Aller au contenu

Photo

[Feedback] Modding and why it's such important for the franchise


  • Veuillez vous connecter pour répondre
32 réponses à ce sujet

#26
berelinde

berelinde
  • Members
  • 8 282 messages

I know this is just wishful thinking on my part, but I hope Mike Laidlaw's (paraphrased) "This is a formidable obstacle" means that they are actually trying to overcome it and it isn't just a polite way of saying "Sorry, folks, but it isn't going to happen."



#27
suirazul

suirazul
  • Members
  • 25 messages

Someone tell Mike Laidlaw that the easiest way to make a game moddable is by doing the following:

 

- Ensure DDS files are exposed.

- Provide a small executable that lets us extract and reinsert game assets like actors, static mesh, etc.

 

If they have a plugin for 3D Studio Max or Maya, just release that plugin so we can import/export properly.

 

If Bioware can figure these things out, they will slowly be able to rival Skyrim in sales.  You also have to keep at it, to the point where every Bioware game is moddable as soon as the game is released.

 

Bethesda released a game (Skyrim) that constantly updates itself with new content (user mods), which is why Skyrim has sold around twenty million copies from what I've read in articles.


  • Never, Lightpanda et FKA_Servo aiment ceci

#28
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 118 messages

- Provide a small executable that lets us extract and reinsert game assets like actors, static mesh, etc.

I don't think DICE wants anyone to see what that executable would look like.

The supposed strength of FB appears to be based on how it can pre-render some things sort of halfway, thus saving processor cycles when the game is running. Distributing an executable that packs files for that would effectively publish something that DICE probably counts as a trade secret.

#29
Grieving Natashina

Grieving Natashina
  • Members
  • 14 554 messages

Aside from Bioware's old Eclipse and DA2 engine, and Bethdesa's engine. What other engines allow mod support?

A lot:

 

http://www.moddb.com/engines

 

For BioWare, they used the Unreal engine for both ME2 and ME3.  It wasn't anyone at BioWare that made the call to use Frostbite.  EA said more or less about 18 months ago that Frostbite was the only engine they were going to use from here on out.  

 

http://www.engadget....ld-mass-effect/

 

It's a DICE engine, which means that EA already owns at least part of it.  It makes sense from a business standpoint.  If you're going to be part of a project to upgrade FB2 to FB3, why would you license a third party engine?  Mods aren't a good financial reason, and I am a PC user that misses have an easier time modding.  In any case, EA has stated that there next 15+ titles (which includes the upcoming Battlefront) is being built on the same engine. 

 

At least it doesn't sound like BioWare is opposed to the idea.  I figure they might be able to do some tools down the road.  If not, the more games that are on FB, the more access to the engine, the better chance the modders will sidestep around the company.  If there isn't a tool, the modders will at least try to build it.


  • Lightpanda aime ceci

#30
bondari reloads.

bondari reloads.
  • Members
  • 419 messages
Was modding support not helping selling Skyrim? Free mods, I mean. It is rather sad having to make that distinction now. It is abouttime to make a survey on that rather than fan's expectations of the next game.

I can see the whole thing turn into an arms race between modders chipping away at the files and the company updating the engine, although it would certainly get them good publicity if they published a devkit of some sort.

#31
Grieving Natashina

Grieving Natashina
  • Members
  • 14 554 messages

If it helps, the Steam Workshop took down having to paid for some mods within 48 hours and offered refunds.  The fans spoke out against paying for modding and they let Valve and Steam know that they were not pleased.



#32
Lightpanda

Lightpanda
  • Members
  • 148 messages

If it helps, the Steam Workshop took down having to paid for some mods within 48 hours and offered refunds.  The fans spoke out against paying for modding and they let Valve and Steam know that they were not pleased.

...Hypothetical question here. What about paying for the ability to mod, where, if enough people download your mod(s), the pay-to-mod fee is refunded? Then the modders would be incentivized to spread the word about their mods (and therefore the game).



#33
Kantr

Kantr
  • Members
  • 8 719 messages

...Hypothetical question here. What about paying for the ability to mod, where, if enough people download your mod(s), the pay-to-mod fee is refunded? Then the modders would be incentivized to spread the word about their mods (and therefore the game).

That's not a great way to do it.

 

The problem with paying for mods on steam was that quality control wasnt great and some borrowed from others. Valve didnt implement it very well.

 

-snip-

Thanks for the link, although I meant mainstream engines :)