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PC Games (Games) Programming Entertainment Games IT Technology

NYT on Game Mods 172

Bansuki writes "The New York Times has an article about the role of the modding communities in the games industry. It's a decent overview of the current state of modding though it focuses heavily on Epic Games and the Unreal engine. They spotlight the Unreal University program (an Unreal sponsored event giving classes to potential modders) and Red Orchestra (a highly ambitious mod of the Unreal Warfare engine). The article also mentions machinima as a type of mod with artistic potential and gives due credit to Id Software and Bioware for their work in making engines available to the community. But here's a glaring omission: Half-life and its wildly successful mods. Odd."
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NYT on Game Mods

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  • by tcopeland ( 32225 ) * <tom AT thomasleecopeland DOT com> on Thursday December 04, 2003 @10:39AM (#7628245) Homepage
    ...is great and all, but it'd be nifty if a level could be built using a script. Like this:
    map = Map.new
    level = Level.new(10,10)
    level.add_sector(0,0,5,5)
    level .set_spawn_point(2,2)
    map.add(level)
    Or something to that effect.

    I've poked around a bit trying to find a way to generate DOOM PWADs using a script... but I can't see a way to build a map outside a level editor. It seems like there are two components necessary - a sector layout thingy and a binary space partition calculator.

    At any rate, I've started a little project to generate DOOM levels [rubyforge.org] via a Ruby script. And if it turns out this is already possible via other means, I'll shut the project down :-)
  • The Darkest Day (Score:3, Interesting)

    by Space cowboy ( 13680 ) on Thursday December 04, 2003 @10:45AM (#7628300) Journal
    ... for BG2 has to be the best unofficial mod I've ever played - a huge effort by the team. It unbalanced the game somewhat, but it certainly made it different to run into an area you knew well only to be completely ambushed. Oh sh...

    Simon.
  • by Terragen ( 727874 ) on Thursday December 04, 2003 @10:48AM (#7628340)
    Mods like Counter-Strike are a boon to developers. Its like having people who work for free. I know that valve has taken CS under their wing now but there are many mods that keep games playable - with no work on the part of the developers. Imagine all the people who bought half-life so they could play counter-strike on the internet (or DoD or TF)? Originally CS was just a couple of nerds with some free time on their hands.. Not to mention that you can't make everyone happy.. mods let people take a great engine and make a game that is "boring" to them fun. Some people like CS, others prefer TF, some are into DoD.. I'm pretty sure that many of those people never bother to play multiplayer HL.
  • by miu ( 626917 ) on Thursday December 04, 2003 @10:50AM (#7628361) Homepage Journal
    Very true. I own every major console system at this point and even though I often prefer the console version there is no chance that I'm going to get Morrowind or Half-Life 2 for the X-Box, I'd be missing out on all the mods and add-ons that keep the games interesting.

    And using a subscription service to distribute some additional content is not really an option. Content management systems on consoles are still so clumsy as to barely qualify as usable - I'd rather just use my pc and know I can do what I like with the game.

  • Quake, not Q2 (Score:2, Interesting)

    by Terragen ( 727874 ) on Thursday December 04, 2003 @10:52AM (#7628393)
    Contrary to popular belief I'm pretty sure that Valve took the Quake (not Q2) engine and redid something like 70-80% of the code.

    But it was Quake IIRC which was the first 3d shooter to actively support and encourage a modding community by releasing QuakeC.. I guess half-life's huge mod community is just an extention of that success.

    :D
  • by wideBlueSkies ( 618979 ) on Thursday December 04, 2003 @10:52AM (#7628394) Journal
    3D realms, provided a random level generator for Rise Of The Triad [3drealms.com].

    The utility came on the CD version of the game. It would work as advertised and generate random levels. Every now and then you'd get a good deathmatch level out of it.

    So I would imagine that one could write an engine to generate a random level for any game. This would be a bit simpler probably for older 2 1/2 D games like Doom, ROTT and Descent, compared to full 3D engine games like the Quake and Unreal series. But definitely do-able I think.

    wbs.
  • Speaking of Mods (Score:4, Interesting)

    by JSkills ( 69686 ) <jskills@goofball . c om> on Thursday December 04, 2003 @10:53AM (#7628397) Homepage Journal
    Did anyone ever play the "TW Creeper" mod for the original Quake? As nice as the 1st person shooters have gotten - Counterstrike is so much more realistic and several orders of magnitude more impressive in terms of rendering graphics - I still haven't found more enjoyment in a multiplayer 1st person shooter than that old modded version of Quake. Sounds silly I guess ...
  • by Mohammed Al-Sahaf ( 665285 ) on Thursday December 04, 2003 @10:55AM (#7628421)
    Its been done for Doom at least. SLIGE [doomworld.com] is a tool of the Zionist American pigs for generating random levels.
  • by i.r.id10t ( 595143 ) on Thursday December 04, 2003 @10:57AM (#7628427)
    ... is that the classic Quake/QuakeWorld engine really started the ball rolling for mods, and is/was responsible for some of the things we take for granted in these games, like CTF (Thanks Zoid and Threewave for helping me waste sooo much time playing - had a blast) and the original TeamFortress.
  • by dolo666 ( 195584 ) * on Thursday December 04, 2003 @10:57AM (#7628433) Journal
    When I was interviewed by the New York Times about the mod I'm doing, I was shocked at how much of the interview was left out. So I'm doing a feature with MTV magazine about it, and forgive me if I'm having some faith. :)

    My point is that the NYT doesn't know much about modding. They only know what they can see, and that's a wall of information. They don't have good resources for tapping into something like modding. Part of that is our fault, because there isn't a central information base for modding anymore, and there hasn't been since Slipgate Central was shut down. NYT wouldn't know what Allstar CTF was, and they would likely think that Zoid was a little toy.

