Making Games Live Longer With Mods 174
rmohr02 writes: "Popular Science has an interesting article about people hacking games to get more replay value out of them. It mentions games like Quake and Doom which are still played due to the mods people distribute for them, and that the code for Doom's level editor was made free so hackers could use that code to get what they wanted. It also mentions that the next Team Fortress hack, Team Fortress 2: Brotherhood of Arms, will not be distributed for free."
And as an art project... (Score:5, Interesting)
Check them out at www.untitled-game.org/ [untitled-game.org]...
(Personally, I still play Quake 1 straight... a game doesn't stop being fun because newer games come out with flashier graphics!)
Re:And as an art project... (Score:2)
Re:And as an art project... (Score:1)
Re:And as an art project... (Score:1)
Re:And as an art project... (Score:2)
FPS graphics (Score:2)
Funny you should say this with respect to a 3D first-person shooter. They're one of the few cases where there was an undeniable, pressing need for better graphics -- reducing motion sickness.
Back in the Wolf3D days, I could barely play for half an hour before becoming ill. Quake was a little better. But it wasn't until the 3D accelerated FPS games that I could play such games non-stop (hooray for being able to blow a weekend on TFC).
Re:FPS graphics (Score:2)
I think it was a combination of framerate and definition. The 3D accelerated stuff just wasn't as fuzzy.
And I had forgotten about GLquake. I didn't have a 3D card until Quake II was the hot thing out, and GLquake was hackish enough that I didn't bother with it.
Re:And as an art project... (Score:1)
> could have made something nicer... I was hoping for some screenshots - seeing how quake
> hasn't been installed on my computer since right said fred was topping the dance
These are mostly modifications to the game engine itself; therefore the zip files come with the executable. You don't need to have quake installed to play. But anyway, if you don't like that kind of art, I guess you should browse elsewhere.
TF2- what a joke (Score:2, Informative)
When it's released, it'll be bundled with gravy trader.
Re:TF2- what a joke (Score:1)
We are optimic today aren't we?
Re:TF2- more like vaporware (Score:2, Informative)
Several months ago, I went onto the messageboards at the official TF2 website, and it seems like all development has stopped. It's a shame too; I still hoped it would be good vaporware (like Diablo 2 as opposed to Diakatana).
Re:TF2- what a joke (Score:1, Informative)
Re:TF2- what a joke (Score:1)
I'm still holding out hope for the Coconut Monkey virtual sex simulator.
sedawkgrep
Re:TF2- what a joke (Score:2)
Re:TF2- what a joke (Score:1)
TF2 did contribute one non-vaporous thing tho... the moving mouths when you speak through the mic in Counter-Strike. yeay!
Re:TF2- what a joke (Score:1)
Total Annihilation (Score:4, Interesting)
Perhaps this was one reason for the success of Cavedog's excellent Total Annihilation RTS. The game itself was good, but it was also designed from the word go to allow the incorporation of new units, maps, etc. Cavedog made several available on their web site over the months after the launch, and released an add-on (Core Contingency) that included whole new types of unit and terrain.
Today, even after Cavedog are done, there are still enthusiasts out there [planetannihilation.com] working on quite ambitious extras, and this is something like four years after the game first hit the shelves, and when you apparently can't even buy it in the UK any more. (Anyone know a good way to get it in the UK, BTW? None of the usual shops lists it any longer, and there's nothing on UK E-bay.)
Re:Total Annihilation (Score:1)
Re:Total Annihilation (Score:2)
Re:Total Annihilation (Score:1)
Re:Total Annihilation (Score:2)
And the music was great.
Starcraft vs. Total Annihilation (Score:2)
I never played Starcraft, though I've often though about buying it just to see how it compares. A lot of people seemed to be pro-SC and anti-TA or vice versa at the time of the games' releases, and given the comments around, I've always suspected I'd find SC frustrating after playing TA. I like to set up lots of orders when I first build units, and often leave them pretty much to their own thing after that. I also make extensive use of numbered groups of units in TA when controlling a battle. It sounds as though SC's control system isn't as flexible as TA's, which has always put me off. Then again, it's in the budget collection for under a tenner now, so what have I got to lose? :-)
darned ROMs (Score:2)
Re:darned ROMs (Score:2)
Ironically, it'll require true enthusiasts (read: people who'll 'hack' their console) to be able to even attempt these such things. (Usually because media cannot be read under normal circumstances)
Isn't it funny? The people who are REALLY into the game/console and into making more with it end up being lumped with the ones who are frowned upon simply because "hacking a console is bad".
