Toolset download (why only for PC version of game)
#1
Posté 27 mai 2010 - 07:25
Why tha hell is the toolset only avalible for the PC version?
I pay more money to buy the game on the Xbox, and now I see the toolset is only downloadable for people on the PC.
Why not make it downloadable also for people who has DAO on the Xbox?
It is easly made to be able to download new area's and all trough the server connect.
(look at Bungy.net and Xbox.com)
I vote for Toolset downloadable also for Xbox users, and a way to upload the maps to your Xbox
#2
Posté 27 mai 2010 - 08:31
check what you get before buying and you should known this. it's been known for ages.
If you want to bark at something that is atleast feasible. Try to get a mod converter uploader for the finished product to your console. but there is license and legal problems with that so that might also be futile.
#3
Posté 27 mai 2010 - 02:18
#4
Posté 27 mai 2010 - 02:22
Getting a toolset for ANY game to work on a console is about as likely as getting a honda civic to fly to the moon.
Modifié par Dileos, 27 mai 2010 - 02:27 .
#5
Posté 28 mai 2010 - 06:12
Console manufacturers regard all customer creativity as "hacking", not "modding", so they're not about to give you a tool that helps you.
Bioware helps modders more than any other company on the planet, but even they have no influence over this policy, so it's really not their fault.
Modifié par Proleric1, 28 mai 2010 - 06:20 .
#6
Posté 28 mai 2010 - 08:52
and tadaaah you got a toolset on the PC and can use the maps you make on the Xbox.
#7
Posté 28 mai 2010 - 11:57
Proleric1 wrote...
Bioware helps modders more than any other company on the planet, but even they have no influence over this policy, so it's really not their fault.
that ain't absolutely not the case. valve is doing far more community work an releases all the tools you need to work with. same goes to id. id also releases their source codes of their games. oh, and don't forget about epic and their unreal engine 3 sdk which gives access to almost everything and a free engine on top.
bioware is just a developer out of many. anyway better don't treat the public access to development tools as an act of kindness. it's just marketing to length the lifespawn of software and to etablish a branding.
#8
Posté 28 mai 2010 - 12:49
MysticDraco wrote...
II mean use PC for toolset compile it (test if it works like NWN2 does while compiling)
and tadaaah you got a toolset on the PC and can use the maps you make on the Xbox.
I've been working in QA for over 3 years and trust me it's not that simple.
Consoles are a closed platform, unlike PCs, meaning that people can't just release whatever they want on it. There is a certification process for all console software, where Microsoft/Sony/Nintendo review and test all games, patches, DLC, etc for their respective platforms BEFORE they can be sent to duplication factories or released digitally.
All console software is also tested against a very strict set of technical requirements that all games have to conform to. The majority of people are unaware of this (because the details of those requirements are confidential) and it's not apparent that all games abide by these requirements, but they are the reason all console games work relatively the same way at a core level.
Could Bioware release user-created mods on X360? Technically its possible, assuming there is a magic conversion program that handles all the necessary processing to turn your PC mod into an X360/PS3 compatible mod (since they have different architectures).
But even then, Bioware would have to:
1) Review every mod for innappropriate content, or content that is not encompassed by the existing ESRB rating for Dragon Age, such as swearing or all those nude body/explicit sex mods. (And on top of that, AO-ratings are not allowed on any of the consoles)
2) Test every mod that passes check #1 for stability, console storage size limits, and performance (it's not like mod makers take into account the lower processing power of consoles when building areas). They can't just send software to console manufacturers for certification without testing it first, because if it fails certification and comes back there a significant cost penalty.
3) Work out all the logistics of distributing the content and promoting/marketing the fact this content is available. What's the point of going through all this trouble to release free content without promoting it, when the reason they would want to release said content in the first place is to increase sales of the retail game?
All of these things have very significant costs associated with them. From a purely legal standpoint they could have easily said in the toolset's terms of service that any content created with it is property of Bioware and can be sold by them, but then consumers wouldn't want to buy that content, because it was made for free by the community. It's a lose-lose situation.
Don't be angry at Bioware, EA or any other developer for made-on-PC mods for any game not being available on consoles. It's both a technical limitation of the console platforms, and a result of the rules imposed by Microsoft/Sony/Nintendo.
Want mods for a specific game? Buy the PC version.
Modifié par Kilrogg_, 28 mai 2010 - 12:50 .
#9
Posté 29 mai 2010 - 01:31
MysticDraco wrote...
II mean use PC for toolset compile it (test if it works like NWN2 does while compiling)
and tadaaah you got a toolset on the PC and can use the maps you make on the Xbox.
There is only one PC game that I know of that supports mods on any console, and that is Unreal Tournament 3. Unfortunately, the Xbox 360 is not the supported console; the PS3 is, and only with tools used with Unreal Editor 3 on PC. Microsoft will not allow mods on Xbox 360 in any shape or form, at least if you want to be able to access Xbox Live.
Modifié par ladydesire, 29 mai 2010 - 01:32 .
#10
Posté 29 mai 2010 - 03:19





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