

Mods: "Lifeblood of Gaming Industry"? 281
Jadsky writes "Salon is is running a story about how modifications to games are now the lifeblood of the industry. It cites "Day of Defeat", an add-on to Half-Life, and proceeds to give an analysis of the history and current work on game mods. It also mentions Castle Smurfenstein and the Doom Construction Kit, which many of us played with before there was z-space."
Tuxracer (Score:2, Interesting)
Imagine that. (Score:3, Insightful)
Why aren't other companies learning this lesson? (Score:3, Interesting)
It would seem to me that other companies should be getting a clue just by watching other companies enjoy success as a direct result of mods. But that doesn't seem to be the case. Is there something intrinsically wrong with the system that other companies are so stuck in the cost/revenue/profit cycle they can't/won't step out for a minute and realize that they would be better off sharing development with players?
I would like to propose a user-driven move for all software to be more like this but my faith in our ability to do such is waning...
Re:Imagine that. (Score:5, Insightful)
Really, I don't know what you are complaining about. Microsoft Office and Visual Studio have tremendous scripting features, as does just about every major application these days. It's not like Valve gives you the Quake 3 engine source code, they just give you the data manipulation tools for the data on which that engine operates.
Asterisks (Score:2, Offtopic)
Re:Imagine that. (Score:2)
But point taken. (Although it wasn't really an MS crack, I should have known better on
But to rebut your comment, Office and VB are designed (better?) to be data manipulation tools. Games aren't and it seems to me that companies would rather you didn't mess with their "private" files. That's just paranoid thinking IMHO.
Re:Imagine that. (Score:2)
I'm sure there's a pithy comment I could make about encryption, security, and goatse.cx, but it just isn't coming to me right now.
Re:Imagine that. (Score:2)
Re:Imagine that. (Score:2)
Re:Imagine that. (Score:2)
Re:Imagine that. (Score:3, Funny)
Your *asterisks* make me *wish* you understood html. :)
You're obviously *not* old school. *grin*
Re:Imagine that. (Score:3, Insightful)
1) marketing wonks decide that letting the players make more games means foreshortened revenue stream. These are the same idiots that think people will buy a 'scenario pack' at the store for $40. Tell you what moron, how about I take that same amount of money and just buy a different game?
2) developers throw together tools to build a rough version of the game to sell to investors or publishers. Publishers bite, and developers jump into building the game. They work for many months on this labor of love. Finally, they start planning on what goes into the final master disk. Someone realizes there's enough space to include the devtools but whoops- these are the same crappy, kludgy, hard-to-use tools they've been using since before they had a publisher. Suddenly, the idea of nursemaiding 000's of gamers (some of the "cd-tray is a cupholder" variety) through using tools that, if misused, my seriously screw up the game, is much less attractive and the idea dies a quiet death.
Both of these are patronizing. Give us the tools. Id proved with DOOM that even marginal access to the code under the game will ultimately extend the lifespan of the game tenfold. If I play a marginal game, but have no tools I play it and toss it in the drawer, never to be seen again.
Give me the tools, and if I'm interested in the game I may try to make it better.
Most of the bigger companies have NOT figured this out, to their woe.
Re:Imagine that. (Score:2)
You are right, of course, but your comment seems to imply that I am confusing Quake 3 with Valve. Unless I am horribly mistaken, Half-Life is built on (a somewhat modified) Quake 3 engine. They paid ID a ton of money for the source and they modified it. I'm sure they had to sign an NDA, so you are right in that they are not in a position to give away the engine, but you are wrong in your condescending tone.
Re:Imagine that. (Score:2)
Where was I?
Re:Imagine that. (Score:2, Interesting)
Civ III on the other hand is crippled by shortsighted design. Sure it has a cool built in front end to modify the game rules. But the map creation utility is poor to point of un-usability. Add to that the inability to place starting cities and armies, and the Civ III scenario community basically can't exist.
They learned the lessons, and then threw it out the window for unknown reasons.
