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e71c63 No.14840850

Gamedevs are always talking about and coming up with new ways to extend the life of their (typically) multiplayer game. I always find this to be incredibly fucking stupid because the conversation they're having is pointless. We already have the answer and have had it for ages.

MOD TOOLS

From custom games to map editors to specially crafted mod tools to source code access to autists brute forcing mods into their favorite game by any means necessary. It's the best way to extend the life of your game and bolster your sales numbers yet for some reason they've become less and less over the years. I don't know if it's because modern programmers are all shit and can't make mod tools. If publishers don't want mod tools because they'd rather sell lootboxes. Or god forbid if it's some unholy combination of both. Regardless, I think it's fucking stupid because if you look at the simple facts it's proven that good games with good tools for users to create their own content are immensely successful both in terms of sales and player retention.

>Every Valve title before Dota 2 (Even Ricochet. There's still some servers up for that game run by dedicated autists)

>The Trials series

>Bethesda games (For some reason people are stillmaking mods for Fallout 3)

>Halo series (Custom Edition still going strong)

>Super Smash Bros Brawl of all things

>MUGEN

I think it's especially retarded if they're forgoing mod tools because they're trying to sell skins and loot boxes because TF2 has shown us that if your game is good and the mod tools are good then the loot box system can potentially run even stronger. For or against loot boxes I think it's a huge mistake for developers to not provide some kind of tools that allow the community to generate content. What the fuck happened? Is there some article or book I can read that'll explain in great detail just what the fuck happened to mod tools and why they're such a rare occurrence now?

107560 No.14840865

File: 2b62a62874ba6c1⋯.jpg (49.62 KB, 539x513, 539:513, 2b62a62874ba6c1528cb10eb3f….jpg)

Don't worry, all of your favorite Bethesda titles will have their creation kits regularly updated with the latest and up to date content. It's a snap to see how easy it is to create mods for any of Bethesda great titles. I personally think that it should be worth a full priced game, but Bethesda have graced us with it.


7505a9 No.14840868

>>14840850

MUGEN is a fighting game engine.

And Nintendo hates modders.

Despite the saying "imitation is the highest form of flattery", I think gamedevs just don't want modders tarnishing the image of their precious game despite how it can improve it.


1061e7 No.14840869

>>14840850

>warcraft 3

>LF2


e71c63 No.14840877

File: a1ca086ad10bfc4⋯.png (131.18 KB, 715x400, 143:80, d4aa6df7b2124be08efe906c27….png)

>>14840868

The sacred cow mentality is never one I understood too much either. I get it when it's some artsy bullshit like Shadow of The Colossus but for a video game that's clearly a fucking game (See: Super Smash Bros) this idea that the game shouldn't be touched just comes off to me as the height of pretentiousness.


3155cf No.14840881

You answer your own question, but this is mostly part of an overarching strategy to monetize everything about videogames and maximize profits. Having a successful modding community floating around acknowledges two things: that your game wasn't a complete experience, and that you're willing to keep these modders, who are potentially more competent at what your own workers do, outside of your influence. The suits who put the money tend to hate that.


e71c63 No.14840888

File: 8ae37a66766cf46⋯.png (54.94 KB, 166x224, 83:112, mistake.png)

>>14840881

>Having a successful modding community floating around acknowledges two things: that your game wasn't a complete experience

This first point is demonstrably untrue. There are plenty of games that were released with plenty of content to satisfy people and mod tools came post-launch to much applause.

>that you're willing to keep these modders, who are potentially more competent at what your own workers do, outside of your influence. The suits who put the money tend to hate that.

Do they really? Because I haven't seen a single case of a suit saying such a thing. Not even as a reaction to a mod. I don't remember any ID software investors causing a fuss and crying bloody murder over someone making a Columbine mod. I haven't seen a companies stock go down because of a titty mod. Obviously I'm not industry insider, but I've only ever seen investors just look at how much money the games are making them and only paying attention to the content if there's a sudden and sharp drop in their share value.


411ebc No.14840897

Fuck modding tools, they are barely maintained hacks. We need the actual source code and file formats.

>>14840868

>And Nintendo hates modders.

Nintendo is a console company, allowing customers a choice is fundamentally against Nintendo's DNA. Even when it comes to plain in-game options they rarely allow anything. How many people would love to turn off the blue shell in Mario Kart, but all you can do is either turn off all items or keep all of them.


e71c63 No.14840929

>>14840897

Mod tools are a good compromise for when developers aren't willing to relinquish source code or their proprietary formats to the consumer. It's a necessary evil that does more to help than to harm.


fa912d No.14840947

>We need the actual source code and file formats.

The problem is the skill level of the average programmer today. What used to be easy is now seen as black magic. Reverse engineering a file format shouldn't be hard, especially with all the fancy tools that make it disgustingly easy today, but how many "programmers" now even know how to use a hex editor let alone a debugger let alone have enough knowledge to recognize basic algorithms you'd find in file formats?


c55b4c No.14840957

>>14840877

I think I'm gonna start going around on boards and finding buzzwords or phrases in posts.

> sacred cow

Stop that, rephrase nigga. It's good for your brain.


c55b4c No.14840975

>>14840850

I can't remember the name of the shooter, it claims it is a doom/quake-inspired shooter that had an editor with a scripting language. I'm pretty sure it died because no one cared and trashed the vanilla for being garbage. It came out in '13-'14 I believe but forget what it is called.


3edacf No.14840986

>>14840865

Jesus don't give them any ideas.


f9b037 No.14841564

>>14840850

Dota 2 had modding too, but it was removed after some point. How comes nobody mentioned cs:go? Valve did some huge fuckery with that one. You see, the new steampipe system changed how modding works. You now don't replace files anymore. Mods are packed into .vpk files and can be dropped into a mod folder. Then when you are in game you can either disable or enable them. If you join a server that doesn't allow mods your client will load the default files instead.

