Hiver wrote:I guess its mainly because they assume it will take a lot of time and effort from the team that could be spent on other primary things.
Also elder scroll games moding tends to produce a lot of shallow stuff so it may make people think its not worth it in the end.
of course there are a lot of good mods there, may without whom you cant even play the vanilla versions of the games but thats a whole basket of issues in that case.
As for Wasteland2 i mostly think about mods as opportunity to add more content, more quests, more characters or add whole new areas to the game. And it does depend a lot on the chosen engine in the end. Hopefully it will be doable, even if done sometime after the release of the game.
The release of mod tools should definately come a few months after the game's release - otherwise people dig into the games files and spoil story/plot and gameplay for other gamers. It's best to wait until the majority of gamers have had time to play through at least once to minimise that impact. So with that in mind it should hopefully be possible to leave the majority of the work for modding tools until after the game is pretty much ready for release - obviously I'm not a game developer though so I could be wrong there.
It's also worth mentioning a point related to that which is that the release of the mod tools can then be used for marketing purposes to rekindle interest in the game and increase the games sales at a time when they have probably started to flag.
Of course there are a whole lot of silly and trivial shallow mods around I don't deny that at all (alot of fun silly ones as well though). But there are as you say also pure gold nuggets to be found if you know where to look - and then there is the content in some games like Skyrim that probably would not exist if it were not for the efforts of modders on previous titles.
For a couple of examples - horses might well never have been added to Oblivion or Skyrim if it had not been for the efforts of MadMax who created the Pegas Horse ranch
for Morrowind. Having companions (including pets!) who fought with you and accompanied you on quests also originated from mods created for Morrowind
Mostly when I think of mods I tend to think of the truly great ones that have awed me over the years - mods like The Dark Mod
- a Thief inspired mod made by fans of that game that was a total conversion of Doom 3. Nehrim
which is a full conversion of Oblivion. The game Dear Esther which started out as a Mod for half life 2 before TheChineseRoom gained an Indy fund loan and recreated it using the Source engine.
Now I'm not suggesting that anything so lofty and awesome would come from Wasteland 2, however the potential is there, and to me it is exciting to think of the possibilities that might develop from the community being given access to a set of tools specifically made for the creation of a CRPG.
I'm just going to make one last point here and then i will stop banging on about it.
No matter how hard InXile try to please all of the fans who have pledged - with this many people involved there are inevitably going to be some people who are unhappy about some aspect of the game. It is pretty much impossible to please everybody all of the time. Making mod tools available to the community would mean that instead of being upset over such things, they could just wait until the tools were released to change, or ask somebody else to change whatever they had disagreed with or were unhappy about to be more to their liking. It helps to diffuse potential rifts that can spill over into angry rants on blogs and forums.
Ok, apologies for the extremely long post - as you can see it is a subject I am quite passionate about so thanks for reading