Moderator: Rangers
imhotep wrote:To this date, no cRPG game has been perfect, and most likely never will. There has always been limitations in the amount of interactions between the PC and the game world, like environment, items, and NPCs. Due to budget and time constraints, there always is a limited amount of quests, dialogue and alternative ways to solve things. Often, the engine also limits the size of the game world. I would like to see these things being tackled and the limits pushed as far as possible before including purely optional elements what many would assign a lower priority. Often we get these DLCs that try to remedy the situation, but then happen in a totally separate universe without most items you had due to design and testing limitations.
I think that a big part of love to the modding scene comes from trying to overcome those limitations (cf. above). Furthermore, some games like Little Big Planet or Minecraft successfully commonize the modding allowing people to actually be a part in constructing the gameworld and developing the game, and then share the results with others. Perhaps cRPGs could also benefit from lowering the bar to include new content to the game.
Sluggish wrote:Said this somewhere else but I don't think any consideration for modding should be made.
It will only be a distraction.
Said this somewhere else but I don't think any consideration for modding should be made. It will only be a distraction.
Sluggish wrote:Thats all well and good, but to make it the developer's responsibility to make it easier to do such things just comes off as selfish to me.
dmazz wrote:IMO mods are overrated. The only mods I like are 'total mods', which change gameplay and alot of things. STALKER Oblivion Lost is a good example, and there was one for Morrowind, I can't remember the name. Both mods improved the game overall, made it more fun to play. The mods improved the game.
So that's the real reason I want it to be mod friendly. Modding doesn't interest me for extra content cause mod content is usually of low quality or of little significance. (extra items and small locations and stuff)
I think the modkit should be the most powerful ever released and take modding to the next level. Modding is a good thing.
dmazz wrote:The main problem with modkits so far, and crucially in RPGs is that there is no writing software in a modkit that's easy to use.
So a modkit should come with pseudo writing software, where a writers can make dialogue trees, item descriptions, without needing to mess with art or programming.
dmazz wrote:Then they would release his story into the modding community to be used by other modders.
dmazz wrote:What's missing in the mod community is quality writing. But not due to a shortage of writers, it's just that for writers the learning curve for creating text content for games is too high.
imhotep wrote:Yes, better writing utilities is an approach that can work and requires not too significant a change in the tool set.
imhotep wrote:Still it is a whole different thing to see one's writing in action within the game and to interactively change and tune the writing based on how it plays out in the game, than to just submit text for others to put into use. I'd rather see the writers produce a roughly working story including flow control and effects on attributes. That can be then fine-tuned by artists and programmers if necessary. The modders just don't have good tools for this sort of work-flow.
SXX wrote:I don't think we need anything special, because special polished tools cost money and better to spend this money to core parts of game.
If game will be nice and interesting we'll have lot of programmers here.
We need just some source code or good documentation to create tools that we need.
So I always say that is basic game is most important, but some thinking about modders can help to increase community faster.
Even with no tools, docs and source code we'll try to change something, but its big barrier and sometimes its too big for most of people.
I seen lot of cool fan fiction in years and I sure lot of people can write complete scenario with notices about ingame events.
I don't think that complete mod can be done with one person without scripting knowledges, but it's should be simple to understand limitations of scripting system and then we'll see lot of interesting story's.
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