    But patiently, with time, maybe the rest of the world will get it, when it comes to mods. Until then, we have to make do and we have to try and keep working towards that connection.
  • by AftanGustur ( 7715 ) on Thursday December 04, 2003 @10:59AM (#7628443) Homepage


    The games with wildly successful modification scenes are games that are commercially wildly successful, in general. The positive correlation is real.

    Being "commercially successful" means just that. That is sells many copies, it does not mean that people are actually playing the game out of the box .. Take Half Life for example and look at how many people are playing Un-MODed HalfLife today .. Not many .. The ONLY reason Valve is still selling HalfLife, is because of the MODs..

    Therefore talking about a "positive correlation" is, mildly put, misleading.

  • by tcopeland ( 32225 ) * <tom AT thomasleecopeland DOT com> on Thursday December 04, 2003 @11:00AM (#7628454) Homepage
    > a scripting language for building Doom levels

    Nifty! That should be helpful for figuring out how to write out the files, thanks much! I need a general purpose scripting API to Doom maps, so I'll keep plugging away on Ruby-DOOM. Thanks for the pointer, though.
  • TF a Halflife mod? (Score:3, Interesting)

    by scorp1us ( 235526 ) on Thursday December 04, 2003 @11:01AM (#7628475) Journal
    I seem to remember playing TF on Quake 1's engine. As a matter of fact, me and my college buddies worked with the people making TF. We exerimented on our own selves (being in a college dorm, we had a perfect environment) trying out weapns like the gib gun, and *I* even prototypes the sniper dot. It was an 'x' originally.

    So there might be a TF for HL, but TF is and always shall be a Quake mod. After all, Quake was the first engine that was open to modding by average Joe.
  • by wrinkledshirt ( 228541 ) on Thursday December 04, 2003 @11:08AM (#7628533) Homepage
    On that level, I sort of agree, but at the same time, that's like doing an article about increased consumption of fast food in society and leaving out McDonald's.
  • Future of modding... (Score:5, Interesting)

    by hookedup ( 630460 ) on Thursday December 04, 2003 @11:08AM (#7628542)

    I'm a big fan of Desert Combat [desertcombat.com] mod for Battlefield 1942, seems as though the designers/coders have formed their own company [traumastudios.com] headed by founder Frank Delise. This seems like a great way for mods to break into the gaming scene, release an amazing mod for free, then start a company, then PROFIT! (sorry..). I'm really looking forward to see what these guys are comming up with next.
  • Urban Terror (Score:2, Interesting)

    by InOverMyFeet ( 576320 ) on Thursday December 04, 2003 @11:33AM (#7628772)
    I've played several mods from the Quake series of games but can't seem to walk away from Urban Terror (now at beta 3.1). I haven't seen any mention of this one on the comments posted thus far. IMHO, I think this mod nails the perfect combination of realism and gameplay. I think CS is cool and very realistic but I think it's a little too real for gameplay. I play UrT almost every day but only for 30 minutes to an hour (except for the weekends when I log several hours every Saturday and Sunday). I've played CS and sometimes went half an hour with little or no action.

    Most of the time I need to get on and get my fix in a hurry. I know this sounds sad, and yes I'm addicted.....admitting is the first step towards recovery. - MK-Ultra (to Urban Terror regulars)

  • Re:Half-Life (Score:3, Interesting)

    by cK-Gunslinger ( 443452 ) on Thursday December 04, 2003 @11:50AM (#7628940) Journal

    No, I don't buy that. By that argument, almost 50% of the games out there are just mods. Is Jedi Knight II just a Quake 3 mod? It uses the same engine. Same for most of the Star Trek games, Heavy Metal, etc. I don't think that just because a game uses a licenced engine, it can be referred to as a mod.

    Technically, yes, it is a 'modificaton' of an existing game, but I believe the term 'mod' means something a little more specific. Can't mods use the original games' content (sounds, models, textures)? If you licence a game engine, I'm pretty sure that's all you get. The game engine and maybe the net & scripting code. Also, mods *require* the original game in order to work. I don't think owning Q3A is a requirement for playing JKII.

    I'm probably just arguing semantics, but in my mind there's a big distinction between a mod and a licenced-engine game.

  • by Awptimus Prime ( 695459 ) on Thursday December 04, 2003 @12:00PM (#7629042)
    The Unreal guys probably got proactive about getting this story out there.

    Yeah, I used to get interviewed by the AJC [ajc.com] on technology issues. Seriously, I could have told them Linux is more popular than Windows and they probably would have published it.

    Most reporters have a few pals in several industries. For instance, a doctor they call on medical issues, an IT guy for tech stuff, etc.

    Reporters do one thing: Report :-)
  • What about Barney... (Score:2, Interesting)

    by Anonymous Coward on Thursday December 04, 2003 @12:17PM (#7629225)
    A big ommission is the barney Doom mod. The first mod I can remember seeing. It was for the original doom and changed the "small" demon at the end of the demo or first level into the vile purple fiend.

    The story ignores the real base mods from the DOS era when the tools/source were not released and had t obe reverse engineered by users.

    The Alens total conversion for Doom is still the best mod I've played.

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