As an aside - if MS would release a "enthusiast" license for the XDK, the Xbox would have more software for it than probably the Macintosh/OSX by 1Q 2003. (Only a slight exagerration...not intended as a flame)
sedawkgrep
Re:darned ROMs (Score:1)
Given the various emulators on which you can play ROMs, I don't see why not. You would need to reverse engineer the ROM code, but then you could start hacking.
My son is playing Zelda: Ocarina of Time right now, and I'd love to see it hacked to anti-alias the textures better, if nothing else.
Re:darned ROMs (Score:1)
Do a search for zelda on slashdot.
fifth result "Rewriting the past..."
This is a game based on a hacked Zelda.
As far as playing on a console, I have an snes emulator for my Dreamcast, but it can't do 100% speed on many games, and all games have a frameskip of 1 at least.
Hope this helped
TF2 not free?!?! (Score:3, Insightful)
For free? (Score:5, Funny)
Just replace "for free." with ", ever.". Pretty much the same thing,
Mods for sale (Score:2)
Re:Mods for sale (Score:1)
Re:Mods for sale (Score:2)
Interesting (Score:4, Interesting)
I found it scary the one of the ID software guys said people were using hooks in their software they didn't know existed. Either he doesn't know what he's talking about, or ID needs some code review. If the games really do have hooks like that they don't know about, that's all the more interesting.
-Pete
Re:Interesting (Score:1)
Well. (Score:2)
You can be sure SOMEONE knows about it.. it just may not be an official feature.
Re:Interesting (Score:2)
Since the guy in question is John Romero, the quote certainly is interesting. I'd say he probably knows what he's talking about.
It's too bad the history of "modding" didn't make it into the article. I remember when a hacked version of Gauntlet came out, that was x-rated and had little genitalia running around instead of the usual dungeon monsters. It was called "Cuntlet" and was a favorite amongst those of us who were BBSing and just hitting puberty... =)
Not hooks, but code tricks (Score:5, Insightful)
From what Romero said it looks like people have studied the code enough to learn how to use the _existing_ code in new ways. (Jedi code tricks, anyone
This isn't surprising. It usually takes a fresh-to-the-code mind to see new functionality because as a programmer you tend to view code as only applying to the problem you want solved. Also, modders spend more time with the code that the original programmers who probably have moved o to a new project.
All in all this is a Good Thing (tm). Hats off to those companies that make their old source code available/work with the mod community and to the people in the mod community who work hard at extending the life of the older games.
TF2 Puts Duke Nukem Forever and Blizzard to Shame (Score:2)
And for the record, TF is the greatest mod ever.
Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha (Score:2, Informative)
Their excuse? They've written their own engine, from the ground up. And Steam, their content delivery system. And really helped their Half-Life mod community.
3D Realms excuse? Er... I don't think they have one. Been using the Unreal engine for pretty much the whole time (started with the Q2 engine). Must be terrible team management. What they have showed (at last years E3) wasn't even that impressive.
Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha (Score:2, Informative)
I actually had the privilege of working on and releasing TF 2.8 and 2.9 for QW (my brief and subtle brush with fame [planetfortress.com]). I actually was given the sources for what was to become TF2 way back before Rob and John got hired by Valve. It was going to be a free Quake 2 mod at the time. It's a shame that the two TF guys at Valve didn't mention their pal Ian in the article, who AFAIK worked on it right there with them from the start.
Re:TF2 Puts Duke Nukem Forever and Blizzard to Sha (Score:2)
Cool! (Score:3, Funny)
Hmmm...maybe this modding business DOES have some potential after all...
We need more open standards (Score:4, Insightful)
I hope some day the marketeers will get a clue that it's better to sell a million mods for $10 each than fifty thousand new games at $50 each.
Re:We need more open standards (Score:1)
Re:We need more open standards (Score:2)
Success of GPL was Re:We need more open standards (Score:1)
What this has lead to (combined with the amazing network code that Sierra wrote) is a very competitive online atmosphere even 4 years later. 180 degrees from counterstrike, there is no worrying about cheats or hacking..just VERY competitive racing. It probably helps that learning to drive the sim is overwhelming and won't appeal to your aver 12 year old.
