I had an opportunity to join Soren and the guys on the Three Moves Ahead podcast. You can listen here:
http://c4.libsyn.com/media/18940/ThreeMovesAhead076.mp3?nvb=20100803184324&nva=20100804185324&sid=2047b1b2c714bc8575e442bcdcb6d05a&t=00a7e8f75545f894f9d64
They also ask about upcoming FfH projects but I can't answer their questions either. So there isn't any new FfH news in it, but its worth listening to just to hear Soren's take on modding.
That was a great round-table interview!
I thought there were a few key points of interest: (Hope this isn't too much of a derail..)
I thought Kael's mention of keeping complete control of the code in the best interests of continuity of development was excellent. If there is anything more destructive than having alien code in a program without the alien who wrote it being present to debug it, I don't know what would be. Something like that could completely halt development and stymie the efforts of the rest of the hard-won Team. Keeping code flowing through one channel, that is presumably permanent, prevents that from happening.
Someone made the comment regarding video games versus games that lent themselves to "House Rules" that was along the lines of "Video games locked us down into one set of rules." I loved that comment because it's so true. Traditional video games come with a
static set of rules. What can be done with the game and how it can be played are locked. There is little room for player input and resulting diversity within the game. Modding breaks that mold and puts video gaming more into the family of "house rules" games. The obvious enthusiasm of all those who commented on this is... obvious, isn't it? After all, nobody wants to see a
"You're in our world now!" splashscreen... They want to be in "Their World." You can't buy or code that kind of enthusiasm. But, you can
foster it by allowing players to insert their own House Rules (Mods) into a game. A game with a Moddevpack is a fertile field waiting to be seeded by enthusiastic players. A game without one, in these times, will surely end up being a fallow field.
I liked Kael's comment regarding "playing with the game." I'll blatantly expand on it - Sometimes, playing with the game is a lot more entertaining than playing the game. Playing
with the game makes it personal. It's no longer an "entertainment app" on your computer - It's YOUR entertainment app. If you aren't a modder, some modder may create a mod that simply fits your style and allows you to have a personal interest in a game. That's something a developer can't buy, create or code. The player has to do that for themselves by either modding the game the way they want it or happening upon another modder who has created something that "speaks" to the player and realizes their own dreams for what the gameplaying experience can be. Often, the player can end up playing the game "the way it should have been"
for them instead of the way the developers envisioned it
for them. The two are not always the same thing. When they aren't the same and can never be made to be, the game will fail. There is no longer a "Generic_Player_00" that devs can target. That model is dead as last week's a_dead_rat_048.
Soren's comment regarding mods and the dilemma they place on developers was particularly pertinent, I thought. Paraphrased: "So, if a modder comes up with an addition, what happens to our expansion?" IOW, what happens when the modders are given tools that enable them to produce expansion-like mods? Modding-in Babylon to a Civ game that didn't offer that Civ was given as an example. If that is done, what happens to the developer's content in the expansion? What will "sell" the expansion? One solution he suggested was that developers end up having to put constraints on the modding community. I think that's only fair. Leave the big engine enhancements to the developers.
But, I also think that the devs simply have to be better at designing their own game than their mod community if they expect to
compete with the mod community. That's not always possible. As an example, the many former forum goers and players who are now employed by the developer... What is the dev's solution to the Expansion Pack dilemma? Either you restrict the original code that can be modded, you have to add to the basic game elements or you have to add additional, moddable content.
However, there comes a point when developers shouldn't see themselves in competition with their mod community. I think CivIV's expansion of BTS shows that developers are willing to partner with the mod community and even offer them more tools with which to tell their own stories or present their own mechanics to the playerbase. A developer that works with the mod community has a better chance of being a successful developer. One that does not will never be able to take advantage of the additional benefits and strengths an active and enthusiastic mod community can bring to the table.
An expansion that is simply "You can now play SideX" is neat, but not really breathtaking. But, an expansion that lets you "Mod the previously unmoddable" or "Introduces a brand new game element" is exciting. If Starcraft II's expansion elements only introduce additional SP sides and storylines without introducing new game elements, it's only going to be a fanboy driven sales spree. Graphics is nice, 3D animation is cool, storylines are "killer"... but, in the end, it's the gameplay that counts. When that loses its luster, the game's Uninstall button gets pushed no matter how many expansions there are.
The subject of DLC (Downloadable content) came up. I think DLC is here to stay. Companies that embrace the idea without forcing DLC on their customers are going to produce the best products. Companies that release titles that depend on DLC are simply not going to survive. Everyone wave goodbye to Flagship's Failboat...
Anyway, I'm sure I was too verbose above. But, I obviously think that a lot of really great issues were discussed concerning player-generated content, mods and DLC's. Anyone interested should definitely grab a drink, sit back and listen.
PS- Oh, and on House Rules. In my decades of playing D&D/AD&D, I have to say that I do not know of any group of dungeon crawlers and DMs that did not have their own House Rules on certain things. Inevitably, everyone one of them, including mine, had all sorts of wonderful charts they would be more than happy to show you, brag about and tell you all the real-life backstory behind why it was created. That's the kind of enthusiasm and connection that the game inherently brought to its players. Everyone was always more than happy to let you role on their Critical Failure Results Tables.... If every game could engender that kind of enthusiasm and encourage that kind of morbid fascination, we'd all be completely addicted to video games. Then again, that might not be a great idea in my perfect universe... /roll