developers ask by morari · · Score: 1

      Killing Floor.
      It seems to sell pretty well on Steam, allows for modding itself, and is still receiving new paid DLC to boot.

      Besides, the goal isn't necessarily to spin off a successful game out of a mod. Allowing for mods gives you a talent pool to pull from as well. You have fans that are dedicated to learning your tools and creating tangible examples of their work with it. Plus, your game will stay fresh and in the public space for longer as more content is freely added to it through no effort of your own. The tools are already there, you just have to release them.

      I know it's hard for console users to understand. Or maybe it's not, maybe they're just mad at having been tricked into such locked-down systems. :P

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    100. Re:The questions developers ask by wickedskaman · · Score: 1

      So it's.... YOU who decides what these right reasons are? ;-)

      --
      Sand's overrated... it's just tiny little rocks.
    101. Re:The questions developers ask by Anonymous Coward · · Score: 0

      I think that the majority of people pirate games because they can. Piracy rates for the Humble Bundles are still very high even though they are pretty much the epitome of developer goodwill.

    102. Re:The questions developers ask by allcoolnameswheretak · · Score: 1

      Why do you bring up John Romero as an anti-modding advocate? Doom was one of the first, big, moddable games. Id didn't release any tools up front and the community largely created their own, but Id never protested.

    103. Re:The questions developers ask by allcoolnameswheretak · · Score: 1

      Not to mention that League of Legends, the biggest online game that now has more regular players than World of Warcraft, is based on DOTA, a Warcraft 3 mod.

    104. Re:The questions developers ask by cavebison · · Score: 1

      There is a passion around modding popular games, like say Skyrim.

      So what's stopping companies *selling* the modding software, and/or setting up a mod app store, where people can pay $1 per mod, with 10% (or whatever) going to the modder. Modders appreciate donations anyway, so you're paying them and paying the company to maintain the service.

      Skyrim sold at least 3.4 million copies, 14% of which for PC. Of the say 480,000 PC copies, assume 100,000 of them end up downloading 10 mods each, on avg. That $10 spend per player could mean $900k for the developer and $100k for modders.

      This makes the modding community happy (they'd be pissed at people paying for mods if something didn't go to the community - this is like mandatory donating). A modder with 1000 downloads gets $100, maybe more over time, that's nothing to sneeze at for what would have otherwise been given for free. With that they could buy a Skyrim t-shirt, metal figurine and map set - which is more money for the company again. :)

      I don't see why it can't be done, if done fairly.

    105. Re:The questions developers ask by djnforce9 · · Score: 1

      "I think I've made my decision.".

      Yes, the kind of decision a game developer just in it for the money and nothing else would make. However, those who make games not only for a living but for the satisfaction of knowing people are going to enjoy it for many years to come and talented artists and programmers out there in the community can and will do what they can to increase the longevity of the title WILL find value in creating mod tools. Look at how well Bethesda PC games have done some of which are being re-lived using updated engines (e.g. Playing Morrowind in Oblivion's engine and SkyOblivion is already in development as well).

      It's like those music artists that bicker about piracy and treat their fans like criminals all the time rather than realizing that their music is reaching a wider and wider audience thereby growing their fanbase.

    106. Re:The questions developers ask by jgostling · · Score: 1

      DLC can be free or payed. Bethesda for instance has released both kinds for Skyrim. High Resolution texture pack (free) and Dawnguard (payed).

    107. Re:The questions developers ask by KingBenny · · Score: 1

      i'm gonna be a semantic nazi for just once. I think you pointed out exactly what publishers would say. I consider the actual developers just as much the victims as your average pc-gamer. The brains and the skilled ninja's just get scraps of pay anyway.
      This said, i hope to see a statement by namco/bandai somewhere soon if they think it was worth porting dark souls to pc ...

      --
      Free speech was meant to be free for all... how can anyone grow up in a nanny state ?
    108. Re:The questions developers ask by Anonymous Coward · · Score: 0

      You know.. that sounds an awful lot like a PC. :)

  2. Rebirth by Anonymous Coward · · Score: 4, Insightful

    What do you mean rebirth?
    PC gaming is in full swing..

    1. Re:Rebirth by Colonel+Korn · · Score: 3, Interesting

      What do you mean rebirth?
      PC gaming is in full swing..

      Nor was it ever in serious decline if you look at sales data (hint, right now it's the biggest gaming platform and the fastest growing), but the meta-narrative has asserted its decline for years.

      --
      "I zero-index my hamsters" - Willtor (147206)
    2. Re:Rebirth by HarrySquatter · · Score: 0

      It would ony be 'fastest growing' because of the pitiful amount of sales compared to consoles for most titles. And considering that their are over 230 million current gen consoles sales plus another 150 million of current gen handhelds so it is high doubtful it is the largest platform. The Wii alone accounts for more than double the amount of Steam users.

    3. Re:Rebirth by Moheeheeko · · Score: 1

      Because people who own consoles NEVER play PC games right? And everyone on PC MUST use Steam!

    4. Re:Rebirth by oakgrove · · Score: 1

      230 million consoles sold. That doesn't mean there are that many currently in use.

      --
      The soylentnews experiment has been a dismal failure.
    5. Re:Rebirth by fredgiblet · · Score: 1

      My sister bought a Wii early on, she played it religiously for about a month. Since then I've clocked about 10 horus on it and that's far more than she has put in.

      The best part? When they released the black Wii she wanted to get one.

    6. Re:Rebirth by VortexCortex · · Score: 1

      but the meta-narrative has asserted its decline for years.

      Also: The demoscene is dead.

    7. Re:Rebirth by beachcoder · · Score: 1

      My sister bought a Wii early on, she played it religiously for about a month. Since then I've clocked about 10 horus on it and that's far more than she has put in.

      Did she only play it on Sundays?

  3. Modding is incompatible with DLC by Anonymous Coward · · Score: 0

    The games companies really want to sell you DLC, often a simple extra map, a new vehicle, or different outfits for a character, maybe if you're lucky a full mini-campaign.

    If you have fans providing these very same things for free then it's much harder to sell new content unless it actually has significant value. Also people buy new content when they run out of actual content, and if there is a new unlimited supply of user-made content, not under the control of the developer then that doesn't happen.

    Unfortunately I see things becoming less and less modable, or your ability to mod things heavily sandboxed in terms of what you can do compared to what the actual game does with no ability to import the original levels, models, scripts etc. to figure out how they worked (because it would be locked down as per anti-piracy requirements of resources / DLC etc.)

    1. Re:Modding is incompatible with DLC by vlm · · Score: 1

      So, AC... pick one:

      1) DLC items with free mod maps

      and

      2) DLC maps with free mod items

      are both possible, but I think option #1 will be more popular with FPS players and option #2 more popular with the "lets play dress up dollies" players?

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    2. Re:Modding is incompatible with DLC by GameboyRMH · · Score: 1

      Gaming has been commercialized to death, like Hollywood (and again, gaming in the '80s) it's going to take a major industry crash and rebirth to purge all the shit.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
  4. PC is king by Anonymous Coward · · Score: 0

    I don't think I've ever found a better gaming experience then I've found with Gemstone IV.

    1. Re:PC is king by Anonymous Coward · · Score: 0

      Is Simultronics still doing the premium accounts stuff and selling quests?

  5. Cap by tepples · · Score: 1

    Why spend $2k on a pc rig, in order to play a game that I can play for free on onlive?

    Because OnLive will cause you to hit your ISP's monthly cap earlier. Or because not all games are on OnLive.

    1. Re:Cap by Colonel+Korn · · Score: 3, Insightful

      Why spend $2k on a pc rig, in order to play a game that I can play for free on onlive?

      Because OnLive will cause you to hit your ISP's monthly cap earlier. Or because not all games are on OnLive.

      Or because OnLive under the very best conditions has terrible graphical degradation and noticeable input lag.

      --
      "I zero-index my hamsters" - Willtor (147206)
    2. Re:Cap by Anonymous Coward · · Score: 1

      You can have all the frowny face you want. For some people, there's no other choice than a capped ISP. My local cable co is the only game in town, unless dial up or satellite is your thing. They have a 100Gb cap with a $1.50 per 1Gb overage.