Wheil the game has many add ons, new tracks and anlyzing tools written by third parties, the core engine hasn't been hacked and this is a big part of the success.
It is an interesting comparison to the usual story which is mod-able == successful.
As an interesting aside, check out www.racer.nl [www.race.nl] for an open source racing game made to be 100% mod-able (including totally customized vehicle creation with up to 10 wheels!).
Now I gotta go race (www.vroc.com [vroc.net])!
Onnel
Re:We need more open standards (Score:2)
Again the common example: HL & Counter-Strike (Score:1)
Valve software has released many tools and the SDK for creating mods. One mod becomes extremly popular. Other people think they can make cool mods too. Some of them are successful (Day Of Defeat is EXCELLENT!) and then other people make mods. The mod community is huge. Even tho the engine is really outdated...
Also notice that the fact the engine is old actually helps the popularity since it works on almost any computer (including *nix'es under Wine whenever the native doesn't exist).
intro to programming (Score:2)
Turns out things things like that are a pretty good intro.
somehow I thing that not as many people would get into programming by tinkering with the macro language of your typical generic office suite, for example.
we need more of this kind of stuff.
Re:intro to programming (Score:1)
I did. One of my first languages was FRED from Framework III. Incredibly Framework [framework.com] still exists, it's now Framework VII. It was owned in the III days by Ashton-Tate (remember them?) Ahh, for the days of DOS office suites...
From the Department of Redundancy Department (Score:2, Informative)
Here's the same article [slashdot.org] from a week ago. Get your act together, editors!
Re:From the Department of Redundancy Department (Score:2)
Space Empires IV (Score:2, Informative)
Thank You Half Life (Score:3, Interesting)
But is halflife the game to thank when it comes down to who made it possible? Nope, we still have doom in my book, the game that made everything possible. What made first person shooters and mulitlevel games the best thing since sliced bread? Doom. What gave everyone who had enough time and patience the ability to create their own game inside a game (know known as modding, back then known as wadding)? Doom again. What game set the presidence of how first person shooters would work? Doom.
Basically what I'm getting at is all these gamemakers made enough money off of their games that they wanted to help make it possible for those who had the time and dedication to elaborate on their work. I think everyone who codes, and especially open source, gets the greatest high when the work they've been working on is not only accepted in the OSS community, but when someone takes it and is so amazed with it that they want to take the time to learn it so that they can use it.
Does anyone else realize that halflife being as old as it is can still bring a top of the line machine to it's knees? This game was designed to be able to run on a p133 with 4 megs of video ram and 32 megs of system ram. I know that the mods have since made the game a little bit more in depth than the original, but I still find it funny.
Re:Thank You Half Life (Score:1)
Re:Thank You Half Life (Score:2)
Whilst it's true that HL uses the Q2 engine, it's inaccurate to say that Q2 is "built on" Q1. It was written by the same people (primarily Carmack) and he clearly learnt some lessons whilst writing Q1 that he carried over into Q2, but to say that one is built on the other is, I'm afraid, wrong. Go look at the source code if you don't beleive me.
Re:Thank You Half Life (Score:2)
Thats why all the HalfLife mods look rather simple compared to today's 3d games, the core engine is somewhat limited. As the parent post mentioned, even though it is an old engine, complex geometry can bring even the heftiest modern gaming rig to its knees, it is just the way the game engine is designed, simple stuff screams but get out of hand with your level geometry and you'll slow everyone down.
Re:Thank You Half Life (Score:1)
The original radeons ran that game at its max fps, same with the gf2 gts cards.
Re:Thank You Half Life (Score:2)
Yes, some mods do so because they add alot of extra gameplay depth and graphical wizardry, but others do so simply because they're badly written and poorly optimized.
There is a point beyond which the performance drops are enough that looking for a new engine as a base, or even simply writting the mod as a standalone game, would be better.
Re:Thank You Half Life (Score:2)
That's not my experience. My current gaming platform is an Athlon 1333 w/ GeForce 3 Ti200. Nice but hardly cutting edge. I play all the mods at 1600 x 1200, 32 bit colour, full textures. The max FPS is artificially limited to 97 as I don't see the point of going much above the monitor's 85 Hz refresh rate, and during the most intense on-line action with all the net graphs running it rarely dips below 96. Halflife didn't support resolutions greater than twelve by nine until the last patch. The graphics are still much cruder than MOHAA or RTCW.
