Selene Moonsong, on 21 Jun 2014 - 10:18 PM, said:
From what I know of through my long history with BioWare games...
When BioWare developed the Aurora Game engine (the engine platform for Neverwinter Nights, also referred to as NWN and the sequels), they struck gold. I believe that NWN was originally intended as a D&D game development system where owners could create their own campaigns to share with others. The game came with a fairly extensive toolset that could, relatively speaking, make it easy to design and build with.
Except insofar as "struck gold," you mean that it was middling financial success.
They made a good modding platform that they wound up seeing very minimal residual return on. The premium pieces of content that Bioware developed and tried to sell were of a somewhat equitable quality to what the modders were able to create for themselves for free.
If they had been smart and monetized the modding system then... well, as you point out, The Witcher (1) was a game created off of a modified version of the NWN Aurora engine.
So no, it is not unrealistic to ask BioWare for a toolset with the capabilities to mod the game but, unlike games based on the Unreal engine that has had a publicly available development toolkit available to use for learning for some time now, the newest game engines, do not yet make their game engines publicly available as a learning tool, at least not to my knowledge.
The important thing to remember that the tools used by professional developers these days purchase licenses to use them and those licenses usually have very strict conditions placed on them and likely cannot be sub licensed or allowed to be used by others.
I'm slightly confused... you say it is not unrealistic for Bioware to include a toolset to mod the game, but then explain why it is highly unrealistic that Bioware would provide a toolset...?
The good that I can see coming from development or tool kits is not the ability to mod a given game but that the tool kits often generate the interest of those who would like to learn game development and who move on to development careers, but these are actually few and far between these days.
Which is nice and all... but ultimately something that Bioware sees ZERO return on.
That's not to say no game development company should make modkits - the community benefits greatly from them doing so. But it should probably be the development houses that own all of their own engines as well as software tools, and not Bioware, who does not (and would have to spend significant amounts of money, one way or another, to cover that difference).
Bioware does not have a vested interest in the world having better modders or even future professional video game developers. Yes, the talent pool for the industry goes up, but that talent pool rises for the competition just as much as it rises for Bioware and, honestly, the talent level is high enough in the current market that EA has its pick from the litter when it comes to talented amateurs looking to move into the professional leagues.
Again, this entire picture changes if Bioware was making some money off of each (or, at least, SOME) mod distributed. Suddenly, you don't have a large upfront investment with only intangible benefits down the line in terms of longevity, customer goodwill and skilled fans, but an actual revenue stream that creates income steadily across time. That's the real solution - have the toolkits be a situation where if Bioware doesn't make it, they are leaving money on the table.