Some game companies haven't learned (Score:2)
Re:Some game companies haven't learned (Score:2)
Re:Imagine that. (Score:2)
TFC Rocks (Score:2, Interesting)
Re:TFC Rocks (Score:2)
psxndc
Wolfenstein3d Barney Mod (Score:2, Informative)
Re:Wolfenstein3d Barney Mod (Score:2, Informative)
Are you talking about speedview?
ftp://ftp.idsoftware.com/idstuff/source [idsoftware.com]
It's with the Wolf3D source
SpeedView v2.00 by John Romero (C) 1989 Softdisk, Inc.
Re:Wolfenstein3d Barney Mod (Score:2)
Re:Wolfenstein3d Barney Mod (Score:2)
BTW (Score:2)
Isn't it great how archive.org keeps stuff around just for situations like this???
Re:Wolfenstein3d Barney Mod (Score:2)
Barney-stein (Score:2)
I remember playing "Barney-stein" with the Beavis and Butthead guards and loving every minute of it!
I know about one great mod (Score:5, Interesting)
It's a beautiful thing.
-Jim
Re:I know about one great mod (Score:2)
Its kinda nice.. that way people who can run halflife but not newer games can keep up on emerging trends with games..
What about the Quake3 mods? (Score:2, Interesting)
If fellow
~[e]Nosferatu aka :
Re:What about the Quake3 mods? (Score:2)
Umm, Counter-Strike ?? by far THE most played mod EVER. The mod that was so popular, Valve sold it retail. The mod that is so "lame" Sierra is releasing Conidtion Zero, a Single Player game based on it. Guess those half-life mods suck.
(as the article states, the Half-Life engine, which, in turn uses the Q1 engine)
Half-Life is based on the Quake II enginge, not the Quake engine... if you are going to bitch about something, at least have a clue on the subject =)
Re:What about the Quake3 mods? (Score:2, Informative)
See PlanetHalfLife's FAQ [planethalflife.com] for a bit more detail.
Counter-Strike (Score:2)
Sure, the engine (A Quake I/II mix) is quite old now, but the creators of CS have done an amazing job with it. The sheer quality of the textures and lighting is amazing. To be honest, from the looks of the screenshots, UT looks like it has a higher polycount, but I don't think the overall impression looks all that much better.
Anyway, graphics can only count for so much. CS is great fun to play (I can't speak for UT, not having played it...), and CS is the most popular online game ever. I remember being amazed when I first tried Counter-Strike that there were over 20,000 CS servers out there. I don't think any other game has come close. CS is *BIG*.
It's all about the Navy Seals. (Score:3, Interesting)
Once a couple problems get taken care of (speed whores, for example), it will be a masterfull game.
A great example of this is Halo... (Score:5, Interesting)
Since Halo isn't (officially) online yet, there's no way to add mods or functionality. My use of Halo has started to taper off, while I still play Unreal Tourney pretty regularly. Not bad for a game I've had for over 2 years.
They already GOT yo money fool! (Score:2, Insightful)
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.
You know you woulda bought that game anyway and you know you gonna buy the next one when it comes out too, cause it was tight when you got it and you already got a few good months outta playin it. That's all they was sellin right there. A game that would keep you instrested until the next new $hit come out. Ain't no money in helping your customers re-use the same played out $hit foreva.
Re:They already GOT yo money fool! (Score:3, Funny)
Bungie is one of the few great gaming companies out there, despite now being owned by Microsoft. Bungie, much like id and Blizzard, care what people think about their games. They are not in it solely to make money. I've been a big fan of Bungie since I was a beta tester for Myth, and I'm still a fan of them today.
Second, any first year economy major can tell you that repeat customers are worth more than one-shot customers. People that enjoy a game and keep playing it are more likely to come back and purchase its sequel. If you create your product correctly, repeat customers shouldn't be a problem, and those are the ones that cost less (in advertising, promoting, etc.)
Interesting dialect, by the way.
Blizzard (Score:3, Insightful)
Re:They already GOT yo money fool! (Score:2)
Re:A great example of this is Halo... (Score:2)
We buy our games in components and modules.. (Score:2, Interesting)
The saddest thing though is that mod workers are usually compensated by accolades alone: Urban Terror, as an example, represents an unbelievable amount of work and talent, yet while id is pulling in $50 from every player, The Urban Terror crew is pulling in nothing.
