chewy: I can compare your analogy to understanding the rules of chess versus the strategies implemented. Completely different ballgame obviously.
After a bit of external correspondence I guess it's only fair to explain where I'm coming from with this request.
I have been a gamer, probably most of my life. I have never used mods for any game, and never thought once that I would be creating mods, I simply enjoyed playing. When I came across DA in March earlier this year, I was extremely impressed, as well as a bit disappointed by some of it's aspects. When I had learned that there was something called a Toolset, which allowed me to modify the game, as well as be available to anyone who purchased it, I got excited, especially, when I had seen other mods related to my interest I felt could be improved. I thought if other *players* can produce mods, why can't I?
My natural thought process lead me to believe that this toolset was made available to the public for this exact purpose. To give end users the ability to mod the game.
What I didn't know was that I had to go through hell to get through the endless barriers in research to achieve this. Learning the Cutscene editor was enough to handle, but game integration was even more frustrating.
Without going into further detail, I'll just mention, that I am only 6 months old in the modding community, and it appears that many of you have come from a background of years of modding (NWN etc.) and completely appreciate the existence of such an advanced toolset as opposed to the previous script-only methods of modding. Probably like Morse code to the cellular phone. Something I was completely unaware of as a new modder.
From my own perspective, if I go back to my original thoughts, to be able to mod this game on a larger level, i.e. to have the ability to create my own campaigns, is an absolute treat to anyone with a creative vision. I am used to programs being available to the general public having good documentation, and overall provide user friendliness to some degree. Unfortunately it seems I was wrong in my assumption that this would be the case with the toolset.
When I hear the word "scripting" I think of programming, i.e. the nuts and bolts behind the scenes.
My impression was that the scripting forum was the secret laboratory for the geniuses who knew how to manipulate the ins and outs of the actual game coding gathered together to compare strategies, a place where I dared not enter as a player/end user. (regardless of my own computer science background long left ages ago)
The word "scripting" just scared me into thinking that now I would have to take programming courses to use this thing. (I didn't need to learn programming to learn the CS editor, area editor, FMOD, etc. so what happened?)
I now understand that learning to script for this particular game would probably not be harder than learning the CS editor which is refreshing to hear.
This request simply stems from the modding new person, who sees that she has access to an incredibly powerful toolset, unaware that this is actually a professional developers tool, in semi raw form designed to be used by a team, and is constantly evolving.
I just saw great potential in expanding the DA engine manipulating community giving people endless options for creating whatever they dream up. This was what I thought at first until I dove deeper into the modding scheme realizing I had to use new scripts for functions that logically should have been a given since it remained within the same rules of the DA:O mechanics.
Because of some of the reasons mentioned in a few posts regarding the future of the toolset/engine in general, I would wonder if it's worth such an effort. If indeed this engine happens to be the wave of the future with regards to game development, and if Bioware decides to release updates and upgrade it, I can only see this as being a tremendous and amazingly creative end user program and had hopes that this would be the case.
I appreciate your posts and correspondence, enlightening me on this issue.
Modifié par DahliaLynn, 17 novembre 2010 - 07:05 .