Besides the development tools, I would say Halflife's greatest assest is that it's easy on the hardware. It makes for great on-line game play. In contrast I find Medal of Honour unplayable on-line. For me the best combination of responsiveness and graphic capability is RTCW. Now all it needs are mods.
Re:Thank You Half Life (Score:2)
UT I think lets the player work within the OOP nature of the game best.
Quake 1 deserves the honour better then Half-Life though - while Doom was moddable, all the mods were levels/sounds/graphix, not actual gameplay. All the gameplay stuff (DeHackEd) were hacks, not working within the SDK - just randomly poking bytes in the
Quake 1 on the other hand was the first to actually have real mods (Team Fortress was for Quake first). While Half-Life gets the award for acutally best supporting the mod community (sponsoring, SDK's, etc) I think Quake 1 is the godfather of the process.
I think StarCraft gets the award tho, for having a "scripting/trigger" (sortof) system that even an 8 year old could work with. Still, not very powerful.
Okay.. how about Subspace. (Score:2)
The publishers/owners gave up on it (I think Sony has it now?). They aren't interested. So.. the community cracked it, and put it up for download so they'd actually have people to play with. Unethical? Stealing? Remember, they bought it as a multiplayer game, and it's rather useless unless others have it, and if nobody sells it.. well..
Then, of course, came the total rewrite (which may or may not be as total as the author's claim.. I suspect not).
Now it's pretty much a game in it's own right. I would actually say that if sony were to sue them now and try to stop it, it would be morally wrong.
Okay.. (Score:2)
It just struck me as odd that the game engine was SO much identical.
Which cool awesome features turned the game around? As far as I can tell the game is identical.
TF2 (Score:2)
Re:TF2 (Score:3, Funny)
I wouldn't bet on it...
Re:TF2 (Score:1)
When mods are better than the original... (Score:5, Insightful)
How many people play Counter-Strike each day? Compare that to how many people play vanilla Half-Life.
The best mods are those that aren't even recognizable as the original games. A great example is Thievery UT [thieveryut.com], which turns Unreal Tournament into a multi-player version of Thief: The Dark Project. (It's unfortunately Windows only, but the dev team has offered to share the code with those who want to port it...)
Unfortunately Sturgeon's Law applies to Mods... 90% of them are crud.
Re:When mods are better than the original... (Score:2)
I understand an individual doing this, but it seems like the community at large doesn't release source to anything.
Re:When mods are better than the original... (Score:2)
Re:When mods are better than the original... (Score:2)
Re:When mods are better than the original... (Score:2)
Re:When mods are better than the original... (Score:2, Insightful)
A Frankenstein's monster of Ren 4.0, Arena, Duel, Duel Tourney and our very own mod... Dual Duel (thanks Check and DeadGuy!).
My decision, lo' these many years passed, to switch from Base to Renegades was to escape the, IMHO, tedium and limitations inherent in Base. With only three armor types (light, medium and heavy) after a while it got played out.
For myself, the Renegades mod definately breathed new life into the game. More sub-classes to the Base armor types, more deployables (force-fields and turrets), etc, really opened up the playability to more personality types. Like chess over checkers, it made it more of a thinking-man's game while also opening more avenues for the cowboys out there.
I would probably not still be here, three years later, playing Tribes, let alone running a clan/server, if not for the mod community.
Starcraft Mod? (Score:2)
Again? (Score:1)
Why don't more game producers understand this? (Score:2)
I'm not a hard code gamer and I would prefer to hack on some project over fraging some virtual bad guy however I do have a n64 and there were two games for it that were above the rest. The 1st was golden eye 007 and the other was perfect dark. These games are both from Rare but now that the N64 is dead, there will never be any more. I don't care so much about the levels progression or the story or the funky interlevel video but I would like more levels. Right now Rare claims their next release will perfect dark zero but it won't be out till 2004. I would buy a game cube today to play a new verson of that game but since there isn't a ginle other game for it, I think I'll pass. So far the PS2 seems to have the most games but most of them are centered around a game play I don't like (In a shooter game, I'll be happy waiting with the sniper rifle, I don't like timed things). I also don't like to see the character in 1st person shooter games. Its just something I've never been a fan of. The result is we have one company that made the 2 most popular games on the N64 and they have decided to shut down their company because they can't get their new tricks to work can can't teach a few creative people how to use their old level designer. They should have had at least 2 other games on the 007 engine and by now they could have kicked out 4 or 5 perfect dark levels. But they made other decisions. Funny that id decided to let other people play with their core and I wonder who is more likely to be here in 4 years, id or Rare.