    3. Re:Cap by ArhcAngel · · Score: 1

      It is truly sad to see OnLive stoop to turfers...

      --
      "A person is smart. People are dumb, panicky dangerous animals and you know it." - K
    4. Re:Cap by noh8rz7 · · Score: 1

      onlive burns 2.5gb/hr, so your cap would get you 50 hours. If you play video games for more than a full work-week every month, that's another issue!

  6. Re:pc games are a nonstarter by Anonymous Coward · · Score: 0

    Onlive can't take advantage of higher resolutions. It also cannot use any mods.

  7. Re:pc games are a nonstarter by locopuyo · · Score: 1

    Because the lag and image quality sucks.

  8. People who buy the game for the mods by tepples · · Score: 4, Insightful

    How much do I make off mods?
    Nothing

    I disagree. Would Valve have made as much money from Half-Life if there were no Counter-Strike?

    And where are most of my sales?
    On consoles.

    If you're a sufficiently large developer. Do XNA games released on Xbox Live Indie Games outsell comparable PC games?

    Does developing modding tools cost me?
    Yes.

    Developing level and scenario editing tools in the first place costs you. Why not continue to polish them and release them a few months later so that you can make a few bucks off players who will buy a game for the mods?

    1. Re:People who buy the game for the mods by iiiears · · Score: 1

      Does a mod-able a game affect a developers choice of middle ware?

      --
      15TW = 15,000 Nuclear Reactors. (Approx. one accident a month.)
  9. Re:pc games are a nonstarter by Anonymous Coward · · Score: 0

    Because you want that game to actually look good and PLAY good maybe?

    The concept of OnLive is "nifty" and that's about it. Casuals will love it.....real gamers will joke about it.

  10. What is better? by grumpyman · · Score: 1

    I think it is better in the context of hardcore players who wants that flexibility, which constitute small group of the players. Is it "better" for the gaming company? Is it "better" for most other players who don't mod? I'm not sure.

  11. Thought PC gaming was "dying out" 10 years ago by cpu6502 · · Score: 3, Interesting

    At least that's what the /. articles were saying back then. Maybe it's just FUD like the movie-makers in the 1950s who said TV would kill theaters.

    --
    My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    1. Re:Thought PC gaming was "dying out" 10 years ago by oakgrove · · Score: 1
      Well, don't look now but PC gaming is an 11 billion dollar a year industry. Consoles? Eight. And that's all consoles combined against the single PC platform. The concept of PC gaming "dying" is little more than a well-worn meme to generate flame wars these days.

      Of course no one knows the exact numbers but it's pretty obvious by practically every industry report I've seen that PC gaming isn't only alive and well but it's growing very fast.

      --
      The soylentnews experiment has been a dismal failure.
    2. Re:Thought PC gaming was "dying out" 10 years ago by Blakey+Rat · · Score: 1

      It was. Well, it sure as hell looked like it was when Xbox 360 and PS3 first came out. Now it doesn't look as much like that.

      Hey 20 years ago, Apple was useless and dying right? Space: 1999 was pessimistic predicting there'd be a Moonbase Alpha is as long as 20 years instead of like 5 years. Oops.

      Sometimes people make mistakes. Sometimes when it's clearly obvious X is going to happen, hey! Guess what! X doesn't happen.

      Cope.

    3. Re:Thought PC gaming was "dying out" 10 years ago by CronoCloud · · Score: 1

      Well, don't look now but PC gaming is an 11 billion dollar a year industry.Of course no one knows the exact numbers but it's pretty obvious by practically every industry report I've seen that PC gaming isn't only alive and well but it's growing very fast.

      And that is because of MMO's, without MMO's PC gaming would be the niche it's always been.

      DOOM helped revive PC gaming a little in 1993, it was something the consoles of that time didn't have, first person perspective in a blud soaked slugathon.

      EQ and WoW did the same thing EQ was something you coudln't do on a console...well until 2003 anyway. If MMO's on consoles ever take off...say bye bye to hose numbers.

      Even the DOTA stuff can be done on consoles so don't count on that alone to keep PC gaming vital.

    4. Re:Thought PC gaming was "dying out" 10 years ago by Esvandiary · · Score: 1

      Hm... In technical terms DOTA-style games can definitely be done on consoles. (Hell, if they felt like it, I imagine it wouldn't be too hard for Valve to port Dota 2...)
      Without keyboard and mouse input on the console in question, I don't see it being very popular, though...

    5. Re:Thought PC gaming was "dying out" 10 years ago by oakgrove · · Score: 1

      And that is because of MMO's, without MMO's PC gaming would be the niche it's always been.

      DOOM helped revive PC gaming a little in 1993, it was something the consoles of that time didn't have, first person perspective in a blud soaked slugathon.

      EQ and WoW did the same thing EQ was something you coudln't do on a console...well until 2003 anyway. If MMO's on consoles ever take off...say bye bye to hose numbers.

      Even the DOTA stuff can be done on consoles so don't count on that alone to keep PC gaming vital.

      You make some insightful points. It looks like innovative gameplay is what keeps moving PC gaming forward and keeping it vital. That being the case, I actually look forward to MMOs on consoles taking off; if the pattern holds, they'll be replaced by something even better and the cycle repeats.

      --
      The soylentnews experiment has been a dismal failure.
    6. Re:Thought PC gaming was "dying out" 10 years ago by GameboyRMH · · Score: 1

      Funny, that's about the same time I stopped buying consoles and switched entirely to PC gaming (and emulators).

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    7. Re:Thought PC gaming was "dying out" 10 years ago by CronoCloud · · Score: 1

      DOTA/MOBA games are actiony enough that kb+m isn't as necessary. Besides, the PS2/PS3 have USB ports for a reason. there's the upcoming PS3/360 MOBA "Guardians of Middle Earth" game too.

  12. Dedicated servers by leathered · · Score: 2

    Making mods or custom maps is only viable when you can run your own servers on which to play them. Nowadays most new games have servers that are run by the game publishers themselves, if this is the case how do you persuade the publisher to run the mod on them?

    --
    For all intensive porpoises your a bunch of rediculous loosers
    1. Re:Dedicated servers by Blakey+Rat · · Score: 1

      What server am I playing my Skyrim mods on?

      You have a very, very limited view of what constitutes a "mod".

  13. Endless Space, new 4x game allows modding by Shivetya · · Score: 1

    Endless Space (go look it up) is a new 4X game with much more in common with MOO2; though it is still amazing how much a sixteen year old game got right than anything since; but with snappy graphics and a lot of polish. They invite people to vote on upcoming changes and features as well. The game is delivered via Steam and is one of the most bug free games I have seen recently, it certainly is the best true 4X Space game I have played in ages (read: no real time silliness)

    There is a small community already going at it, modifying tables in the game to bring balance where players believe its needed. There is even an early attempt going to change the whole universe into B5.

    Will the developers incorporate good mods? Most likely, They already give credit to many for ideas and such. For most that is more than sufficient. People like to participate and even simple recognition on a forum is fine, but name in game credits does help too

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  14. Modding has pretty much always improved sales by onyxruby · · Score: 4, Interesting

    Looking back over 25 years of computer gaming modding has pretty much always improved sales. From the days of the original Civ games to Wolfenstein to Doom to NeverWinter Nights vs NeverWinter Nights 2 examples abound. Those games that support the community readily modding them have pretty much always had better sales than those that didn't.

    Simple example would be NeverWinter Nights vs NeverWinter Nights 2 for an example in point. Embrace your user community and you will be rewarded in sales for years to come. Pull a Sony and you'l end up with a (what was the name of their PSP replacement again?)....

  15. Are modding tools even allowed on consoles? by tepples · · Score: 2

    When game developers start developing modding tools for their games, it seizes to be a PC-only advantage. They can just as well release those tools for other platforms, right?

    Since when do companies like Nintendo, Sony Computer Entertainment, and Apple's iOS division allow developers to release modding tools?

    1. Re:Are modding tools even allowed on consoles? by CronoCloud · · Score: 1

      Depends on what you consider modding.

