Angrywolves wrote...
Ok fast jimmy I apologise .
What support did you have in mind?
Well, as discussed in the OP, Bioware can devote resources and guides online, possibly through the BSN, to help get a jump start on the very basics of getting modding started. A large bulk of work done in modding without a modkit is going through each file and dissecting it to try and find out where modifications need to be made. If this direction and advice could be given right from the get to, it could help jump start the overall process.
In addition (also mentioned in the OP), leaving out any competitive MP would help with modding, by virtue of the fact that modding the game will not be stigmatized. Modern Warfare 3, the first game made with Frostbite 2, was declared unmoddable by the DICE group. When some modders were able to make a new texture pack, they were all banned, citing that the mods gave the players an unfair advantage. A fair enough response by some measure - after all, a mod could be made to automatically generate headshots or do 10X more damage with your average weapon, etc. By keeping the MP component either out of the game or make it so that players are not competing against each other, mods themselves can avoid being stigmatized.
Lastly (not mentioned in the OP), the way Bioware sets files up themsves can help modding efforts. For instance, in DA2, all dialogue between the NPC and the PC was one, continuous file for each dialogue choice. If, instead, each line or segment of Dialgoue was broken up, it would allow easy modification and altering of files. This is a small example, but it shows that there are ways Bioware can generate and set up the data in the game to make it easier to dissect and modify, which ultimately makes it easier for the modding community to get in the guts of the system instead of having to work around limitations in thengame's file makeup.





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