Sounds like a decent system, right? Because the number 1 reason against modding in cs:go is that people would use it to cheat in ranked games. But remember, the server decides if you run mods or not. Valve could easily set up the game to not load any mods in ranked games. But instead they remove mods entirely.

People didn't knew why Valve would do this, why would they disable mods for no reason? Well turns out they had good reasons for it. They added freaking skins to cs:go. Valve disabled modding for cs:go just so they could sell their ugly skins.


656121 No.14841693

>>14840850

>The prevailing scarcity of mod tools

because they don't want filthy rayciss wite MALES to defile their sacred pile of shit that is the modern cinematic 'game' and turn it into something not safespace-ish for fellow sjws that will never even bother touching it in the first place because they have zero interest in gaming in the first place anyways


119a1f No.14841706

Mod tools don't generate significant amounts of revenue in the eyes of the shareholder. Even though most games go about it the wrong way. You don't even need a fancy editing program like the TES Construction Set, although it doesn't hurt. All you need is a powerful scripting language that is tied in to all of your games' functionality. Starsiege Tribes absolutely nailed this, the only mod tutorials that were ever needed were the base scripts included with the game which had developer comments. You can't find a modding tutorial for Tribes online because any budding programmer can easily figure it out.


d4899c No.14841708

Lack of good tools in modern PC games have pushed me away from PC gaming. Lots of devs flat out lying about the inclusion of SDKs as well, such as CDPR.


e71c63 No.14841982

>>14841706

Aren't a lot of Source engine games like this? I haven't done it in forever but I remember the half-life 2 SDK just gave you open access to the weapon scripts and that's how they expected you to learn and create your own.


119a1f No.14842049

>>14841982

Yes, Lua scripting in Source is powerful. Not as powerful as in some of the other games I've seen though. I think Tribes takes the cake honestly. There is an RPG mod that saves character info server side, has a custom menu for character management and new meta options such as inviting players to a party and sharing XP gain. There are also admin tools such as choosing when to save the state of the world and being able to possess other players. All of this was done with scripts in the scripts folder and nothing else. Not even getting into the game mechanics of course.


c5bfb6 No.14842061

>>14841693

Reminder that Paradox got the "no niggers or asians" mod for Stellaris banned from mod websites.


cf805c No.14842119

>>14840850

On the other hand you can download and make shit with entire game engines for free.


119a1f No.14842135

>>14842119

That's always much more work than making a mod. Mods aren't necessarily about making the best game you can make, it's usually about having a development process that is easy and fun. Making a full game takes much more dedication and resources.


e71c63 No.14842491

>>14842135

The process of making mods is like putting a new spin on a classic dinner. You're not trying to make something new entirely, just add a little something to something great.


119a1f No.14843206

>>14842491

Not really. Many mods are entirely new experiences or games if you will. The Tribes RPG mod I mentioned in my earlier post is a great example. It turns Tribes from a team based shooter into a MUD-inspired "MMO" (I use the word loosely here because the game doesn't have the population to support it, but it has similar mechanics). There's also the Construction mod for Tribes 2. There are many mods which simply put a spin on the game it's modifying, but either way the development process is less stressful and more enjoyable than building your design from scratch in a different engine.


5b5ef4 No.14847181

>>14840850

We can't sell you DLC if we allow to just make better content yourselves, goyim :^)


ce4de3 No.14847198

Dota 2 has had custom games for several months, though Valve keep failing to give a single shit about making CG development something that's worth your time. Just about every patch the game gets breaks half the custom games.


372cec No.14847211

File: d6452b32086ed90⋯.jpg (30.46 KB, 480x360, 4:3, hqdefault (1).jpg)

>>14841708

>Lack of good tools in modern PC games have pushed me away from PC gaming.

Yeah, giving money to the kikes that helped kill that in the first place is so much better you braindead retard.


48fb4c No.14848647

File: d0334a8e1a76366⋯.jpg (404.71 KB, 1068x768, 89:64, q_2.jpg)

>>14840850

A lot of the reason why this doesn't happen anymore is more due to financial reasons. Since sdks can cost a lot to produce now because gamedevs now license most of their software. So they have to rewrite a ton of code to get around some of it. Some of the time developers don't even bother to do that. Like when CD Projekt released The Witcher 2's sdk and you were unable to create animations for characters because they used Havok's sdk to do that.

The other reason is because most gamedevs figure people don't give a shit about modding anymore because of the prevalence of free engines like Unity/Unreal. This part is kind of true because in general significantly less people mod games now because they were only interested in it to practice programming or because they wanted to make their own projects outside of the game itself and see using a free engine as easier and less stressful.

>>14840868

>I think gamedevs just don't want modders tarnishing the image of their precious game despite how it can improve it.

This is definitely a very modern standpoint. Most gamedevs in the 90s and early 2000s were modders themselves. John Carmack stated in reference to why he releases sources to his projects that he remembers being a kid and hacking Ultima 3 to give himself more gold.

>>14840881

>Having a successful modding community floating around acknowledges two things: that your game wasn't a complete experience

This isn't true, this is only a mindset prevalent due to Bethesda

It used to be the biggest reason why mod tools released in the first place was to aid the multiplayer community for the game who wanted to keep playing the game and seeing more stuff for it. Since the devs could only afford to make like 10 mp maps. In the past mod tools were really the only kind of gamedev most people could do because 3D engines could cost you 500+ grand.


525b77 No.14848650

>>14847181

Exactly this.




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