      RPG Maker owners have been sharing their PSone/PS2 game files for years. Little Big Planet and Modnation Racers allow you to make levels/maps/other stuff. IIRC a couple of PS2 FPS games had level creation tools included.

    2. Re:Are modding tools even allowed on consoles? by tepples · · Score: 1

      I would add GripShift on PSP, but again, all those are edge cases. As far as I can tell, very few games for PlayStation family consoles, and even fewer for Xbox and Nintendo platforms, are designed with thorough capability for end-user level creation and sharing in mind. On Nintendo, all I can think of are Super Smash Bros. Brawl and WarioWare DIY.

  16. There can be a pent-up demand for this... by mlts · · Score: 1

    I'm sure some company could make a good income from mods.

    For example, take a game like NWN1 or NWN2 which allows not just for single player modules, but persistant worlds. Develop the backend so that the game company can provide a server backbone and the PW designers upload their areas and global scripts, and/or allow connections to private servers. The key is giving not just the ability to add customizable scripts (such as having an object be able to cross PWs with its own scripts attached like Enserric), but to also allow the usual database of a character, mobs, and objects to be extended as the PW makers see fit.

    How can this make a company money?

    1: The initial client.
    2: Expansion packs of additional tiles, monsters, routines, spells, etc.
    3: Use of the multi-player network.
    4: Use of servers similar to mudhosting.net so PW designers do not have to keep their own boxes online.
    5: Commercial modules.
    6: If a PW maker wants to charge a small fee, they can have the revenue go through the software maker.
    7: Websites for PWs, so if a PW wants to give players a way to show statistics/quest progression/achievements, that is possible.

    Will this be a blockbuster? Nope. Steady income source over time? Yes. To boot, this model minimizes the need for DRM other than a CD key to get on the online servers.

  17. Or shared hosting by tepples · · Score: 1

    if this is the case how do you persuade the publisher to run the mod on them?

    The same way I persuaded Go Daddy to run MediaWiki on pineight.com: pay to rent space on a server to hold the scripts associated with the mod.

  18. Wii has 64 MB of RAM by tepples · · Score: 2

    Keyboard and mouse support

    The last time I checked, Microsoft still refused to make a mouse driver for Xbox 360. Or are you calling Kinect a mouse substitute?

    Sufficient memory for editing tools

    How so? Wii has 64 MB of RAM and 24 MB of VRAM.

    1. Re:Wii has 64 MB of RAM by drinkypoo · · Score: 1

      Wii has 64 MB of RAM and 24 MB of VRAM.

      And yet we managed to make mods for PC games that ran on that caliber of hardware (and less!) with the very same hardware...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  19. Free competes with paid DLC by Anonymous Coward · · Score: 0

    Why let the modders create free content when you can create it yourself and charge for it?

    1. Re:Free competes with paid DLC by wierd_w · · Score: 1

      When you can use the free DLC to drive sales of the paid ones, of course.

      But that requires your DLC to add new core functionalities for the mod makers to capitalize on, rather than just puking out spurious garbage, like a few retextured models.

      BUT, if you DO offer DLC that adds new functions, the community mods that make use of those functions will drive the sales of your paid dlc. Without fail.

  20. Human resources by tepples · · Score: 4, Insightful

    I just realized that you appear to have forgotten a question:

    Where do I find artists and programmers to hire for my next game?
    From the modding community.

  21. It's not necessarily tools that are needed by Milharis · · Score: 3, Informative

    I'm a Rome Total War modder, so my knowledge of modding is mainly restricted to the Total War franchise, and how The Creative Assembly deals with modding.
    But I think that it's probably the same thing everywhere.

    When people think of mod tools, they often think of an editor which allows to modify textures/models and scripts, for the most part. While that's great because it allows beginner to easily mod a few things, that's only minor modding.
    The problem is that while it's fun to change the texture of a horse to a bunny with a hat, it's not those kind of mods that TFA is talking about.
    It's the total overhaul mods that make modding so good, like Counter Strike. And with the amount and diversity of modifications needed, no tools is going to be able to do it.

    In RTW, most files are text files, which means that basically everything that is not hardcoded in the exe can be changed using Notepad. The only place where a tool is needed is for art ressource, as those are packed. And for RTW, it wasn't CA that released this tool, but a guy who reversed-engineering the packing system. In the subsequent release Medieval II Total War, CA actually released a tool to unpack things, because they had added protections.

    The newer TW games however don't have the same major mods, because they changed the way data is structured. Things which used to be rather easy to do are now (almost) impossible, simply because no one can access the data in a useful manner. Because of the thriving modding community created by the previous games, there are a few people that are painfully trying to make sense of things, but HEX editing is a huge pain, and has huge limitations.

    All of that to say that modders don't really need tools like editor (though they are quite nice).
    What they need is a way to access and modify data easily (which can be through a tool like an unpacker, or a converter), and documentation/information to make sense of it.

    1. Re:It's not necessarily tools that are needed by neminem · · Score: 2

      While I was never more than a fiddler, and this was also obviously like a decade ago (can't believe it's really been that long!), all my experience with real modding was in the original Starcraft.

      The original Starcraft did actually have a pretty respectable map editor, complete with a scripting engine that, while not the most user-friendly ever, was technically still Turing-complete. But there was still a lot you couldn't do (natively). Well, by the end, there was almost -nothing- you couldn't do. Anyone else remember Camelot Systems with fondness? I especially remember how they said there were some things you were just never going to be able to do (add new custom action buttons, for instance), because it would require hacking the actual exe, which would have been far too complicated and prone to breaking things, then less than a year after they said that, they released StarGraft, which did just that.

      I'd argue that, while having first-party tools for editing data would be nice in general, it's probably enough if a game just doesn't intentionally -prevent- third-party modding applications from working.

    2. Re:It's not necessarily tools that are needed by fredgiblet · · Score: 1

      The various script extenders for TES and current-gen Fallout games are another example.

    3. Re:It's not necessarily tools that are needed by VortexCortex · · Score: 1

      All of that to say that modders don't really need tools like editor (though they are quite nice).
      What they need is a way to access and modify data easily (which can be through a tool like an unpacker, or a converter), and documentation/information to make sense of it.

      I agree to a point: ID didn't publicly released their Doom modding toolkit, but The Unofficial Doom Specs spawned many mod tools. However, the data structures in the WAD file were mostly the same that were used in memory, so a hex editor and a debugger could easily work wonders.

      That said, I would classify your pack/repack tools as editing tools. Furthermore, I'd go so far as to say that although you may not need a full editing suite, it would sure get you jumpstarted making them mods, eh?

      Developers are listening; Now, if only we can convince the pesky publishers to let us give you the tools. Thing is, mods compete with DLC.

    4. Re:It's not necessarily tools that are needed by Anonymous Coward · · Score: 0

      Pack/repack tools are no different than 7Zip, and I wouldn't consider that an editing tool.

  22. I want "reverse" DLC. by wierd_w · · Score: 2

    I would think that this could greatly improve the value of console gaming as well.

    Think about it: as a publisher, you get paid twice. (Once for the PC version and its deveopment tool suite, and again for the console version for testing.) The number of interesting DLC packages would be enorous. Many may even be free. It will greatly increase the desirability of your games.

    "But won't it compete with our paid DLC?!"

    Not if the community DLC requires it as a dependency for core functionality. Then the community DLC will actually add additional value to your paid DLC, and people will want it more.

    So, why aren't you guys doing it?

    1. Re:I want "reverse" DLC. by Anonymous Coward · · Score: 0

      In your barely-disguised sales-barker pitch for your so-called "reverse" DLC, you completely neglected to explain what it would even be.

      Unless you mean "set up a shop where players can create things to download or sell and split the profits", in which case I have to wonder how that is different from Team Fortress 2's Mann Co. store (a lot of those items were made by players and Valve gives them a share of the sales).

    2. Re:I want "reverse" DLC. by wierd_w · · Score: 1

      No, you are just unimaginative, and need me to spell it out for you.

      So, I will.

      Let's look at a game from yesteryear that had a good mod community: TES3, Morrowind.

