I think it's a bit simplistic to draw such a strong link between modding capability and success, particularly when modding is only available to PC players.Viktoria Landers wrote...
Just look at the most successful games around. The ones that can be modded (and toolset is a great way to do that) have bigger longevity and are also more popular (than normal).
BioWare should better not neglect these facts with DA:Inquisition.
After all, plenty of games are moddable and fail completely. Plenty of the most successful games (CoD, Assassin's Creed, sports games, arguably Battlefield, GTA) can't be modded, or barely have an active modding community. Games that are moddable and are successful may be extremely popular for reasons that have nothing to do with modding - particularly if most of their sales come from console versions. Did people buy Skyrim because it was moddable, or because they heard it was an epic fantasy adventure that was hundreds of hours long with cool dragons?
As Samunes said, the devs are well aware that modding keeps discs in people's PCs for longer, and that it's often a way to engage the super hardcore base of players who use computers.
That doesn't mean that adding a toolkit is possible, or even sensible. If the benefits are heavily outweighed by the costs of making one, what reason is there to do it? Adding modding capability *might* lead to better word-of-mouth among PC players, sure. But would that time be better spent adding engine features that make the game better overall? If making a toolkit means dragging a bunch of programmers and Frostbite people away from their usual jobs for a month or two, would that compromise their contribution to the rest of the game? At what point does the cost of a toolkit become damaging to the game's success, rather than helping it?
They're really only questions that Bioware can answer, because they're the ones with the information, the financial projections, and the budgets. But so far, clearly, a toolkit isn't something that they've decided to invest in.





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