Conduit0 wrote...
Nothing you've said in this entire thread has relevance to the discussion, but it sure hasn't stopped you. Besides, my point is still correct, if the engine can be altered by someone, it can be altered by anyone, and therefore can in fact be modded by third party sources, even if it is significantly more difficult to do so.
This is faulty logic.
"An iPhone can be built, so that means it can modified." This is a similar statement, but it is not inherently true. Yes, anyone can open their iPhone up and tinker around, either in the software or the hardware involved.
However, the physical and software design of the phone not only make it difficult, but actively prevent it from happening. Jailbreaking your iPhone may make it not work properly, may cause other apps you own to go haywire and may, ultimately, ruin your phone. Similarly, in order to even open up an iPhone to remove the battery, you need specialized tools, tools originally only owned by those who had bought the service repair kit from Apple.
Contrast that with an Android phone, which is an open source engine, moddified and adjusted with very basic tools and which gives any user who can slide off the back face plate access to the battery/sim card/phone guts. It is two very different design approaches that wind up with very similar end-user experiences. One design is to not let anyone change the underlying functionality of their phone, one doesn't prevent this at all (and, in many cases, encourages it). The added stability and ease-of-use when developing for standard hardware and software for Apple app developers is a huge boon, compared with the non-standard, adaptable Android. So while users get more control over how their device operates with Android phones, app developers have a harder time accounting for all the variability.
Think of the Frostbite 2 engine like Apple. Think of the Lycium engine like Android. Its better, cheaper and easier for Bioware to work with Frostbite 2. It just also means that the tools, software and knowhow to modify their games is not widely available. You can't pull out the files and start tweaking them with a standard software development kit. It literally takes coding knowledge, working in a computer language like C++, at which point you might as well be coding your own video game for the amount of work involved. Heck, its arguably harder, since you are trying to build something inside a house that someone already built, but for which you don't have any blueprints or any tools to see the infrastructure of the existing house.
Again, I may be oversimplifying processes I don't have the firmest grasp on (and please, if anyone more in the know has any challenge or feedback to what I am saying, please correct me), but this is the gist of what many people are saying. Only people who are tried and true computer programming coders can open the FB2 games up and edit them, with very specialized tools to boot. The chances of them understanding exactly what they are modding is mostly an effort of trial and error, since there is no "How To Kit" shipped with a game with instructions on how to hack them (that's why people prefer a toolkit). If you get someone (or a team of people) with the skills, time and desire to do all of this, then they can make a mod. Maybe even a few tools they made in the process that can take some of the soul-crushing code monkey work out of it. But this can take months, sometimes years, and really you never see the quality of content out of such projects that you do from mods that can be made within the first month of releasing a toolkit.