      It had 2 official expansions: Tribunal, and Bloodmoon. In addition to new play assets, both expansions added new core functionality to the scripting engine. As such, buying the expansions became a requirement to getting the better community made mod packages. You simply needed them, if you wanted to use X mod, because the mod needed those scripting functions to run.

      The community created mods therefor, did not compete with the official expansions, but instead drove sales of the expansions.

      The reverse DLC would for allowing the top mod community content to be "blessed", and distributed as a dlc on consoles. To improve the replay experience of the title, and to drive sales of the paid DLC packages they require.

      You can't buy that kind of advertisement.

    3. Re:I want "reverse" DLC. by fredgiblet · · Score: 1

      But that would require producing CONTENT in DLCs rather than just re-skins for weapons/characters and maps that were cut (or intentionally held back) during development.

    4. Re:I want "reverse" DLC. by VortexCortex · · Score: 1

      So, why aren't you [console gaming] guys doing it?

      Because the console makers charge us a lot to make DLC available. Truth is, your favorite console mfg is keeping you from having awesome stuff. Sorry, I didn't mean to-- I hope you weren't a console fanboi...

      Meanwhile on the PC: I'm working a P2P DHT system for modders to distribute their content for my games. The trust store and free CA system is complete, we can push out updates Bittorrent style and the client can verify authenticity. Modders can generate self signed mods, and optionally get their certs community approved & signed. With Reverse DRM, You control and approve what developers or modders you trust and avoid crappy and/or malicious mods (unless that's what you like). It's similar to a "walled garden" without the walls. I call it: Back To Fucking Normal.

    5. Re:I want "reverse" DLC. by wierd_w · · Score: 1

      I kinda figured as much actually. That's the real downside to the walled garden: it's invite only at the party.

      This sort of thing really is why I wish there were alternative markets and game match services for consoles. But, that will never happen as long as the status quo remains in effect.

      Too bad there isn't a way to end-run the DLC problem without raising the console maker's ire. Something like incorporating a minimalist BT client inside a game update, and using a console-signed local storage container as a content store. That way the DLC is handled outside the console maker's market service. There are probably license provisions to prevent that kind of thing though.

    6. Re:I want "reverse" DLC. by GameboyRMH · · Score: 1

      Like!

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    7. Re:I want "reverse" DLC. by Cederic · · Score: 1

      Because the console makers charge us a lot to make DLC available

      Which is why you should wait for the PC modders to release a lot of content, test the best mods on your dev console boxes, and get agreement from the modders to release them as a paid expansion for consoles.

      Console gamers get new content, your modding community get a cut of the sales and you cover all your costs including the testing and console fees. Nobody loses out (unless you suffer an opportunity cost as a result - but there lies the art of delegation).

  23. Planetary Annihilation will do modding and Linux! by fuzzel · · Score: 2

    It's good that Planetary Annihlation will have support for modding and Linux :)
    So give them your voice and some of your cash by funding them on Kickstarter and then next year we'll all happily be destroying planets!

  24. Re:pc games are a nonstarter by Robert+Zenz · · Score: 0

    Are people really spending that much on a gaming PC? I mean, I've built my PC (4GiB RAM, Core2Duo 2.6GHz) for roughly $ 325 + a $ 125 graphicscard (9600GT with 1GiB) and I was able to play Half-Life 2, Bioshock 2, Crysis, Alice: madness Returns and similar games on High-Settings without problems...

  25. I'm almost sad... by speps · · Score: 1

    ...about not seeing the GameMakerDom AC in this thread...

  26. Skyrim is infinitely better with mods by Jackyshadow · · Score: 1

    I bought Skyrim over Steam summer sale so I am a bit late to the game. The benefit of being late is that there are lots of completed, polished mods out there.

    The mod community just blew my mind, offered things that are far beyond my expectation. It sometimes feels surreal that there are highly skilled people out there spending huge amount of time and effort to produce these insanely quality mods, for free.

    Skyrim PC on itself is pretty good. But it has some stupid flaws (e.g. console centric UI). The smartest thing Bethesda ever did is to make it mod-able, let the community finish the things that developers are not willing to invest money/time on. With couple of mods plug in, this game becomes perfection.

    EA and Bioware should learn a lesson here. I can only hope Dragon Age 3 would be similarly mod-friendly (given EA's track record, I am not holding my breathe).

    1. Re:Skyrim is infinitely better with mods by Anonymous Coward · · Score: 0

      If you've been modding Skyrim then I'm sure you're familiar with Skyrim Nexus (skyrim.nexusmods.com). You may not realize this but many of the same modders who make mods for TES games also make mods for Dragon Age. Just check out Dragon Age Nexus (dragonage.nexusmods.com).

      captcha: graphics

    2. Re:Skyrim is infinitely better with mods by fredgiblet · · Score: 2

      Bethesda doesn't make games, they make tech demos for mod tools.

  27. Speaking from an MBA's perspective by Anonymous Coward · · Score: 0

    I'm an MBA type (hence posting anonymously since all the hate towards MBAs). Every company wants a large market, and wants to make a product that meets the needs of it's consumers. One of the biggest challenges is understanding the needs of those consumers; even market research can fail because sometimes consumers think they know what they want in an ideal world, but operate differently. It's a real challenge. For video games, you have to create a game that works well (usually in the control of the developer) and is fun (completely in the control of the customer). Fun is subjectively defined and different for every person, so while it's a hittable target it's often very much out of the developer's control, and yet fully the responsibility of the developer to input into their product for it to sell.

    Modding in my perspective reduces the developer's responsibility for fun, and shifts it to the customer, leaving the functionality aspect of the game, which the developer has a lot more control over, to them. Basically you're allowing the community to take your game and define the fun variable that they're after on their own terms, which would certainly appeal to a much wider customer base and increase sales. If Valve released the Source Engine as a game for sale with a decent game on top, but provided modding tools sufficient that someone with average programming skills and good storytelling could make a great compelling game with minimal effort, they would dominate the FPS market (I know that technically they did that, but the example is used just to illustrate the point).

    I know people hate MBAs on this forum; this is a programmers'/engineers' forum and there's always tension between product developers and business people. However, good MBAs think like what I described above, and good game developers would think the same way.

    1. Re:Speaking from an MBA's perspective by wierd_w · · Score: 1

      If that's the case, why do the MBAs of companies like Sony and Microsoft have apoplexy at the very thought of community produced content?

      Usually, the answer I hear is 'licensing'-- really, it is that they can't have exclusives, if the community doesn't play that way.

      As an MBA, perhaps you could better explain why they have such an insistence on exclusive content, rather than relying on the innate qualities of their platform's offings to provide distinction?

  28. Re:pc games are a nonstarter by Anonymous Coward · · Score: 0

    Put BF3 or The Witcher2 on it and anything other than low settings will have you seeing single digit framerates....

  29. Corporations want to control you. You will conform by Jackie_Chan_Fan · · Score: 1

    There is just no way getting around it. The goal is to consolidate and forced conformity.

    Modders will exist as long as these companies decide its worth selling parts to you directly. The entire computer industry is looking at Apple and thinking to themselves "lets copy them"

    Apple is not friendly to modders.

    The future is windows store, apple store... you will conform because there will be no choice.

  30. CIV 5 has DLC and MOD's by Joe_Dragon · · Score: 1

    CIV 5 has DLC and MOD's

    1. Re:CIV 5 has DLC and MOD's by Sparton · · Score: 1

      CIV 5 has DLC and MOD's

      And the mods are handicapped as all hell. You can't do multiplayer with mods. That includes doing hotseat (ie only one computer is involved) and mods that don't affect gameplay (such as religion names/icons).

      Furthermore, from what I understand, Firaxis hasn't explained much for how to properly do anything in the game. It's been out for years, but I don't think anyone has been able to do any total conversions, due to not knowing how to even create substitute nation leaders in the nation screens (best I've seen is one large static image in place of the 3D scene/3D character).

      DLC has a place due to being able to expand/change the multiplayer experience, as well as having support for achievements, which it looks like mods will never have.

  31. Re:pc games are a nonstarter by RogueyWon · · Score: 1

    Because Onlive is temperamental, unreliable and prone to going bust.

