Psyringe
Scout
The poll is very oddly worded. Why should non-modders need _any_ modding tools, user friendly or not? If they only want to play (and not to mod), then they wouldn't have any use for them anyway. At least that's how I understood the poll, which is why I voted "No", of course not. It's a question like "Does a fish need a bicycle?".
I have a slight suspicion that the OP thinks that non-modders might become modders if given easy-to-use tools. But that's not what the poll is asking.
Regarding the "necessity" of modding tools in general: Ideally (for the customers), a game would allow powerful modding of all game aspects, while also providing easy-to-use tools to harness that power. In reality, developers usually have to make a decision: Either you limit the moddability of a game, but provide nice tools, or you allow large-scale modding, but without providing tools (because the tools would then take much longer to develop). A good example for the difference are Civ3 and Civ4. Civ3 had a nice menu-driven editor to change all things that were moddable, but was limited in what could be modded (hardcoded boundaries, no AI modding to speak of, etc.) Civ4 was much more moddable (up to the point where we can totally rewrite the AI if we want to), but less accessible, you had to deal with XML files and/or Python and/or C++ programming. Most modders appreciated the higher moddability of Civ4, but there were also people who complained that they didn't have an easy-to-use editor any more. Some claimed that they would have wanted to do a scenario or two, but couldn't, since they didn't understand XML or Python.
Personally, I don't really understand these complaints. I'm pretty firm in the camp of those who appreciate higher moddability and don't care all that much about tools. If there are tools, I'll use them. If there aren't, then I'll use any of the great guides that the community usually comes up with, or ask more experienced modders for help. It takes a bit more effort to get started, but that's much better than having an easy start and then quickly running against a brick wall of unmoddable features.
Actually, Civ4 was the reason why I started some minor C++ coding in the first place, when I wanted to merge two mods which required a recompilation of the dll. I had no previous C experience whatsoever, and I had never used an IDE. But there were great guides on Civfanatics and it took less than a day to achieve what I wanted. Starting from there, I managed to contribute some minor coding to other projects - I definitely couldn't have done that without the Civ4 modding experience.
So, again: Given the choice between having to invest a bit more effort, or having limited moddability in the first place, I'll always gladly choose "more effort".
I also tend to think that anybody who spends an extended amount of time complaining about the lack of editors, would happily be modding XML and Python/Lua by now if he spent the same amount of time learning those.
I have a slight suspicion that the OP thinks that non-modders might become modders if given easy-to-use tools. But that's not what the poll is asking.
Regarding the "necessity" of modding tools in general: Ideally (for the customers), a game would allow powerful modding of all game aspects, while also providing easy-to-use tools to harness that power. In reality, developers usually have to make a decision: Either you limit the moddability of a game, but provide nice tools, or you allow large-scale modding, but without providing tools (because the tools would then take much longer to develop). A good example for the difference are Civ3 and Civ4. Civ3 had a nice menu-driven editor to change all things that were moddable, but was limited in what could be modded (hardcoded boundaries, no AI modding to speak of, etc.) Civ4 was much more moddable (up to the point where we can totally rewrite the AI if we want to), but less accessible, you had to deal with XML files and/or Python and/or C++ programming. Most modders appreciated the higher moddability of Civ4, but there were also people who complained that they didn't have an easy-to-use editor any more. Some claimed that they would have wanted to do a scenario or two, but couldn't, since they didn't understand XML or Python.
Personally, I don't really understand these complaints. I'm pretty firm in the camp of those who appreciate higher moddability and don't care all that much about tools. If there are tools, I'll use them. If there aren't, then I'll use any of the great guides that the community usually comes up with, or ask more experienced modders for help. It takes a bit more effort to get started, but that's much better than having an easy start and then quickly running against a brick wall of unmoddable features.
Actually, Civ4 was the reason why I started some minor C++ coding in the first place, when I wanted to merge two mods which required a recompilation of the dll. I had no previous C experience whatsoever, and I had never used an IDE. But there were great guides on Civfanatics and it took less than a day to achieve what I wanted. Starting from there, I managed to contribute some minor coding to other projects - I definitely couldn't have done that without the Civ4 modding experience.
So, again: Given the choice between having to invest a bit more effort, or having limited moddability in the first place, I'll always gladly choose "more effort".
I also tend to think that anybody who spends an extended amount of time complaining about the lack of editors, would happily be modding XML and Python/Lua by now if he spent the same amount of time learning those.