Re:We buy our games in components and modules.. (Score:2, Interesting)
Re:We buy our games in components and modules.. (Score:2)
It's not like they'd refuse it or anything.
Mods increase the value of a title (Score:3, Interesting)
But I don't think that that's the same as saying that they are the lifeblood of the industry. They do increase sales of some titles, but mods also mean that you don't have to buy more titles because the one game you purchased turns into more games, magically, and for free! Eventually it starts looking dated, and you start looking around for the next pretty engine with some cool mods, it gains weight (the mass of subscribers, though engines do submit to a bloating process over time) and the cycle begins anew, as one might say if one was feeling wanky that day.
Basically, I bought half-life about when it came out. I played a lot of it. Then I played counterstrike, in the days before it was known as cheaterstrike; Before every asshole had an aimbot and transparent wall drivers - before the transparency drivers even existed. Now that it's been overrun by cheaters, I play Tactical Ops. I lost my HL CD key, and I don't even care.
So now I'll be able to pretty much just play games on UT for a while... If I want an entertaining special forces tactical game, I play TO, and there's a bunch of other mods. Of course, nothing has been modded as imaginatively as Quake1, but who plays that any more? Besides me. But the point is, I won't bother to buy another FPS until the new ver of UT comes out... whatever they decided to call it. Is that healthy lifeblood, or just stagnation?
Unreal Tournament Mod Community (Score:4, Informative)
The player/developer community work together solving CTF problems (spawn killing mods), creating new ways to play the game (CTF relics that enhance your character abilities) and making it more fun (StrangeLove Rockets you can fly around a board).
Check out this site www.planetunreal.com [planetunreal.com]. The bottom left side of the navigation has about 25 different sites dedicated to mods. Many of them CTF related.
Great independant CTF servers like www.unrealmafia.com [unrealmafia.com] and www.stealthdp.com [stealthdp.com] contribute to the mod community. They give mods developers feedback and a place to test new ideas. Many of the mod developer s post regularly to the forums of these sites asking for feedback or ideas. Check out the mod forums of both CTF servers.
Re:Unreal Tournament Mod Community (Score:2)
Valve is right on the money (in many ways) (Score:3, Interesting)
If you've ever read the Clue Train Manifesto [barnesandnoble.com], I think you might agree with me that they follow some of the Cluetrain Rules. Open things up, allow players and developers to talk, etc. How many game companies run mail lists where their own coders get involved with discussions with mod developers? If you didn't look at the 900 pound gorilla [vivendi.com] behind them, you'd swear it's open source or something
How does one go about modding a game? (Score:2)
Do you just download an SDK or what?
Re:How does one go about modding a game? (Score:3, Informative)
First, download the full sdk [planethalflife.com]. Next, get a C++ compiler. Last I knew they promised compatability only with MS Visual C++. Next learn C++. :-) Lastly, go into the code, probably the weapon code first and change a value. Like change the damage values or the spreads. Recompile, play the game. Repeat but change a different value. Once you're comfortable mucking with that stuff, try mucking with the models. There are a couple good sites out there, here's one to start with [nerdchow.com]
psxndc
Ambrosia Softeware (Score:3, Interesting)
Pinball Construction Set (Score:2, Insightful)
Besides the usual awful AppleSoft BASIC hacks, my earliest (and fondest) memories of game tinkering were with Pinball Construction Set's awesome built-in editor. IIRC, it was the first game to ship with out-of-the-box modding support. EA was way ahead of its time, one might say...
Bill Budge is my hero.
y
Half-Life, Half-Life... (Score:2, Informative)
I really wish that whoever was involved with the Mac port of it hadn't abandoned it
At least I can keep myself occupied with "real world" mods for UT like Tactical Ops [tactical-ops.to] and Infiltration [sentrystudios.com].
-----
Aww, FSCK! [cafepress.com]
Re:Half-Life, Half-Life... (Score:2, Interesting)
Simpsons Doom (Score:2)
The Real Lifeblood... (Score:2)
You could have the most advanced and spiffy game on the planet but if you don't design some way players can "contribute" to the game (or if the game attracks "ho hum" non modivated players) then it will fade into the background after a few plays.