    PC gaming is strong right now. Very strong. If Valve would just release their Steam sales figures in a format that would let them fit into the industry sales charts, then we'd probably see some fairly scary stuff.

    But this isn't new, and there is a reason for it.

    "PC gaming is dying" is an over-used cliche, albeit one that sometimes (but not currently) is used with a degree of reasonable evidence behind it. PC gaming suffers early in a console cycle. When consoles are capable of putting out near-PC-quality technology, then they dominate the market. Developers aim for them for all kinds of reasons (installed base, ease of development for a consistent platform etc).

    But towards the end of a console cycle, the PC has pulled far away in technological terms. All of those clever people who got into games development because they want to push technical frontiers want to develop for the PC. And at some point, they reach a critical mass that even the suits go along with them, justifying it on the basis that it's adaptation for the next console generation. Meanwhile, the quality gap between PC games and console games grows to the point where players start leaping to the former.

    We've kind of forgotten this, because it didn't happen at the end of the last console generation. The PS2/Xbox/Gamecube were killed just a bit too early. Many of the PS2's best games came out after the PS3's release. This time around, it's different. A bargain basement PC can easily move graphics way in advance of what the 360/PS3/Wii are capable of.

    And the next generation is still some time off. The Wii-U doesn't count. They're talking about PS3 technical parity. Just... lol. The Wii-U is, I suspect, going to be a sales flop of the kind we've not seen in a decade or more. It has a badly-communicated input device and underwhelming tech specs. The Wii succeeded (in the early years, before dying early) because it had a simple, easily understood and easily marketed selling point. The Wii-U has no such thing. The successors to the 360 and PS3 are what matters. And right now, we know nothing about them.

    PC gaming has actually been close to victory in the past. Between the point where the SNES became obsolete and the PS1 launched, console gaming went through an existential crisis. Remember the Saturn? The 3D0? Remember anything worth playing on them? No, me neither. If not for the Sony Playstation and its unexpected success, the PC might have become the de facto leader in the games market.

    Of course, the Playstation got Gran Turismo, Final Fantasy and Metal Gear Solid, became a world-conquering phenomenon and the PC slipped back again. But now... the dice are in the air again.

  32. Re:pc games are a nonstarter by Tapewolf · · Score: 1

    Why spend $2k on a pc rig, in order to play a game that I can play for free on onlive?

    Aren't they dead?

  33. Re:pc games are a nonstarter by Anonymous Coward · · Score: 0

    I spent $700 on a PC (including monitor, etc.) 3.5 years ago. Given I would have needed a PC anyway it would have probably cost me $500 if I didn't want to game. So I get better hardware and it only costs me an effective $200 over 3.5 years and I can still run every modern game at native 1680*1050 resolution (not at max settings, but still higher quality than consoles).

  34. Re:pc games are a nonstarter by noh8rz7 · · Score: 0

    yeah but instead of spending &700 on your gaming rig you could have tossed in an extra $500 and gotten a macbook... so maybe you should hold off on claims about value.

  35. no to f2p by PopeRatzo · · Score: 2, Insightful

    I'll tell you what's NOT the future of PC gaming: "Free to Play".

    I've never seen so much crap. It's a bad idea, executed badly, and if a game developer thinks that free-to-play is the way to go they need to look for a job in a call center somewhere.

    I went into it with an open mind, but after a year of not being able to play any F2P game more than about 5 minutes, I'm convinced that it's an idea that needs to die a painful public death.

    It's not that it's a good idea being done badly. It's a bad idea that actually encourages bad execution.

    --
    You are welcome on my lawn.
    1. Re:no to f2p by Anonymous Coward · · Score: 0

      I agree with you but tf2 shits on our argument.

    2. Re:no to f2p by Anonymous Coward · · Score: 0

      So what your saying is if Valve put out their most popular game as F2P, it would turn shit just because it is F2P? Or would it mean that Valves most popular game was in fact shit to begin with and perhaps no games are good?

      Logic how does it work!?

    3. Re:no to f2p by Anonymous Coward · · Score: 0

      IMO League of Legends is actually the best player friendly implementation of F2P. I'm guessing TF2 is too. So there is proof that it can be done right. But the model is open to a lot of abuse and regularly abused becauseI haven't seen many games that offer good F2P models.

    4. Re:no to f2p by Pubstar · · Score: 2

      So... LoL, DotA, and TF2 are horrible games? But lets dive into the more obscure games, shall we?

      I can't tell you how many hours I dropped into Maple Story or Gunbound. I made a few in game purchases with Gunbound as well way back in the day (HS time). But lets get to something more current - Blacklight: Retribution. This game has way better mechanics play mechanics than most arcade FPS shooters on the market, has some great ideas (Hyper Reality Visor is a complete game changer), AND has a pay system that does not make the game pay to win? Lets not even get into seamless level loading (games load in the background during intermission between matches) OR that its very easy to call a votekick on anyone (makes VKing hackers that much easier), and the sick DX11 graphics. Oh, and currently there is a promo going on for $1000/day giveaway just for playing matches.

      F2P can be done right, its just that only a few good games come from this model. I guess you could say thats the same behind most AAA titles that come out too.

    5. Re:no to f2p by CronoCloud · · Score: 1

      I'll tell you what's NOT the future of PC gaming: "Free to Play".

      What? I'm a console gamer and even I know that there's plenty of good free-to-play stuff on the PC...not so much on the consoles yet though.

      From personal experience:
      PC:

      Star Trek Online, fun

      LOTRO, not too bad more stuff behind the paywall than STO.

      FreeRealms....diverse gameplay, stress free MMO, though you're better off paying the lifetime fee.

      PS3:

      FreeRealms, pretty much the same thing as the PC version only slightly nicer looking and playing, though the damn chat UI sucks compared to the PC version.

      Dust514: I'm in the beta, that's pretty much all I can say about it.

      PS3 home: Tons of Free and freemium games in Home

    6. Re:no to f2p by PopeRatzo · · Score: 1

      I can't tell you how many hours I dropped into Maple Story or Gunbound. I made a few in game purchases with Gunbound as well way back in the day (HS time).

      OK, maybe it's a generational thing. If you were in HS in 2009, then we're definitely not of the same generation.

      F2P, on some level just makes me sad. It makes me feel like a Bangkok sex tourist trying to turn down starving hookers and just feeling bad about the whole endeavor.

      I'm willing to pay for games. I'm not willing to open a vein for them, which is basically what F2P wants.

      --
      You are welcome on my lawn.
    7. Re:no to f2p by PopeRatzo · · Score: 1

      So what your saying is if Valve put out their most popular game as F2P, it would turn shit just because it is F2P?

      That is in fact exactly what happened.

      --
      You are welcome on my lawn.
    8. Re:no to f2p by PopeRatzo · · Score: 1

      What? I'm a console gamer and even I know that there's plenty of good free-to-play stuff on the PC

      But you have to love multi-player games to love F2P.

      --
      You are welcome on my lawn.
    9. Re:no to f2p by Anonymous Coward · · Score: 0

      But you have to love multi-player games to love F2P.

      Well then, I guess that means F2P will be part of the future, since I doubt the # of people who loves multi-player will suddenly drop to unsustainable levels any time soon.

      Now, I'm a single player guy myself, but even I can't deny the reality of the situation.

    10. Re:no to f2p by Anonymous Coward · · Score: 0

      Free to play is a perfectly valid option to increase revenue. It will not save a worthless game, but it will provide additional revenue of a game that is worth playing.

      I could make the exact same rant you made against f2p, but targetting 'indie' games instead, or targetting any or all big-name companies instead. The truth is that there are a lot of horrible games, and the one thing they have in common is that they're bad. This isn't even taking into account the "it's not like what I want to play" reaction to games that do not play as advertised.

      I can say that for MMO purposes, I find subscriptions to be repulsive. I have gladly paid $200 to be a LOTRO founder, as well as about another $80 on the expansion areas. If they did not offer that deal, I would not have played until it went f2p. That doesn't mean I'll play any f2p MMO, most of them are pathetic, but so are most of the ones with subscriptions.

