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."
It's not really all THAT odd... (Score:4, Insightful)
The Unreal guys probably got proactive about getting this story out there.
Re:It's not really all THAT odd... (Score:2)
Re:It's not really all THAT odd... (Score:2)
Re:It's not really all THAT odd... (Score:2)
Re:It's not really all THAT odd... (Score:5, Insightful)
Re:It's not really all THAT odd... (Score:4, Interesting)
Re:It's not really all THAT odd... (Score:5, Insightful)
Hey, it worked for Valve, it can work for us.
I know Half-Life was the only game I ever bought more than once, as sick an fanboyish as that sounds to me now.
Re:It's not really all THAT odd... (Score:2)
I waited until they released the "Ultimate Platinum Collection Super Pack from Hell." Then I waited till the price on that hit about $25, and then picked it up. I was too much of a fanboy of Quake 3 and Unreal, so I hated HL (There were people who would flame back and forth about which was better, yada... ick).
It's come to the point where ID releases a "Quake," and it's only a demo of the technology for others to license. I'm glad they put effort into RTCW , but I wonder what the depth of Doom 3 is goi
Re:It's not really all THAT odd... (Score:2)
No, that's not how you get articles in the press. The journalist wanting to write the article most likely contacted them, and used them as the primary source for the article.
Re:It's not really all THAT odd... (Score:2, Insightful)
Heh. Go work for a newspaper and then come back again in six months.
Re:It's not really all THAT odd... (Score:3, Informative)
Trust me, I know how this works. Sure, you have some companies trying to railroad stories through, but it's usually some editor who tells a peon "I keep hearing about game mods--write a story!" Then the peon pokes around, contacts people at what Google turns up, then leans hard on whoever is first to reply. I've been through this enough to know the drill.
Re:It's not really all THAT odd... (Score:3, Interesting)
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
Building a mod inside a level editor... (Score:5, Interesting)
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
Re:Building a mod inside a level editor... (Score:5, Informative)
Re:Building a mod inside a level editor... (Score:2, Interesting)
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.
Re:Building a mod inside a level editor... (Score:3, Informative)
I don't know how useful the level editing features of the thing will end up being, but I have some ideas of making a random level generator similar to Slige [doomworld.com] with it. Using a language as powerful as Python, it should hopefully be possible to create stuff more advanced than Slige's linearly arranged square s
Re:Building a mod inside a level editor... (Score:5, Funny)
Re:Building a mod inside a level editor... (Score:5, Interesting)
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.
Re:Building a mod inside a level editor... (Score:5, Interesting)
Re:Building a mod inside a level editor... (Score:3, Insightful)
The "standard" way to build levels is just to generate a WAD without the data and run it through one of the many existing BSP calculators. No offence, but it seems rather poi
Re:Building a mod inside a level editor... (Score:2)
> other data like the REJECT and BLOCKMAP data
> as well
Hm. So when generating a level, I have to fill in the following directory entries : THING, LINEDEFS, SIDEDEFS, VERTEXES, SEGS, SSECTORS, NODES, and SECTORS - is that right?
> just to generate a WAD without the data
Yup, that does seem to be the first goal to reach.
> as much as I love Ruby, it might be a bit
> slow for this purpose
Probably for large maps, but for small maps it might not be
Re:Building a mod inside a level editor... (Score:2)
Re:Building a mod inside a level editor... (Score:2)
Re:Building a mod inside a level editor... (Score:2)
Re:Building a mod inside a level editor... (Score:3, Insightful)
> genetic algorithm. You could evolve
> the (near-)perfect level.
The difficult part might be coming up with a good fitness algorithm. I mean, a perfect level for one person may be a lousy level for another.
I'm hoping to come up with something that could be used to generate a level from, say, a building floor plan, or a Visio diagram of something - stuff like that. It would be nifty to run around inside of a Cougaar [cougaar.org] agent community, for example.
Re:Building a mod inside a level editor... (Score:2)
It could be really easy to do with SVG / EPS / PS type diagram/image formats. They already use vertexes and chords (paths) and all that good stuff.
That would be an interesting thing... Use groups of paths of different colors to define different elevations, super-impose them on top of eachother, and generate the map file that way. I remember the old WAD editors for Doom, and how much cut&paste would have saved the day.
