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