In other news (Score:1)
Starfleet Command 1, 2, OP (Score:1)
Shameless plug:
http://www.taldren.com
Do editors EVER review old stories?? (Score:1)
Don't forget Matrix (Score:2, Informative)
Don't forget Matrix Games [matrixgames.com]; they have taken several of the best strategy games of history and rewrote them to be playable on win32 platforms, with probably the best work done on Steel Panthers: World at War (SPWAW).
They took SSI's old code for Steel Panthers 3, and rewrote the game so it would run on win32, instead of just DOS. and then, they made it free (as in beer).
While not quite as much fun to me as the original (the re-write only does warfare circa 1938-1946), this has got to be one of the most re-playable games out there.
So, maybe we need a mod to this topic? (Score:1, Funny)
Re:So, maybe we need a mod to this topic? (Score:2)
What we REALLY need is a new section just for games, so that the Benevolent Tyrants (aka editors) can keep posting articles like this without cluttering up the front page. It works for the Apple, Ask Slashdot and science articles, why not for the game stuff as well?
Just my ?0.02
A perfect example: Falcon4 (Score:3, Informative)
Back in 1999, Hasbro/Microprose decided to drop Falcon4. However, before all of the developers were fired, the source code mysteriously ended up on the Internet.
A group which came to be known as Realism Patch Group (RPG) was releasing (free) patches to fix some of the realism issues in the original Falcon. At the same time, someone called eRazor had gotten his hands on the Falcon source code and was working on some of graphics issues. And simultaneously with this, an army of other developers were working on other aspects of the game. For instance, the eTeam took this F-16 only flightsim and added a Fly-Any-Plane patch, giving you the ability to fly any aircraft in the sim. Groups around the world immediately started working on accurate flight models for each aircraft and photo-realistic cockpits.
The two groups worked in parallel, releasing RPG and eRazor patches which more or less rewrote the sim. It was decided to create a Falcon4 Unified Team (f4ut). This group took all of the rewrites and data edits done by the eTeam and the RPG and combined them into series of Falcon4 SuperPaks. These patches/mods have completely transformed Falcon, and nearly made it into a completely new sim. The graphics engine was completely rewritten and is DirectX 8.1 compliant. Falcon supports anistropic filtering, antialiasing, etc. And the sim itself is one of the most realistic and engaging ever. It uses a dynamic "campaign-within-a-campaign" methodology to insure that play never repeats itself. Its literally a whole new ballgame.
In fact, the "unofficial" modding of Falcon has also snatched Falcon from the jaws of obsolescence. G2I Interactive has bought Falcon's IP and while allowing a last series of F4UT binary edits, will be coming out with Falcon5.
IMHO, this is the ultimate example of mods extending the life of a game or sim. And extending its playability. There are a number of active duty fighter pilots who are avid Falcon fans. That, IMHO is the ultimate compliment.
Re:A perfect example: Falcon4 (Score:1)
Re:A perfect example: Falcon4 (Score:1)
The patches can be found at various places, most important is SuperPak 3 (A collection of the must-have patches that make it a whole new game)
Look around at f4hq.com and frugalsworld.com
J
Re:A perfect example: Falcon4 (Score:2)
Dungeon Siege Mods Anybody? (Score:1)
The company is creating its own mod tutorials and making the tools available for free. I am very impressed - almost
Oh yeah, and of course Microsoft does have some interest in it... so that may be a reason we haven't seen more on it here. A smart thing they did by buying an interest in Gas Powered Games back in 98.
http://www.packmule.org/ [packmule.org]
http://www.dungeonsiege.com/siegeu.shtml [dungeonsiege.com]
http://www.dsnetguide.com/ [dsnetguide.com] - awesome rsource
I just boght the game a few days ago and I have spent too many late nights on it. The number of mods out there is staggering.
TF2 (Score:1, Informative)
LucasArts (Score:1)
Implications on "hacking"... (Score:2)
Although modifying began among hard-core hackers, it's not illegal.