Too bad you need heavy duty 3-D tools like 3DSMax (or yeah, notepad and a lot of s
Re:Building a mod inside a level editor... (Score:2, Informative)
Just FYI, Descent was a full 3D game in every sense of the word.
Re:Building a mod inside a level editor... (Score:2)
They were ony any good for CTF in my opinion though, but that migh be another road to look down.
Re:Building a mod inside a level editor... (Score:2)
I know you're talking about the original Doom, but...
The Bobtoolz plugin packaged with GtkRadiant has C++ code that generates brushes, the windings that they consist of, entities and patch meshes, and sends that data to GTKRadiant, as a plugin.
The new Doom opens up opportunities for random map generation, as there should be no lengthy map compilation step. You could send a random seed or a series of parameters over a network and have a map be built for all clients.
I was toying around with a random lev
Re:Thats absolutely retarded (Score:2)
> in all the detail
True, most maps will probably be pretty light on details, winding staircases, flicking light sources, and so forth.
> Noone would ever want to play
> in your lame-ass uber-elite-hand-coded maps
Right, they won't be good for deathmatching. But they'll be good for a little demonstration, or for another way of visualizing a structure, or for... etc.
It's not a coincidence (Score:5, Insightful)
It mystifies me that a game these days can possibly be shipped without a comprehensive editing tool. They're artificially limiting their games' lives and shooting their sales in the foot.
Re:It's not a coincidence (Score:5, Interesting)
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.
FYI, Zoid is a toy (Score:2)
I used to have some when I was younger, brought down from Japan. Iron Kong [amazon.com] was a cool gadget
Not to throw your point, but the reality is that you could have the zoids makers argueing that "For all slashdot knows, Zoids might be a game mod or something"
Of course it's not a coincidence (Score:3, Interesting)
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
Re:It's not a coincidence (Score:2)
Urban terror. Free mod, works on all quake 3 platforms and is an absolute blast. Commercial games are only just now getting up to where they were 2 years ago with gameplay and ideas.
user-created levels (Score:3, Insightful)
are a great addition to commercial games...
so long as there is a moderating system to sort the wheat from the chaff (to use a biblical metaphor)
The Baldur's gate engine (Score:5, Informative)
Simon.
Link so you don't have to register (Score:5, Informative)
http://www.nytimes.com/2003/12/04/technology/circ
Thanks google
Mods... (Score:5, Insightful)
Games with mods do seem to have a much longer life than non-mod games, look at Tribes, Unreal Tournament, Battlefield 1942, Neverwinter Nights (which LIVES off of the mod concept), heck, even games not designed to be modded (Silent Hunter 2) have had mods done by very creative and dedicated fans.
Allowing people to make their own maps is not enough, let them play with the engine, the graphics, the models, the scripting, it pleases the fans and makes them come back for a sequel. Its been proven lots of times, heck, people still play QUAKE1 because of the mods!
Re:Mods... (Score:1)
I've played Quake[123] mods and Half Life mods, but IMHO nothing beats Thief and Thief 2 fan missions [thiefmissions.com]. The Thief series is the only game I've never had absent from any of my gaming PCs. (Doom and ROTT are close
Re:Mods... (Score:2)
And the knife.
Action Quake 2 is the best. game. evah.
Game mods are the best card for PC games (Score:5, Insightful)
On the other hand, mods (and in general, user-created content) are responsible for the metamorphosis of the computer games industry since the early 8-bit era to what it is today. No longer can you sell a hit game every 6 months , due to this extra content the average life of a good game has increased immensely, and thus, game companies now have to think carefully about their plans and development programs.
Re:Game mods are the best card for PC games (Score:3, 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 l
Re:Game mods are the best card for PC games (Score:2)
Client/Server Gaming (Score:2)
I see the future of PCs in gaming to be content creation platforms and persistent servers, with consoles as the clients, aka Client/Server gaming.
It Doesn't Have To Be This Way (Score:2)
There's no technological barrier to mods on consoles, at least in some form:
The Darkest Day (Score:3, Interesting)
Simon.
Link here (Score:2)
They should be thanking us! (Score:5, Interesting)
Re:They should be thanking us! (Score:2)
Re:They should be thanking us! (Score:2)
We, on the other hand, owe Valve a big thank you for making a mod friendly game, and for supporting it for so long, thereby allowing us to play quality mods for free. And we owe the mod makers big thanks for taking the time to create cool mods.