My first "mod" (Score:3, Interesting)
Then we discovered ehere in the disks were the sprites, and started to change them by trial and error. Not an ounce of artistic ability, too. So, we ended up with even crappier sprites. But "we made them".
Ah, the memories...
Re:My first "mod" (Score:2)
The fights in the movie are so funny you actually see enemies killed by the lowering gate and a lot of blood...the shoot-down-the-bird part is funny too. Anyone remember that?
Re:My first "mod" (Score:3, Interesting)
Hated that damn bird. And the first time I ended the game (three of my friends eagerly watching) I had the nastiest surprise... anyone remembers what happened if you approached the princess in combat mode? >;)
****SPOILER********
Yeah, she killed you with a well placed kick. We figured out it might be the fighting stance that motivated her, and I had the dubious honor of playing the game again (no save files) and enter walking, to actually save the princess.
But I've never forgotten the shock of getting kicked in the throat by the princess exactly when I was feeling the rapture of conquering Karateka
Re:My first "mod" (Score:2)
tough it did add to reply value
It is also interesting (Score:5, Insightful)
The even made a box edition because it was selling so well.
Re:It is also interesting (Score:2)
Re:It is also interesting (Score:2)
Day of Defeat mod (Score:2, Insightful)
The best WW2 game I know. That includes realism in the first place. That's the key. Sounds, models, movements, weapons, how weapons work etc.
Personaly, that's the only online game I play.
Now, as for lifeblood...
You know, from the developer point of view, the mod is created for particular game as a hobby of course, but you want your mod to be playable on as many computers as possible.
And Half-Life exists on very many computers. It was game of the year by all accounts, and sometimes even for more than one year.
And then Counter-Strike came (which is popular due to the same reason - popularity of base game). And even more people bought the game.
Half-Life is 3 years old now. And it's not the same as it was. High-quality models, voicecomm and netcode fixes really transformed the base game. And mods take advantage of it.
Actualy, HL it coming very close to what TF2 was supposed to be. Will we see TF2 as a mod for HL?
The only problem is that it only supports 32 players.
In the end, I (the consumer) win. Mods are free. Woohoo. I bought HL to play CS. Valve releases new patch with voicecomm. Free. I fed up with CS and switched to DoD. Free. Then they release new version (2.0), totaly new gameplay (and much better too). Free.
Re:Day of Defeat mod (Score:2)
I'm with you though - I was gonna get Medal of Honor and someone told me bout DoD. I was sick of CS as well, and have spent quite a lot of time getting my head blown off all over Europe.
Aliens TC (Score:5, Interesting)
Anybody else remember the Doom II Aliens total conversion?
A friend of mine had found it, played it through, and told a bunch of us to set aside our Saturday afternoon for it. He was the computer attendant in one of the school's [rpi.edu] least popular labs and he told us he'd lock all four of us in while we played this game undisturbed. We were to bring headphones.
With the lights off, and the headphones in our ears (no music), it was very easy to immerse ourselves in the Alien world we saw in the movies. We had precisely one rule: No respawning.
I didn't find it extremely replayable, most of the enjoyment was based on having absolutely no way of knowing what would happen next. I was a decent Doom II player, but I didn't have a good familiarity with the maps -- I was roasted on maps that everyone else knew. This time was different, none of us knew the maps. It was the first time I played a co-operative game and had it actually work. And work it did! Looking like the dorks you see in the movies, we physically jumped back when some of those creatures came at us.
I still tip my hat off to those copyright infringing guys. You are truly talented.
Re:Aliens TC (Score:2)
I never did finish the game. I always ended up out of ammo in the cargo bay, and Sigourney Weaver notwithstanding, you can't kill a mother alien with just an exoskeleton.
Re:Aliens TC (Score:3, Informative)
Well, it originally came out for the original Doom. When Doom II came out, someone kindly hacked the files about so they'd work with the new game.
