I have to be one of the weird ones, i think. While i will mod a Bethesda game, i will never change the core design of the game. I see mods as an oppurtunity to eliminate small annoyances, like every game suffers from. If there was a mod to make the planet scanning in Mass Effect 2 instantaneous i would download that without hesitation. Is there such a mod btw?
Different strokes for different folks. When I was playing Skyrim I think I had about 160 mods active at one time. Some mods drastically changed what the vanilla game even intended. Some mods I had required mods that required mods for them to even work right. Through all that time spent, I had a blast doing it and I enjoyed Skyrim all the more for it.
EA is forcing its developers to use an engine that was designed to be hard to mod. This is what we can do for now.
Its never a good thing when a company can force people to do anything -it doesn't make sense in any economic system.
That could work, but only for bigger mods that couldn't be easily mimicked.
However, if installing mods was a closed system - you had to get them from the publisher - then maybe they could prevent it, but that would also make it impossible to develop or edit mods just for your own use without passing them through the official mod store.
If that would be the case, not only would we probably have to end up saying bye-bye to almost all mods (which would then be called mods, but would really be DLC), but we would have to say good bye to ini file tweaks as well -a basic utility that should always be available even if you don't use mods.
I'm having trouble visualizing the specifics here, I guess. Can you give me an exampke of a mod that coukd be broken up that way?
Equipment mods. One mod for each weapon type or armour variation.
Mods are already broken up in ways that make sense on the Nexus website: weapon mods, gameplay mods, cheat mods what have you. Even in the scope that those categories remain the same, but require you to pay for the mods it would really either just end up being built into the cost of the game, or we would end up having to pay for not only premium side quest content, but as we see with DA:I we would have to pay for everything, including an epilog, and mods as well. I am not against paid DLC, but it should definitely be optional and not serve as an extension of the main quest.
Specifically equipment with new looks, right? Any fool can whip up an item with whatever properties are desired in a moddable game.
Yeah, this is a blind spot for me. I can't even imagine looking for a free appearance mod, let alone paying for one. But wouldn't encryption work for this?
There is a pretty big chunk of people who would pay for aesthetic mods. All one has to do is visit the page The Eyes of Beauty, a mod devoted to something as small as eyes, and look at just how many people endorsed, viewed and downloaded that one particular mod and you can see right away that there very well could be a relatively large market for aesthetic mods alone.
If all mods have to be encrypted to be installed, how would modders install and test their mods. And if they can encrypt the mods themselves, that puts both envryption and decryption in the hands of the public. That's not encryption. That's a roadmap.
Where does the encryption happen?
Also, those aren't just cosmetic mods. The Heavy Armoury mod for Skyrim creates all new weapon types, adds them to crafting and loot tables, and distributes them among NPCs. Suddenly guards are carrying not just swords amd axes, but halberds and shortspears.
And The heavy Armoury mod is really just the tip of the iceberg for the potential of what mods can bring to the table. There are gameplay mods that when used in combination with one another, the game is so different mechanically that it is barely recognisable when viewing the game through the lens of what the mechanics of gameplay is like alone, and frankly, I would much rather have the option to change as much of the game in particular parts or as little of the game in particular parts as I want.