One which should be mentioned more often, by the
Glaring Oversight (Score:5, Informative)
And no discussion of Half-Life would be complete without a discussion of Natural-Selection [natural-selection.org], a mod that turns HL into an FPRTS with marines fighting aliens and a focus on resource control (and now, with a level-based team FPS that's leagues beyond other mods dedicated solely to team FPS).
Re:Glaring Oversight (Score:2)
The only thing that pisses me off about NS is the fact that I was sketching out the exact same concepts on paper and fishing for some feedback in my newsgroups when I first heard about it. Dammit! A day late and dollar short, as they say.
Although my version was intended mainly to fill the large gap in the genre of 'games for multi-monitor systems.' I figure a commander could have a full-screen map on one and use the other(s) for nifty things like status monitoring and live feed from units and security
Re:Glaring Oversight (Score:2)
You may be late, but like many things in life, this is your opportunity to do something better, since you already have a reference to go by.
Speaking of Mods (Score:4, Interesting)
What the article poster forgot... (Score:5, Interesting)
Re:What the article poster forgot... (Score:2)
Re:What the article poster forgot... (Score:2)
What I am saying is similar to how to refer to the first "modern man", who shared all of the major traits with current day humans.
Doom mods are like chimps that walk upright and can use tools, while Quake mods are like cavemen.
TF a Halflife mod? (Score:3, Interesting)
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.
Re:TF a Halflife mod? (Score:2, Informative)
Re:TF a Halflife mod? (Score:2)
Lets not forget that Quake, driven by TF also started the Clan Wars. Now you can't go anywhere without having some kind of Clan for a multiplayer game.
Future of modding... (Score:5, Interesting)
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.
Consoles? (Score:2, Insightful)
Re:Consoles? (Score:3, Informative)
glaring omission (Score:2, Insightful)
Simple, no linux support.
Yay! For once, HL & Counterstrike not mentione (Score:2, Insightful)
Re:Yay! For once, HL & Counterstrike not menti (Score:2)
Competitive Gaming (Score:5, Informative)
One cool thing about mods is that they can be used to improve games to a point where they're suitable for competition. The ETpro [anime.net] mod by bani for the game Wolfenstein: Enemy Territory [activision.com] alters some aspects of gameplay to make it more suitable stopwatch competitions.
The other thing mods can do, and this is kinda neat, is actually add in features to accomodate game spectators. Again, using ETpro as an example, bani included some small changes to help shoutcasters quickly identify players and get stats during the match. A multiview feature was also added so that a spectator could watch the game from several different points of view with a Picture-in-Picture style setup.
In the future, I see mods stepping up to fill in the roles that the original game developers either couldn't think of or didn't want to address because the competition world wasn't their target audience. I can see a mod coming out that can not only handle broadcasting video of the match, but offers optional commentary via an mp3/ogg stream from a caster and presents information kind of in the same way FOX does for football games (current scores, tickers for other matches, league stats for players, etc).
Yeah. Mods are crucial if you want to let your users take your software places you'd never even thought of before.
Re:Competitive Gaming (Score:2)
So if you're one of those gimps who goes bunny hopping off to high ground, switches to panzer, drops one shot, and then
The changes I meant were fixes to the underlying game... such as being able to choose from multiple spawn points before the match starts, buglets that allowed airstrikes to pass through walls, game restrictions on map features (ie, you ha
Urban Terror (Score:2, Interesting)
Re:Urban Terror (Score:2)
Re:Urban Terror (Score:2)
It is similar but superior to Urban Terror(imho), as it focuses more tightly on realism. It is of course a Quake 3 mod, and so runs under linux.
Would Add-Ons Count? (Score:2)
Here's a thought; I'm a huge fan of BF1942 (it's a bit slower-paced than most FPS, and I like the "real" weapons.) EA Games have brought out a number of pretty cool add-ons for it (Secret Weapons, Road to Rome, etc.) as well as a number of really neat maps with new weapons and whatnot.
Does this count, or are people religiously opposed to something being called a "mod" if it comes out of the same shop that brought out the game in the first place?
