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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?"

44 of 249 comments (clear)

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

      Because Valve already long ago recouped their money.

    6. 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.

    7. 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
    8. 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
    9. 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!
    10. 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.

    11. 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.
    12. 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
    13. 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...

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

      DayZ is a mod for Arma2.

      --
      This signature is false.
    15. 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)

    16. 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.
    17. 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.
    18. 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.
    19. 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".

    20. 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?
    21. 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.

    22. 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.

    23. 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.
    24. 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
  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)
  3. 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)
  4. 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?

  5. 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"
  6. 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
  7. 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?)....

  8. 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?

  9. 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.

  10. 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.

  11. 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.

  12. 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?

  13. 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!

  14. 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 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.

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

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

  16. 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.

  17. 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).

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    world was created 5 seconds before this post as it is.