Incidentally, if anyone feels like giving it a spin for old time's sake and has a copy of the DOOM wad files, go to Doomworld [doomworld.com] and download an OpenGL-enabled version of Doom, grab a copy of Aliens TC that's been modified to work with modern versions of Doom [iinet.net.au] and let her rip :P
The term "foxed" was coined when Fox shut down the Alien Quake project. :/ Somehow, Aliens TC for Doom has managed to survive without any action being taken.
Re:Aliens TC (Score:2)
That was the first time a game ever actually scared me.
No monsters at all on the first map. I wandered around thinking I was missing something. Finally did the portal to the next map. Wandered around that a bit. When something finally did start moving around I almost fell out of my chair.
Re:Aliens TC (Score:2)
Re:Aliens TC (Score:2)
I should encourage him to put that sort of old stuff up on his website [uwa.edu.au]. He needs a good reason to update it.
Meanwhile, my only contribution to data packs for existing games are a pair of DOS Monopoly packs [optusnet.com.au] based on the Star Wars Ep1 and Pokemon boards.
Speaking of which... (Score:2, Interesting)
http://www.lik-sang.com/catalog/news.php?artc=2552 [lik-sang.com]
Not a mod, per say, but this kind of amateur development is important, too.
Its a SIMPLE CONCEPT, but Lifeblood? (Score:3, Interesting)
Game Design
So you have people that can ignore the months of engine building a tweaking, but, instead, spend those months on plot, balancing, and gameplay.
Like DeusEx [deusex.com]? That's nothing more than a heavy UT mod.
But I don't think this is necessarily a good thing. Now the gaming industry can't do what its done for years. They (meaning the publishers, ie - EA) always want a copy of the latest hit, for example, everyone wanted a "Doom" clone. This evolved to using the same system with a twist, like Doom with a plot where the plot isn't to kill things, but to sneak around (Thief).
Now, they can't do that, cause some kids will do that, and release it for free.
So, for the gaming industry to survive, they need to really innovate games, make them mod'able, and hope for the best. This is quite a new turn.
It'll either kill the industry, or we'll see some majorly different games in a year or two....
There's one minor flaw in your logic. (Score:2)
Of course, there are cases like Deus Ex (and many other games that borrow their predecessors' engines), but a game engine only remains viable for so long. The Half-Life engine, for instance, has been pushed to its limit, and it's unlikely that there will be any more hugely successful half-life mods. People will inevitably want to move on to things like the upcoming Doom 3 engine.
Quake1 MegaTF (Score:3, Interesting)
Know what? It's based on the Quake1 engine. But it's a heck of a mod and the community kept it lively. Gameplay is king over graphics. Even 33.6'ers could join in and still participate in matches without fear of being owned by LPB's.
God I miss that game. Sadly, after 6-7 years of development, someone discovered bunnyhopping and ruined it. Perhaps one day I'll return...
Re:Quake1 MegaTF (Score:2)
The reason I made the fix optional is while bunnyhopping unbalances games like TeamFortress, it's considered to be a perfectly acceptable skill in other mods.
Mod the Mod (Score:2)
It is all the mods to the mod that has made it one of the largest Counter-Strike communities in the world!
Not So. (Score:3, Insightful)
Mods are bloody cool, but
a) You don't get them on consoles, and console games make up the majority of games sales.
b) They do add value to a game, but for the majority of games with modding ability, the reality is that only a small community of dedicated players actually make/use them.
point b) is a good thing,as it means that the minority who are modding are actually concentrating on a small set of games, rather than being spread around between many games.
The only game I can think of that has resulted in a measureably large increase in sales due to mods is Half-Life, as a result of Counter-Strike and TeamFortress. I suppose you could also say MS Flight Simulator is another example, but really - there aren't many. Quake (I, II, III etc...) have probably been helped by mods, but I don't think their sales have been driven by mods in the same way Half-Life's has.
a tale of 2 games (Score:2, Insightful)
Back in the days of 1996 you had two large communities. Quake and Mechwarrior. There were leagues for both, there were active online players of both.
