Trouble is, fo all yo knowledge and experience, you still cain't explain worth a damn why a developer NEEDS mods to maintain they customer base.
Companies don't need mods to maintain a customer base. PERIOD.
You tellin me that they ain't been a grip a top sellers that never got no mods?
That's exactly what I'm tryin to tell you main, there are *MANY* games that are top sellers that have absolutely zero modability: The Sims, Diablo, Starcraft (excluding new maps), and Everquest to name a few. Need more explanation?
'Don't nobody at Bungie care if you get bored of a game after many months. They businesses, and they in business to SELL games, not support them.'
Unfortunately, you are making comments about an industry that you obviously have no idea about f00. Developers really do care about the longevity of a product:
1) Mods provide longetivity to a product and while this might not seem to amount to dollars in sales, it does. How? Take CS for example. Valve ships HL, which sells very well. People play the single player then move to HL multiplayer. Mods start showing up. CS shows up. People dig CS, so Valve turns it into a retail product and makes money from it. This is also the case for the Tactical Ops mod for UT.
2) Entertaining your customer and satisfying them is very important as developers want the customer to build a relationship with them, not with just the single product. Think about Blizzard. They ship Warcraft and gain their first following of customers. Now when it comes around to the Warcraft2, they know they have the old Warcraft people looking forward to it, plus friends of these people that they've told have to check out their next game. This goes on and on through Diablo, Starcraft, Diablo 2, and now Warcraft 3 and World of Warcraft. I, like many people who've been playing games for a long time, know that Blizzard ships damn good games and there is no need to wait for a demo.
3) This is one of the most important points I think. Licensees. By having a game that is extremely popular (whether from the original game or mods), makes it even easier for a developer to license their engine to other companies. This is big dollars for a developer, as it doesn't require any extra work other than support resulting in a license fee and sometimes royalty-type payments.
Coming up with the idea 90% of the problem?! I don't think so kiddo. The hardest part unless you are some huge company with loads of cash is making a kick ass demo to lockdown a publisher to publish your game. Trust me, I've been there, done that.
Trouble is, fo all yo knowledge and experience, you still cain't explain worth a damn why a developer NEEDS mods to maintain they customer base.
Companies don't need mods to maintain a customer base. PERIOD.
You tellin me that they ain't been a grip a
top sellers that never got no mods?
That's exactly what I'm tryin to tell you main, there are *MANY* games that are top sellers that have absolutely zero modability: The Sims, Diablo, Starcraft (excluding new maps), and Everquest to name a few. Need more explanation?
'Don't nobody at Bungie care if you get bored of a game after many months. They businesses, and they in business to SELL games, not support them.'
Unfortunately, you are making comments about an industry that you obviously have no idea about f00. Developers really do care about the longevity of a product:
1) Mods provide longetivity to a product and while this might not seem to amount to dollars in sales, it does. How? Take CS for example. Valve ships HL, which sells very well. People play the single player then move to HL multiplayer. Mods start showing up. CS shows up. People dig CS, so Valve turns it into a retail product and makes money from it. This is also the case for the Tactical Ops mod for UT.
2) Entertaining your customer and satisfying them is very important as developers want the customer to build a relationship with them, not with just the single product. Think about Blizzard. They ship Warcraft and gain their first following of customers. Now when it comes around to the Warcraft2, they know they have the old Warcraft people looking forward to it, plus friends of these people that they've told have to check out their next game. This goes on and on through Diablo, Starcraft, Diablo 2, and now Warcraft 3 and World of Warcraft. I, like many people who've been playing games for a long time, know that Blizzard ships damn good games and there is no need to wait for a demo.
3) This is one of the most important points I think. Licensees. By having a game that is extremely popular (whether from the original game or mods), makes it even easier for a developer to license their engine to other companies. This is big dollars for a developer, as it doesn't require any extra work other than support resulting in a license fee and sometimes royalty-type payments.
Coming up with the idea 90% of the problem?! I don't think so kiddo. The hardest part unless you are some huge company with loads of cash is making a kick ass demo to lockdown a publisher to publish your game. Trust me, I've been there, done that.