Re:Would Add-Ons Count? (Score:2)
Ah, brings back memories... (Score:2)
I've lost so many contacts from those days, but I still email Robin every so often to see what he's up to. I'm afraid to ask what the atmosphere around the Valve office is in the aftermath of the recent security breach [slashdot.org]
Re:Ah, brings back memories... (Score:2)
That said, I like how that news page says that the developers started work full-time on TF2 in 98. I guess it'll come out the same time as Duke Nukem Forever.
What about Barney... (Score:2, Interesting)
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.
Re:What about Barney... (Score:2)
There was an earlier Wolfenstein hack that included Santa, I think.
The funniest mods I remember were the fartman and pr0nDoom mods. Seeing a monster with a big ass that farts fireballs is childishly hilarious, and picking up a nekkid low-res chick while hearing "Pizza Pizza" is right up there.
I think the first full mod was Alien-Doom though. It was the coolest thing around for quite a while.
Mod Hatter (Score:2)
If you work on something in your spare time, alone or with some friends, you're not going to come up with anything too amazing if you start from scratch. Just look at the best open source games written from scratch. Their either clones meant to be compatible with a commercial game, or i
modding didn't begin with 3d games (Score:2)
Re:Super (Score:3, Informative)
Perhaps the article was just focusing on the current generations of engines, so Unreal would be a good choice, now that it is getting yearly updates. I hope the vehicles in UT2k4 are going to be good...
Quake, not Q2 (Score:2, Interesting)
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.
Re:Quake, not Q2 (Score:2, Informative)
Re:Super (Score:2)
With games becoming more and more 'mainstream' with each generation of games, I think they're doing the right thing
Re:Half-Life (Score:2)
Re:Half-Life (Score:5, Informative)
Re:Half-Life (Score:2)
I still don't think I'd classify Half-Life out of the box as a "mod" though ...
Re:Half-Life (Score:2)
Re:Half-Life (Score:5, Informative)
In comparison Half-life was a huge rewrite of the Quake I engine by a company that had licensed the code. If that's a mod then GTA:VC is a mod of Burnout 2, because they're both built on top of the Renderware graphics engine.
Re:Half-Life (Score:2)
Re:Half-Life (Score:3, Interesting)
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)? I
Re:Half-Life (Score:2)
In the strict sense, a mod uses the same executable as the original game. You can run CS by running the Half-Life executable and loading the CS module. This is the same for NWN and Quake 3.
The Jedi Knight II team had access to the Quake 3 source code, and made a few modifications to it. It's the same as Valve's HL, or Raven's games (Heretic, Hexen, RTCW), or the probably now-forgotten Corridor 7 (Remember the box? "Based on the Wolfenstein 3-D engine!").
A mod is replacing the scripting of the engine,
Half-Life = Quake 1 + Quake 2 and then some (Score:2)
So no, Half-Life is definitely no mod.
Re:Battlefield 1942 (Score:2, Informative)
This is despite EA Games being very reluctant to support mods. Even the map editor promised shortly after the game was released only came out almost a year later and after a lot of complaining in the BF community. There is now a rudimentary SDK, but this is probably beca
Re:Battlefield 1942 (Score:2)
Sounds familiar. A buddy of mine does work on the Forgotten Hope [bf1942files.com] mod for Battlefield 1942, and I can remember him bitching about EA's tools. He mentioned that some of the guys from his mod team would respond to replies by EA Games of "Well, what more do you want?" with a resounding "Source cod
Re:mtavc mod (Score:2)
I read this somewhere over their site, but I can't seem to dig it out right now.
Re:My personal favorite (Score:2)
I fear Q3F is close to it's death. It'll be a sad day to stop playing it, kinda like the last days I played Action Quake2. lostinfo.com went down, among others, and eventually it was hard to find a good game with a decent amount of players on it anymore. Right now no one even plays Q3F on US servers until
Re: Q2 Weapons Factory (Score:2)
In fact, some WFA players are returning to Q2WF.
Check out Biosentral [biosentral.net] if you want more info.
Re:Isn't Halflife Quake Based (Score:2)
As mentioned, calling HL a Quake mod is like calling Jedi Knight II, Star Trek: Elite Forces, Alice and a whole slew of other officially realesed games mods, for Quake III...
Re:Glaring omission? (Score:2)
Half-Life was a heavily modified/rewritten combination of Quake 1 and Quake 2. Leaving HL out of the article was indeed a glaring omission.