    11. Re:no to f2p by Pubstar · · Score: 1

      I actually graduated 2004, and was playing it during HS. And seriously, check out Tribes: Ascend or Blacklight: Retribution. I was huge into Tribes 1 and 2 back when I was still gaming on hte old 28.8Kbps modem, and T:A Plays pretty closed to tribes 2. Both games don't require you to pay any money to get what you want, though it can be a completely grindfest if you are unskilled and cant rack up cash quick.

      Oh, and then there is Mechwarrior Online. Ive probably dropped about $40-60 on each of these games, and I have no plans on spending any more, but I did think that the developers of the games did a great job, and that they deserved money for what they made.

    12. Re:no to f2p by PopeRatzo · · Score: 1

      You know, Tribes:Ascend isn't all that bad, but the thing is, I'm just not really a fan of multi-player games, generally.

      Especially now that almost all PC games are designed for consoles, and console-style controllers. I really really like to play games on my computer, but I'm not able to put the 14 hours a day that many of the online players can. So, I end up getting griefed into oblivion in about 10 seconds. It's not really a lot of fun.

      There have been a few games that I've played online and been competitive, like some racing games, but I'm just not into twitching.

      And finally, the only reason multiplayer is showing up on every game nowadays is because the game developers figure it gives them a way to prevent piracy. You can see how little thought actually goes into the multi-player in many cases. It's a reason to get the gamer to log onto the mothership server so he can be treated like a fatted calf. It's all about those income streams.

      But see, I'm willing to PAY for games. I'd pay $60 in a heartbeat for Half-Life 3 if it was done with the same care and with the same value as Half-Life 2. If Burnout Paradise 2 came out, I'd pay $100 without blinking if it had as much playability and replayability as the original.

      I'm sick of third person, too. The only reason PC gamers ever see a third person perspective is because the game was designed for consoles and we're getting the slopover. Which is why I take extra care to support game developers who release their games ONLY to personal computer platforms.

      In this environment, where less thought is put into giving the customer value than treating the customer like a crook, I can absolutely understand why there is piracy. Why would anyone lay out $60 for a product that stands such a high probability of sucking?

      And those games you mentioned? If they're worth it, why not just let me pay the $40 and get the game and leave me alone? Why force me to play with a bunch of people I don't know just so I can be monitored by the publisher to make sure I don't actually treat the game like something I bought and own?

      --
      You are welcome on my lawn.
    13. Re:no to f2p by Pubstar · · Score: 1

      So you're just saying that the whole F2P model just doesn't cater to what YOU want, therefore the whole system is flawed? I pretty much play exclusively online. Yeah, I have some single player games I dive into every now and then, but most of my time is spent online fragging with friends. I think that the reason you don't like F2P games is because majority of them are online only and highly competitive, which is what YOU don't want in games.

      Correct me if I'm wrong, but this pretty much seems to be the whole basis behind you bashing the F2P model.

    14. Re:no to f2p by Anonymous Coward · · Score: 0

      Tribes Ascend is F2P. It's a reboot of the Tribes series after they bought the rights. Its not perfect, it has its issues, but it changed my mind about the F2P model.

    15. Re:no to f2p by PopeRatzo · · Score: 1

      So you're just saying that the whole F2P model just doesn't cater to what YOU want, therefore the whole system is flawed?

      Uh, yeah. Do you not know how this producer/consumer thing works?

      One thing I've learned, friend, is that I'm not exceptional. I'm not special. Not unique. If something affects me a certain way, I know I'm not the only one.

      Call me back when some F2P company has gotten rich enough to start something as big as Steam. At the moment, I'm not sure F2P can compete. There is not a thing wrong with the existing model, where the devs make a product and people buy the product. The odds that this new "innovation" will result in better games is very very small.

      --
      You are welcome on my lawn.
    16. Re:no to f2p by Anonymous Coward · · Score: 0

      Call me back when some F2P company has gotten rich enough to start something as big as Steam. At the moment, I'm not sure F2P can compete. There is not a thing wrong with the existing model, where the devs make a product and people buy the product. The odds that this new "innovation" will result in better games is very very small

      Well then, by your own logic, your kind (those who don't like multiplayer, 3rd person perspectives, console-oriented designs, etc) will have to step aside, as the future of PC gaming will be ports of Call of Modern Warfare 25: Operation Angry Birds (I wouldn't be surprised if eventually "cross platform" game would include phones and tablets, which would necessitate further dumbing down of the controls and gameplay), with overpriced day one DLC and always online single player (if there even is single player) on top of whatever aggravating DRM scheme they'll come up with next... despite the article the other day showing how Ubisoft DRM has done jack all to piracy

      Or maybe you already know this, and you're taking it out on the F2Ps?

    17. Re:no to f2p by PopeRatzo · · Score: 1

      Well then, by your own logic, your kind (those who don't like multiplayer, 3rd person perspectives, console-oriented designs, etc) will have to step aside, as the future of PC gaming will be ports of Call of Modern Warfare 25: Operation Angry Birds (I wouldn't be surprised if eventually "cross platform" game would include phones and tablets, which would necessitate further dumbing down of the controls and gameplay),

      Not really. I think the future of gaming will look quite different, and better, but only after a massive shakeout in the industry. A lot of companies will have to go belly up and someone will produce a really good game and make a ton of money and the others will copy the formula.

      I'm not willing to give up on personal computer gaming just because "the industry" decides that I shouldn't be able to buy what I want.

      --
      You are welcome on my lawn.
    18. Re:no to f2p by Pubstar · · Score: 1

      The whole point was that BLR and Tribes are both doing really well, with tons of people paying into the F2P model. I understand how the consumer thing works better than you, apparently. Just because one person doesn't like it doesn't mean the whole system is broken.

  36. Re:pc games are a nonstarter by tuppe666 · · Score: 1

    yeah but instead of spending &700 on your gaming rig you could have tossed in an extra $500 and gotten a macbook... so maybe you should hold off on claims about value.

    His point is that A gaming PC for him has been good value because the additional costs costs involved in turning from a basic PC to a gaming PC is relatively little. Its not a particularly good point. The fact that he could have spent twice as much, and got a Apple branded computer for over twice the price...and couldn't do any gaming or upgrade is an even worse one. I think this isn't really the thread for promoting Apple.

  37. Re:pc games are a nonstarter by tibman · · Score: 1

    hahahah. I just google searched "bf3 fps 9600gt" and found this: https://www.youtube.com/watch?v=GHkkCO_uPA0
    In the first 10 secs he shows the video settings.. it's almost all on ULTRA. The FPS looks good too : )

    --
    http://soylentnews.org/~tibman
  38. Re:pc games are a nonstarter by tibman · · Score: 1

    a macbook.. that can play windows games?

    --
    http://soylentnews.org/~tibman
  39. Re:Pc gaming is fucking dead. by Anonymous Coward · · Score: 0

    lets see, BF3, Skyrim,Batman far superior on PC than console, esp Skyrim on PS3, free to play games like World of Tanks, Tribe's Ascend, the upcoming Planetside 2. Mod's such as DayZ and Valve's DOTA. events like the Steam Sale's where you can pick up Triple A title's and unique title such as Mount and Blade Warband for drastically reduced prices. Things like humble bundle.When GTAV come's out the surperior version will be the PC version, i.e take GTA4 as an example of what modder's can do.

    Patch's, most of my games are on Steam, never need to deal with them , in fact more seamless than console's.

    Microsoft have basically given up on the 360, and while i credit Sony for getting some unique titles to the PS3, the PC has in bucketload's a lot more.

  40. More than one person in a household by tepples · · Score: 1

    If you play video games for more than a full work-week every month, that's another issue!

    It has to share the cap with the other uses of your connection, such as web surfing, YouTube, and Netflix. And unless you live alone, it also has to share the cap with other people in your household.

    1. Re:More than one person in a household by noh8rz7 · · Score: 1

      Yeah but you have to prioritize. One thing you could do is use the mobile version of websites to minimize the downloads.

    2. Re:More than one person in a household by Omestes · · Score: 1

      Or just save the hassle and buy the damn game.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
  41. OnLive was sold by tepples · · Score: 1

    OnLive the company died. It sold OnLive the service to another company, and the service continues to operate.