I was a little bothered when I read this sentence... even "hard-core" hacking isn't illegal in and of itself. I'm troubled by this continuing implication in mainstream media.
Modular game engines? (Score:1)
I often wonder about these MMORPG games like Ultima, Dark Ages of Camelot, EverQuest. These games are all still around, but the developers have a limited lifecycle intended for each, so while you can still play Ultima Online today, is it true that it's graphics quality and overall reality of its universe are far less advanced than the new MMORPGs like DAOC?
I ask these questions with the thought in mind that some day there may be an online game that is an identical copy of something like Tolkein's Middle Earth, or at least a gaming universe that is as limitless as a good hard-copy roleplaying game. Literally, you could be anything from a farmer to necromancer.
Will these games also be passed by in graphics by the Next Big Thing (tm)? Or will game engines become modular, with both a proprietary version and an open-source version, so that five years after the game comes out, or 15 years even, the game is far more playable and far more detailed, being up to the match of technologies like bio/quantum computing and printed circuits allowing displays to be the size of your wall and five times as detailed as today.
What are your thoughts on this?
Another repeat (Score:1)
Mod resources (Score:1)
The Wavelength [thewavelength.net]
They are in the process of reviving the site featuring other games than Half-Life.
old-Bungie's Marathon (Score:1)
Old Bungie's Marathon lives on as open source [bungie.org]. It even has Linux & BeOS ports now.
IMNSHO, it had better game balance than Quake.
yeah, this was interesting when I last saw it... (Score:1)
http://slashdot.org/article.pl?sid=02/07/14/212
Thanks, Doom.... (Score:2, Insightful)
The original Doom level editor was based on a Next cube, and the game itself was meant to be closed.
It was only after the efforts of hackers (in the proper sense of the word) that loading external WADs was introduced (in version 1.2 IIRC) - at least id realised what was going on and actively encouraged it.
Later came Dehacked - lots of things were hard coded into the EXE, but with a small DEH file you could change rates of fire, animation frames and add extra effects. No wonder that id made these things easier to change in Quake onwards - again kudos to them for realising that fans like open games.
At the last count, there were tens of thousands of extra wads, ranging from simple level replacements to total conversions where barely anything from Doom remains.
Thanks, id!
Poor /. quality. (Score:1)
will not be distributed for free (Score:2)
Free HL mods may be threatened. (Score:1)
The slide presentation to STEAM strongly hints that Valve (part of the Vivendi juggernaut) is planning a move to pay-to-play model for online gaming similar to Everquest. I wasn't able to find the exact page again where I read this, but IIRC CS was expected to go all STEAM around the release of v1.6 or v1.7. There was also mention that suggested mod authors were going to have to pay money to Valve to write a mod. (I think it was around $1000. I really wish I could find the page again.) This would be truly discouraging turn of events for mod authors.
The reason I even noticed about this potential policy change was that I have spent the couple of years writing mods for HL myself and now am wondering if it's time to change engines. (The Ogre engine looks pretty darn good, but I don't think it has a networking support yet.)
There is one other reason to take note of STEAM is that it requires a broadband connection (Dialup and 128K ISDN need not apply. 384Kb/sec throughput is the minimum.) This means that if you don't use cable, you're screwed. This is quite a change from when you could play Q1/Q2 on a 28Kb modem. The interesting thing is that it's not the game itself that requires this bandwidth, but rather it's distributed file system of the steam DRM. Is this the wave of the future? Will gamers cry foul? Time will tell.
And if you aren't into 1st person shooters... (Score:2)
Jaysyn
Re:Making /. posts live longer with mods - A HOWTO (Score:1, Offtopic)
2) Search Slashdot for a similar article about the same topic (or something vaguely similar
3) Find a 4- or 5-rated comment, change a few words around (i.e. "Bill Gates" -> "Microsoft CEO", "insightful" -> "interesting", etc.), and repost as your own! This technique has been proven to work time and time again, and it can be yours AT ABSOLUTELY NO COST!
N.B. - "No cost" does not include lawyer fees for plagairism/I.P. trials
erickrout.com [erickrout.com]
Re:Speaking of long-lived games (Score:1)
And as for Bungie being "defunct" It's not true. They are still alive and kicking, but they're owned by Microsoft, so it's more of a "Weekend at Bernies" effect.