Aller au contenu

Photo

SDK and Modding's support for Mass Effect 3


60 réponses à ce sujet

#51
Jaron Oberyn

Jaron Oberyn
  • Members
  • 6 755 messages

Blze001 wrote...

Brenon Holmes wrote...
So, given all of that... it's not really something that's very likely. Sorry. :?


Theoretically, couldn't the Unreal Development Kit be used to mod ME? Might be easier to add hooks for a pre-existing SDK rather than make a stand alone one.


Not really, UDK is a later version of UE3 than ME1 or 2. And as Brenon said above, the current setup they're running is extremely sophisticated. I would love to be able to make maps/characters for ME games, but sadly it doesn't seem like we'll be doing it, at least not any time soon.


-Polite

#52
The Interloper

The Interloper
  • Members
  • 807 messages

Brenon Holmes wrote...

marshalleck wrote...

You can go get the UDK right now for free if you want it, from Epic (the company that develops Unreal engine). If Bioware wanted to release all their custom tools, they could do so. They won't though, because they've said modding is not something they ever plan to support with Mass Effect. 


It's mainly that it's a huge amount of work...

The way that a lot of our tools are set up, they aren't portable to something you could easily use at home. A lot of our integrated processes require databases to be hooked up, and a bunch of the tools are hardcoded to use specific internal servers. It's sadly not as simple as just taking what we have and handing it over. We'd probably have to make some rather extensive modifications...

Additionally (and I know some people will say: "Who cares!"), we put up with a fair amount of rough edges from our tools - but for an actual release of a set of modding tools to the community, we'd want to put some work in to make it a somewhat easier experience than it might be right now.

So, given all of that... it's not really something that's very likely. Sorry. :?


I am too, Mr. Holmes. I am too.Posted Image

#53
sbvera13

sbvera13
  • Members
  • 432 messages
SDK are a developer's dream, if only they'd realize it. Every complaint, every balance issue, every "the global cooldown is horrible" or thermal clip debate will CURE ITSELF without investment of any publisher/devoper resources. Their game will live months or years longer, the fan base will expand, advertise their game by word of mouth, people will live and devote time to their product in developing new content (or playing new content)... and the market for their IP expands by leaps and bounds.

And players get to customize their game as they see fit. Bethesda is still alive in the PC market solely because of this; if you were a PC player and picked up Oblivion at release, you probably remember the outrage at how far the TES series drifted from it's roots. And yet all of those people are still playing, and still buying, because of the modding community.

#54
jamesp81

jamesp81
  • Members
  • 4 051 messages

Mr.Kusy wrote...

viverravid wrote...
Pretty much no point for singleplayer.


Haven't seen such an invalid statment in a long time. Morowind, Oblivion, Dragon Age: Orgins, Mount and Blade - huge moding communities, all games are single player.


The Oblivion modding community, in particular, may very well be the single largest modding community in all of gaming.

#55
sbvera13

sbvera13
  • Members
  • 432 messages

Brenon Holmes wrote...

Additionally (and I know some people will say: "Who cares!"), we put up with a fair amount of rough edges from our tools - but for an actual release of a set of modding tools to the community, we'd want to put some work in to make it a somewhat easier experience than it might be right now.

So, given all of that... it's not really something that's very likely. Sorry. :?


Appreciated Mr Holmes, but you underestimate the community.  Look at the Oblivion/Fallout script extenders... the Bethesda CS, as amazing as it is, wasn't enough, so the gamer community wrote entire new code to expand it's funcitonality THEMSELVES.  If you give the community what you can, and in 2 years you will have a professional quality product, not to mention 2 years of content development, fan base involvement, QA feedback and creative innovation on your IP that Bioware will still own.  From what I see there's nothing to be lost here.

#56
jamesp81

jamesp81
  • Members
  • 4 051 messages
If Bioware could modify their tools for release, I'd happily pay as much for them as I did for a whole game.

Like someone else said, most of us that mod are also programmers anyway, so a few rough edges aren't that big of a deal.

Modifié par jamesp81, 30 juin 2011 - 09:53 .


#57
Shadeart

Shadeart
  • Members
  • 185 messages
Also Crytek and Valve realeased their tool (crysis 2 SDK and Source SDK).

Cheers,
Shade

Modifié par Shadeart, 01 juillet 2011 - 03:25 .


#58
Destr1er

Destr1er
  • Members
  • 242 messages
If you guys aren't going to include a toolset, at least release some HD textures and pc specific eyecandy.

#59
Phaedon

Phaedon
  • Members
  • 8 617 messages

sbvera13 wrote...

Appreciated Mr Holmes, but you underestimate the community. Look at the Oblivion/Fallout script extenders... the Bethesda CS, as amazing as it is, wasn't enough, so the gamer community wrote entire new code to expand it's funcitonality THEMSELVES. If you give the community what you can, and in 2 years you will have a professional quality product, not to mention 2 years of content development, fan base involvement, QA feedback and creative innovation on your IP that Bioware will still own. From what I see there's nothing to be lost here.

By gaming community you mean a small team of modders who are the only ones who have actual experience at coding, while everyone else is still trying to figure the code out.

#60
dkear1

dkear1
  • Members
  • 618 messages

Phaedon wrote...

sbvera13 wrote...

Appreciated Mr Holmes, but you underestimate the community. Look at the Oblivion/Fallout script extenders... the Bethesda CS, as amazing as it is, wasn't enough, so the gamer community wrote entire new code to expand it's funcitonality THEMSELVES. If you give the community what you can, and in 2 years you will have a professional quality product, not to mention 2 years of content development, fan base involvement, QA feedback and creative innovation on your IP that Bioware will still own. From what I see there's nothing to be lost here.

By gaming community you mean a small team of modders who are the only ones who have actual experience at coding, while everyone else is still trying to figure the code out.


Actually there are more individuals than you might think.  Yes there are teams, however there are also individuals doing things on their own that are quite increadible. 

In addition to Bethesda's games the Total War series has seen some eye poping work.  Modders released an editor that far surpassed what the game developer was working on.  So much so that the game developer abandon their creation and pointed and gave a nod to the modders superior work.  This should serve as a model to other companies on game developer to game player relationships. 

Oblivion with it's HUGE modding community is still selling games.  Not sure if I can post links to sites some have literally thousands of mods on them.   Most releases as dated as it is would be in the 5 dollar bin.  You won't find oblivion there.  The amount of people who actually can write scripts, and darn complex ones at that, is staggering.

This just a couple of games.  You could make quite a long list of games that modders have improved.

If more game developers would just see that this open door policy can actually help them sell games and extend the shelf life of their games.....the better off everyone would be.

Modifié par dkear1, 16 mars 2012 - 04:27 .


#61
Ionigga

Ionigga
  • Members
  • 31 messages
Does any one know the alternate for the OnlyLoadLevel function? theres gotta be one i hope ... so we can add custom armor to shepard