  42. Homework-and-Facebook PCs with Intel GMA by tepples · · Score: 1

    Because people who own consoles NEVER play PC games right?

    I wouldn't say never, but PCs owned by people who primarily game on consoles are more likely to have Intel GMA ("Graphics My Ass") because they're bought for homework and Facebook and the like. Only recently did Intel graphics begin to match the graphical complexity of seventh-generation consoles, with Ivy Bridge running Skyrim at a playable frame rate.

  43. Re:pc games are a nonstarter by fredgiblet · · Score: 1

    No they went bankrupt but they were purchased by someone immediately.

    I've heard people say that it looks like a dodge to get rid of all the liability without actually affecting the income, but either way it's still operational.

  44. Hairyfeet disagrees with your figures by tepples · · Score: 1

    1400 bucks building a good gaming pc

    Hairyfeet disagrees with your figures. Buy a PC, a video card, and a Windows license, and you're out about half that.

    I can buy what maybe 2 pc games that came out this year that are actually good that I cant get anywhere else vs the dozens of good console games to come out this year?

    There are more than two good PC-exclusive games, and you still need to buy the PC if you plan to play them. Or are you trying to say you plan to just skip every game developed by a company that doesn't have a console license?

    I can play my games on the nice big tv while sitting in my recliner with a nice sound system or sit in a chair and play on a 23inch monitor?

    You know, you can play PC games on an HDTV too. Every PC since about 1988 has a VGA output, and most newer PCs have a DVI-D or HDMI output. Every LCD HDTV has an HDMI input compatible with HDMI and DVI-D video, and most LCD HDTVs have VGA in.

    None of that having to search for a patch, wait to install a game, work around windows issues with the game and all that with a console cause I put it in and play it

    Unless it's from a developer with whom the console maker declines to do business, in which case you can't put it in because it doesn't exist. What do you recommend that such developers do to reach customers like you?

    1. Re:Hairyfeet disagrees with your figures by CronoCloud · · Score: 1

      Unless it's from a developer with whom the console maker declines to do business, in which case you can't put it in because it doesn't exist. What do you recommend that such developers do to reach customers like you?

      Suck it up, quit whining and do what it takes to get the game on the console. If that means working for a larger company and paying your dues, then do it and quit whining about how Sony or Nintendo doesn't just hand out dev kits to every developer wannabe out there.

  45. Re:Planetary Annihilation will do modding and Linu by fredgiblet · · Score: 1

    Already pledged

  46. PC's are a done deal by Anonymous Coward · · Score: 0

    Obviously the graphics are great, and the game play is some what better then the console versions. But with gaming companies using propaganda and false numbers over piracy, and alienating PC users as the cause of lost revenue, as-well-as there DRM/licensing bullshit, it is only going to squeeze out those that may be interested in PC gaming, and drive away those that know the benefits of PC vs. Consoles.

    Linux is a not getting any closer to being a commercially viable (private user) OS, however having played with Linux, it is not difficult to learn Linux and the things one needs to learn to make it work. But people are to lazy or dumb to learn something fairly simple, because of this it will drive PC gaming underground. I do like the efforts of Valve, they are willing to move into another realm of OS, and devote time, smarts, and hard work into making it successful.

    I have no doubt old and new makers will continue to make PC games, that is not a problem. The commercial gaming industry, will drive users of PC gaming away, and idiots like MS, and Apple seem too be headed out of the PC market. (please do not take that statement to heart, it just seems to be apparent)

    Having said all that, there might still be some light at the end of the tunnel, these consoles are laughably priced at almost the same as a gaming PC. It a shame that more press outlets do not expose the pricing of a PC gaming, compared to consoles. But the X factor in this is still the game makers!

  47. Re:pc games are a nonstarter by Mashiki · · Score: 1

    pc games will never get back where they used to be. Why spend $2k on a pc rig, in order to play a game that I can play for free on craplive?

    Dear *craplive* turfer, you don't need a $2k rig to play PC games. You can today built an excellent PC gaming rig for around $400. Do you know why? Because consoles have been holding back PC's for the last 7 years. Thanks consoles.

    --
    Om, nomnomnom...
  48. Minecraft by Malizar · · Score: 2

    I am amazed no one has listed Minecraft as a testament to modding helping a game grow. It's one of the top selling PC games of all time http://en.wikipedia.org/wiki/List_of_best-selling_PC_video_games and modding is almost an integral part of the Minecraft community.

    1. Re:Minecraft by Ash-Fox · · Score: 1

      I hear Minecraft is one of the worst games for modding because each update requires huge refactoring of all the work performed originally.

      --
      Change is certain; progress is not obligatory.
  49. Re:pc games are a nonstarter by noh8rz7 · · Score: 1

    You can use the onlive to play pc gmes on the Mac.

  50. Re:pc games are a nonstarter by noh8rz7 · · Score: 1

    What is craplive?

  51. Re:pc games are a nonstarter by noh8rz7 · · Score: 1

    as i said in another thread, it's ok to get a mac cuz you can still play the PC games using onlive. so win, win ok?

  52. Will all the companies notice this? by Hellmark · · Score: 1

    in the '90s, Modding was huge, and then for a while, game devs started to put the kibash on modding. Look at the Need for Speed series. The first 5 entries in the series were known for their mod support. They even released tools to assist with this. Due to that support, the series had a huge fanbase. NFS6: Hot Pursuit 2 comes along in 2002, with lack of modding support, and sales aren't what they used to be. Up comes Underground, and all the other games, and the sales still arent' what they used to be. The community around the NFS games seem to die about a year or so after release, which is funny because there still is some stuff going on for NFS3: Hot Pursuit, NFS4: High Stakes, and NFS5: Porsche Unleashed (I recently saw work by people to get those working under MacOS, which is really a niche group). I guess that is why EA is now releasing 2-3 NFS games a year. Switch things over, a few companies like Valve, and a bunch of Indie games are supporting mods and are selling like hotcakes. Look at what DayZ did for ARMA II. ARMAII was a little known game, on the market for nearly 3 years before DayZ was released, and within the first 2 months DayZ was available, over 300,000 copies of ARMA II were sold. Team Fortress 2 has a fair amount of mod support, and still has a huge community based, despite being five years old. TF2, now has gone free to play, but is still one of the company's largest earners mostly in part to the joked "hat based economy" (people buying add ons, much of which now come from the community) Minecraft, which has tons of mods, has sold over 7.1 million copies (not counting Xbox, iPhone, or Android). So, from what I see, modding is really the key to a game having a lasting impact. I don't understand why EA and other big players don't realize that.

    1. Re:Will all the companies notice this? by GameboyRMH · · Score: 1

      Funny enough NFS:S2U is only playable with a wheel thanks to a mod (that reduces the steering input lag).

      Still with in-game advertising, DRM and online-only multiplayer, I wouldn't have paid for it.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
  53. Somewhat relevant ... by Unnamed+Chickenheart · · Score: 1

    Some mods extend the lifespan of a game.

    Then there are 'mods' that enable continued play when the official online game portal collapses.

    E.g. FAForever is a community made lobby better than the original for the best RTS game ever; Supreme Commander / Forged Alliance.

    --
    urd
  54. Re:pc games are a nonstarter by Omestes · · Score: 1

    Why spend $2k on a pc rig, in order to play a game that I can play for free on onlive?

    A) Why would anyone pay $2k on a gaming rig? My PC has some aging hardware, and could probably be made for around $500 now (less if you got spare parts sitting around, or in your current computer), and it plays pretty much everything on highest settings (AMD Phenom II x4 965 90$ now, ATI 5770 $100+/-, 6Gb DDR2 very very cheap, a decent mobo for that would be around $75 now and pretty much stock HDDs and other bits). Yes, you could pay $2k, but it would be pointless, and you would be a moron.

    B) Onlive is awesome in principle, but sucks in practice. It's high latency kills most multiplayer games. Also, if you follow the news, the continued existence of it is in question at the moment.