One you could expand (Quake) and one you couldn't (Mechwarrior)
Quake community grew and grew and as the game changed and became more advanced so did those doing the mods, maps, and skins. They spawned Weapons Factory, Rocket Areana, Ubran Terror.. countless maps, and even more numerous skins. The code was open, the architectire was open(.pk3).We got statistical tracking, we got cross referencing those stats. Other game developers caught on and we got RTCW, MOH, DoD, and the one i'm hooked on..Kedi Knight 2: Outcast. Open game, active community.
Now take a look at the Mech community, that was around at the same time. Everyone was in a clan, a huge percent of players were involved in leagues. The game wasn't open but the mechs were(a text file). That spawned mech editors, NAIS(mercs), cheat detectors, and mech organizers( i have 500 varients). That was it tho..untill Microsoft stepped in. Mechwarrior today has had all the "sim" like features stripped out of it, skins are difficult to make(they provide no blanks). There are 0 mods, there are 0 apps, it keeps log files in some non standard format...but uploads stats IN BINARY! to microsoft tracking servers(hacking would be against DCMA).
so 2 genres, 2 communities starting at about the same time. Its pretty easy to see that its not "if you build it they will come" but rather "IF YOU LET THEM build it THEMSELVES, they'll come running!"
Garage Games (Score:2, Interesting)
They allow you to buy the source code to the engine that powered Tribes 2 [tribes2.com] for $100.
Not only that, but they have released a project called Realm Wars [garagegames.com]. This is a game that the community contributes to. If you bought the source code, then you can contribute source code. If not, you can still download the demo, and contribute SCRIPTS, artwork, models and more.
It will be extremely interesting to see how this pans out.
(as long as I don't get any UE errors)
unreal tournament & strikeforce (Score:3, Insightful)
I had the same with the original unreal. Single player was fun while it lasted. After that I kept the game around to play the mods.
Civilization II (Score:5, Interesting)
The reason it was modded so often was that Microprose made all the data files open (hmm, almost Open Source, in a way). While the engine was still closed, players could edit plaintext files to control it's behavior, as well as that of the units. The graphics files, for units, terrain, cities, even leaders, were simple GIF's that could be easily modified. Later, Microprose even added a rudimentary macro language for scenario builders.
I have seen many truly remarkable Civ2 mods. Some people overhauled the ENTIRE game, replacing everything. Forget scenario editors, this goes way beyond.
~Chazzf
I wonder...? (Score:3, Insightful)
I mean, would anyone still be buying Half-life if we didn't want it to play CS and DoD?
I wonder if, once we can have Linux on our PS2's, we'll see mods for GTA3 and the like.
Does anyone know if it's possible to release mods for console games?
Mods are the lifeblood of the mod community (Score:3, Insightful)
1. Big console titles like GTA3, MGS2, FFX, Halo.
2. Monster PC titles like The Sims and Roller Coaster Tycoon. The Sims has sold over 6.5 million copies.
then you get a different feeling. Are mods interesting and important? Yes. But lets not get carried away. In reality the communities surrounding games like Half-Life and Unreal tend to be self-serving and isolated, with notable exceptions (gotta mention Counterstrike). You just don't find all that much innovation in mods for, say, Unreal. Now, sure, the mod community will argue otherwise, but that's what I meant by "isolated."
Re:Mods are the lifeblood of the mod community (Score:2)
The 'serious action' you mention prove it themselves. The console titles are inherently unMODable, but look at the game concepts: MGS2 (derived from Thief), Halo (derived from TeamFortress), FFX is essentially the tenth 'mod' of FF. The PC titles are even better: The Sims is blazingly customizeable (not the engine, but the superficial stuff that is amusing to those who play the Sims) and RCT is equally moddable with custom rides etc.
Tell me how successful the Sims would have been if you get 2 people, 3 types of houses, 2 carpets, 5 pictures, and some furniture - and NEVER ANYTHING ELSE. Or RCT if you had only the default rides, no self-designs or importables.
No, this precisely proves that customizability directly extends a games lifespan.
