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#51
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I don't think you're lying, I just think you're wrong. This isn't something that's close - the number of mods coming out and the people involved in the modding community and the people using/playing the mods has changed by at least an order of magnitude. It isn't even close. If it were close, I might buy what you're saying, but since it isn't I just have to assume you weren't involved in the relevant stuff at that time period.
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#52
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#53
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Agreed absolutely that you think the modding community is just as vibrant as it was 10 years ago, or that you dislike me and just want to +1 him?
I really hate having to do busywork to prove the obvious, but what do I have to do here? Go back to some mod site that catalogs mods and compare the number available then and now? Is it enough to prove that most of the popular games now aren't moddable but almost all back then were? Do I have to prove the average player bases playing total conversion mods then and now? What's the criteria here? |
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#54
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Frankly, I will take your WORD for it if you really think there's that big a difference. I still won't SEE the difference, but I'm prepared to believe you if you'd stop being a jerk. -_- |
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#55
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If it makes you feel better, I should've said "are you sure you were involved/aware of the modding community back then?" rather than saying "gamer" |
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#56
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Last edited by Trepa Mayfield; 02-07-2013 at 02:56 PM. |
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#57
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So digital distribution has allowed more people to turn what would've been mod work into commercial products. But on the other hand, these were proven mod teams with proven products putting sequels into commercial production. An unknown first timer really has to build credibility first in the mod scene before taking a chance like that, and the amount of first timers have dried up. And as I said, it's a lot more common for games to come without any sort of modding or mapmaking tools. It's either because they're lazy (they're going after the console market and don't really care about the pc version of their game, so they don't care if there's free extra content) or deliberate (could call of duty try to charge you $5 a map if there were hundreds of free good-quality maps out there?). There are also just fewer people playing games on PC, so fewer people to become interested in modding, and fewer people to play them. I'm not sure how much each factor plays a role, but it's pretty clear to me that user created content has been on a huge decline, so I objected to the previous poster's characterization that game designers are coming to realize that user created content is good. On the contrary, they've been trying to stamp it out if anything. |
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#58
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As for what you have to do--sure, some cite would be nice. Decide exactly what you're claiming, and then provide evidence for the claim. I've been playing computer games since I had to program them myself into my Vic-20 and record the programs on cassette tapes, FWIW. |
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#59
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I think you guys are reading me to be much more insulting than I'm actually intending. It may be spillover from the other thread, in which I actually was insulting and apologized, but I don't feel as if I've been insulting in this thread at all.
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#60
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I genuinely don't know what other thread you're talking about. The only other Game thread I've been reading recently is the Battle for Wesnoth one.
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#61
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Honestly, the best modding community in the world today is the Elder Scrolls gang, who started with Morrowind. The Elder Scrolls modders make their own tools and they didn't even need to wait for the Skyrim Creation kit to come out before they'd modded their FO3 tools and started cranking out Skyrim stuff.
Modding itself is far more involved than it used to be, with the inclusion of 3d modelling, advanced lighting and scripting and more sophisticated and demanding audience. It's more complicated today than it's ever been and modders are rising to the challenge. TL;DR - I'll see your Counterstrike and raise you the entire DOTA genre which is poised to become an eSport empire. |
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#62
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#63
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No one's making free Counterstrike mods any more either. <shrug>
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#64
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The closest I've ever been to "involved" in a mod was creating a mission for Freespace 2 (I won a T-shirt, go me) and screwing around with some custom AIs for Kohan 2 which never produced results I felt were worth keeping. Freespace 2 shipped with an excellent mission editor (Which, I should note, didn't help the game sell well even though it's popularly regarded as excellent), and my current space-sim-of-choice, Strike Suit Zero, is supposed to be shipping "mod tools" sometime in the not too far distant future, so that's a break even from my perspective, and I've never encountered another RTS game since Kohan that even understood the IDEA of "more than one AI" nevermind allowing anyone to tune them, so that, to me, is more of an example of a one-off event than any sort of trend. So maybe the REAL answer is "I mostly play games that are less mainstream than you, so I don't really have a finger on the pulse of how many big mods are coming out for the games that 'everyone plays'." But when you get right down to, I think you're right about there probably being a decrease in the number of "mods" There's: A) Very little financial incentive for a company to publish mod tools because it's extra work to make their dev tools remotely ready for "end users" (even the Freespace 2 mission editor had bits where the 'help' for a given function said something like "If you need to know what this does, ask Dave.") AND because making it easy for others to produce content for your game means that people are less likely to pay YOU to produce content for your game AND B) There's now financial incentive for people who once-upon-a-time would have been modders to say "Why should I make content for someone else's game when I can make my own game and sell it?" - it's easier than ever for people to get into the development business, which in a way is far, FAR better than having these talented people stuck making new maps for some RTS. So I guess at the end of the day, I don't really think the decline in modding a problem. Last edited by Airk; 02-07-2013 at 04:01 PM. |
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#65
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Thank you for the great explanation! |
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#66
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As a huge fan of minecraft, to me, it's about *way* more than just building or creating things. Most of the fun of the game for me comes from exploring new underground mines and caverns and strongholds and finding rare metals and diamonds and gems.
I love the enchantment system and building up experience to try and get the best enchantments possible to get awesome gear. I love playing with others, exploring and such together. And yes, I do like building things too, but nothing all that monumental. I really love red stone circuitry and all the amazing things you can do with it. It's basically like simple programming, sending on/off signals (or 1's and 0's if you prefer) to get stuff done with all kinds of devices. I've built elevators and trap doors and such, it's just a lot of fun. Mods open up even more amazing creativity which is essentially limitless! So, there's way more to minecraft than just building houses and such. I immensely enjoy just wandering around, getting lost, fighting monsters, gathering hard-to-find items, collecting experience for enchantments, brewing awesome potions, etc, etc, etc. It's a game that just keeps getting better and better with time too. Each update adds more and keeps giving me a reason to come back and play. And this is saying a LOT because above and beyond all other things, a great storyline is the MOST important quality in a game to me, and minecraft literally has none... and yet I still love it! |
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