Author Topic: More monsters through modding.  (Read 4971 times)

Offline tigersfan

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Re: More monsters through modding.
« Reply #15 on: August 02, 2012, 04:02:30 pm »
In all of those examples that you mentioned, two of them aren't being updated anymore by the developers at all, and the third is being updated, but they come out with updates very infrequently. The way we do business here, with fast and frequent updates, it's just not something we're able to consider right now. Especially now that we have 3 separate major projects running concurrently.

Oh, were you responding to me? I was meaning to agree that these games don't really need mods with how often they're updated.

Actually, I was responding to Elijah

Offline LaughingThesaurus

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Re: More monsters through modding.
« Reply #16 on: August 02, 2012, 05:40:07 pm »
Oh, okay, cool. I wasn't sure.

Offline Kinasin

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Re: More monsters through modding.
« Reply #17 on: August 02, 2012, 06:19:54 pm »
Ehi modding is important. See ARMA II, they made like 900K copies more for modding Day-Z mod. They practically sold more games for the mod than for the game itself. Modding development from the community I guess, especially today that people are more capable of using the current technology, is vital to a videogame.

No?

I wouldn't call it vital, no. There are certainly examples of moddable games that have apparently been successful because of the modability. But there are also many examples of games that are successful that aren't all that moddable.

Part of the problem with making games moddable is that they become harder to change for the developer. What if the change they make will break most mods out there? Does the developer make that change then? Or do they leave the game alone? What if that change is something a lot of players of the actual game want? What if it will make a big improvement to the game? With as fast and as often as we tend to change our games, having to also worry about how a particular change will effect the mods and the modding community would add a lot of time to what we do, and really slow us down.

Ya but what you can do as whole isn't going to equal out to a fraction of what the community could pull off as a unit. Mojang has shown that the developers can have a very good relationship with the modding community, and are even in the process of implementing a mod API. I know you guys are a small team but you could look into this imho if you really wanted to. I personally believe it would enrichen the game as a whole.

Offline tigersfan

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Re: More monsters through modding.
« Reply #18 on: August 02, 2012, 06:27:54 pm »
Could we do it? Sure, we could. But, in order to do it, it would require a TON of time, and it would (likely) require us to significantly change our internal processes and how we do business. To be frank, spending that kind of time with AVWW right now is probably not in our best interest as a company, especially for something that isn't likely to drive sales all that well.

If the game had sold 15 million copies like Minecraft did, then we might consider something like this, if enough folks wanted it. But, as it stands now, there's not a large community push for moddibility, and even if there were, it's not all that feasible with sales numbers like they are.

Offline Kinasin

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Re: More monsters through modding.
« Reply #19 on: August 02, 2012, 06:36:21 pm »
Could we do it? Sure, we could. But, in order to do it, it would require a TON of time, and it would (likely) require us to significantly change our internal processes and how we do business. To be frank, spending that kind of time with AVWW right now is probably not in our best interest as a company, especially for something that isn't likely to drive sales all that well.

If the game had sold 15 million copies like Minecraft did, then we might consider something like this, if enough folks wanted it. But, as it stands now, there's not a large community push for moddibility, and even if there were, it's not all that feasible with sales numbers like they are.
Gotch'ya.