Re:Mods are the lifeblood of the mod community (Score:2)
MGS2 was the sequel to MGS, which was a sequel to the original Metal Gear on the NES. Even on the NES version of Metal Gear, stealth and sneaking by guards was a big part of the game. The NES version of Metal Gear was out years and years before Thief, so I don't think that argument holds. Also, Halo is really nothing at all like TeamFortress except they are both shooter games. If anything, Halo's a lot more like a single-player Tribes...Calling a sequel a 'mod' is pretty flimsy..especially since in the Final Fantasy games (BTW, I'm not a FF-fan, I liked the pre-FF7 games, but nothing since) the engine and the entire story and characters have changed each revision...The argument that games like The Sims and RCT have longevity because they are moddable on a personal level is true, but that's a different thing than what this article is talking about.
While modding is cool, I have to agree with the original poster, its not 'the lifeblood' of the industry. Far more successful games are not specifically modable (without serious reverse engineering) than are modable.
Re:Mods are the lifeblood of the mod community (Score:3, Insightful)
In 6 years, people probably won't be able to remember any of the console games (except for the FF series, which is pretty distintive), and few people will actually play them.
Small Error in the Article? (Score:2)
It wasn't the very first first-person game-- that title belongs to "Ultima Underworld" (1992), released a few months earlier from Looking Glass Studios....
Catacomb Abyss [3dgamers.com] came out in December, 1991. Dig those EGA graphics!
Next step. (Score:2)
An upcoming title, Legends [gamelegends.net] just may be the next step in the evolution of gaming. Basically a mod that just skips the first step of buying a different game just to get the engine.
The game is based off the tribes 2 engine, and will be released for free. People can modify it however they want and contribute to the project in any matter they see fit.
Will be interesting to see how their experiment goes. Could revolutionize online gaming, and change the way mods are developed forever, or it could fail miserably and accomplish little.
If this were true ... (Score:3, Funny)
then Pokemon would keep having new "versions" every few months so you would keep getting new ones
then AD&D would have kept coming out with new Books and Campaigns every few months since the dawn of gaming time
-
oh god. (Score:2)
Alien Doom. Now there was a mod...
though ZanZan is really f*cking cool for a Doom mod!
People always forget... (Score:2, Informative)
When Abuse came out, to my knowledge, there were no other games with a built-in script interpreter. All of the game's AI routines were done in LISP, all easily editable by anyone who knew LISP (granted: most people don't know LISP), and the game engine has an integrated level editor. But this game came out a full year before Quake 1, and still never gets mentioned in these discussions. Hell, they even had a $1000 level creation contest when the game came out.
Truly a shame, because it's a great game, and the engine was way ahead of its time.
--Jeremy
Mods? (Score:2)
Mods?
Screw them, I've always seen myself as more of a rocker.
Also, I was never a fan of their big coats and silly little scooters.
Why does this surprise anyone? (Score:2)
Re:If it wasn't modded. (Score:3, Funny)
Re:How about a game that's only mods? (Score:2, Informative)
Torque! (Score:2)
Take a look at Torque - it's basically the V12 engine from Tribes 2 with all the Tribes 2 Intellectual Property pulled out. What's left is a nice, fairly good engine. Here's the cool part:
If you want to just do modding, you don't have to BUY Torque, instead, just download the demo. The also have all sorts of community boards for ya to look at and interact with each other for questions. Pretty nice.
If you suddenly decide you want to write a commercial game with it, or, you need the source code - no problem. License the engine. For $100, and a distribution agreement for commercial sales. Not TOO bad.
There is a built-in terrain editor, world editor, etc - however, no actually map-building tools for interior locations. But, you can use Quark or WorldCraft (er... guess that's Valve's Hammersomethingorother now) to do that work.
I licensed the Torque engine to do Trajectory, and so far it's been wonderful. C++'ish scripting language built in, plus having the source for some further modifications that I can't do in scriptin is great.
Go check 'em out at Garage Games [garagegames.com] and download the demo or the RealmWars demo to check it out. Or, heck, play Tribes 2 a bit, and you know what to potentially expect ;-)
Re:cs (Score:2)
Can't wait for that inevitable TF mod for Jedi Knight II.
Re:Most popular multiplayer game (Score:2)
Re:Of the PC gaming industry, maybe (Score:2)
Re:Difference between mods and licensed-engine gam (Score:2)