>>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.