    I do doubt that PC games will ever be supreme again, but right now they beat the crap out of console games so are getting a boost. Really PCs should win, but publishers don't like them because they don't give them the level of tyrannical control they really want. Also PC gamers are generally more savvy than console gamers, which doesn't really help the bottom line. PC gamers aren't quite as willing to accept crap.

    --
    A patriot must always be ready to defend his country against his government. -edward abbey
  55. Re:pc games are a nonstarter by Omestes · · Score: 1

    Wow... Onlive is the new timecube? Everything is possible through Onlive. Glory to Onlive. My life for Onlive. Onlive akbar.

    I don't want a Mac. I've owned several, they didn't do it for me. I don't like Onlive, it has a crappy selection, it has crappy latency, and I love owning my own games. I especially don't want to depend on a company that might be dead at any time, and that I have no trust in.

    To reiterate, why spend more money for a computer that doesn't do what you want it to do, and that will cost much more in the long run, than just pony up an extra $200 for a computer that does what you want it to do, and can be upgraded for much cheaper than the cost of replacing your Mac when its obsolete?

    Onlive is a waste of money, for pretty much everyone. There is a reason that they went bankrupt.

    --
    A patriot must always be ready to defend his country against his government. -edward abbey
  56. Re:Planetary Annihilation will do modding and Linu by gajop · · Score: 1

    Or you can just use Spring: http://springrts.com/, which is FOSS, cross platform, and has a bunch of working games already: http://springrts.com/wiki/Games.

  57. Mods aren't the holy grail, good mods are by belgianguy · · Score: 1

    I've been out of the modding scene for quite some time, but the one project that made a long lasting impression on me was the Cold War Crisis, mod for C&C Generals Zero Hour. Aside from being a total conversion in the Cold War style (eg everything from game intro, the menus, the unit voices, ingame music, game mechanics were overhauled, they even added in a 'per map' AI which will whoop your ass quite some times before you can outsmart it, heck, they even introduced whole new SinglePlayer modes). That is my gold standard, and there's only a handful that can attain such a level.

  58. Re:Pc gaming is fucking dead. by CronoCloud · · Score: 1

    far superior on PC than console>/quote>

    While I don't agree with the GP, I've seen that argument trotted out many times...and I tested it myself comparing both PC and console versions of various titles and I can say that "far superior" is an exaggeration.

    free to play games like World of Tanks,

    DCUO, FreeRealms, Dust514?

    events like the Steam Sale's where you can pick up Triple A title's and unique title such as Mount and Blade Warband for drastically reduced prices.

    You did know that the various console downloadable services have sales, don't you. That' isn't something Steam invented.

    Things like humble bundle.

    Those are nice, but the best games from those can and are on the various consoles as well.

  59. valve made a bazillion dollars by gl4ss · · Score: 2

    hl1 would have been forgotten if it weren't for counter strike. because of cs they had the incentive to keep updating and to add licensing servers, online drm and eventually an online distribution platform for selling the thing(steam).

    --
    world was created 5 seconds before this post as it is.
  60. Re:pc games are a nonstarter by Anonymous Coward · · Score: 0

    So, it would be cheaper for him to buy a $1200 Macbook and pay for 3.5 years of OnLive service (which didn't exist 3.5 years ago, BTW) than to buy a $700 PC that fills his needs AND can be upgraded now for a new $150 graphic card (which would still be better than the 3.5-year-old Macbook's)?

    Even if you buy it now, a high end gaming desktop won't cost you more than $1000 and will last for 4 years (don't go for the Extreme CPUs or the top GPUs and you get absurdly better bang for the buck); less than a basic Mac. And you can play locally, without input lag and without H.264 artifacts. How is that a better value than a $1200 laptop (remember, we're talking about a FIXED use computer, one that you won't carry with you) + service?

    Damn fanbois. At the very least, think about your claims before spitting them out. Ask someone if you sound stupid by saying it. Just try to sound smart. If you're trying, you're failing miserably.

  61. Re:pc games are a nonstarter by GameboyRMH · · Score: 1

    I once spent $2500 to completely overhaul my gaming PC into a near-top-of-the-line system complete with SLI video cards, RAID0 array and an excessive amount of RAM. It let me run any damn thing I pleased maxed out for the next 2-3 years. I need to upgrade the video now (one of the cards failed last month).

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  62. Re:pc games are a nonstarter by GameboyRMH · · Score: 1

    LOLOLOL your shitty gaming-over-VNC service doesn't hold a candle to real PC gaming.

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  63. Bohemia Interactive & Bethesda... by Anonymous Coward · · Score: 0

    They're doing it right. Awesome modding communities, and basically everyone who uses mods for those games eagerly awaits the next franchise release. Too bad the FPS folks care more about short bursts of DLC dollars than community tools. Case in point, the wicked awesome BF3. "No tools! Too many hackers already!" they cry. It's the diametric for Mil-sim & TES gamers like me: "Make the game we made even more fun!" they tell us.

  64. Between now and when I can join the establishment by tepples · · Score: 1

    You have persisted in insisting on working through the establishment rather than working around the establishment. I'm slowly trying to rearrange my situation in order to become able to work through the establishment, and all I can do until then is figure out how to work around the establishment as plan B. But you have told me in the past that it is a waste of time to try to figure out on what basis the establishment keeps control of the market.

  65. Wii already has mods by DeadCatX2 · · Score: 1

    Have you ever heard of Riivolution? It allows games to load content from SD or even over WiFi. It has been used to make custom race tracks for Mario Kart, with zero piracy implications since Riivolution requires the original disc.

    http://www.youtube.com/watch?v=4sSawr1ESLk

    No one says you need to use the Wii to make mods, only that you need it to play them. I have seen someone make a conversion for Tales of Symphonia: Dawn of the New World on the Wii that used the textures from precursor ToS on the GameCube.

    --
    :(){ :|:& };:
  66. Once N blocks the Homebrew Channel by tepples · · Score: 1

    I'm aware of things like Brawl Minus. I'm under the impression that most people here are referring to mods that are an official part of the end-user experience, mods that Nintendo wouldn't feel like blocking in Wii Menu 5.

    1. Re:Once N blocks the Homebrew Channel by DeadCatX2 · · Score: 1

      I didn't necessarily count Brawl+ or Brawl- or other things that are basically running the Gecko code handler to hack up the game; though those too are pretty cool and I've contributed quite heavily to that scene.

      However, Riivolution does not require HBC. And even if it did, I don't think Nintendo will never succeed at blocking HBC, either. We're talking about a company who had to release three system menu updates before they finally managed to plug the hole used by the Twilight Hack.

      --
      :(){ :|:& };:
  67. Natural Selection 2 has everything you need to mod by phoebbs · · Score: 1

    Natural Selection 2 (to be released shortly) comes with everything you need to create your own mod - and coding for it is about as easy as possible because it's in LUA.

    It's practically unheard of that a developer shares the development cycle for over two years with it's fans, and includes *all* the game source code as part of the package. There are over 400 videos showing the progress from the beginning if you search youtube for NS2HD

    http://www.naturalselection2.com/
    http://play4dead.com/ns2
    http://www.youtube.com/user/NaturalSelection2HD

    Many members of the community are active developers, and have had their own mods officially included in the game.

  68. Re:pc games are a nonstarter by noh8rz7 · · Score: 0

    Umm onlive is free, so maybe you're the one that needs to get his facts checked.

  69. NEVERWINTER NIGHTS!!! by Anonymous Coward · · Score: 0

    I can't believe you left Neverwinter Nights off of the list! (well ok I believe it because it happened, but I'm appalled).

    Neverwinter Nights had(has?) an amazing mod community that really only started to have the sun set when EA bought BioWare. The writing was kind of on the wall when NWN2 didn't get the same level of support from BW, but NWN1 had amazing support from bioware and the amount of community effort and support that went into the game thanks to bio's support and encouragement was astounding. Combined with the various persistent worlds that were developed and NWN rocks!

  70. Console to PC Evolution by Keerok · · Score: 1

    On this topic, a notable Kickstarter has just opened, for a game that started on a console aaaaaaaaaaaand now is PC only :) http://www.kickstarter.com/projects/379129851/armada-online