Slashdot Mirror


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?"

17 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 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
    6. 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.

    7. 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.
    8. 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)

    9. 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.
    10. 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.
    11. 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?
    12. 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.
  2. Rebirth by Anonymous Coward · · Score: 4, Insightful

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

  3. 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?

  4. 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?)....

  5. 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.