Gelion
Retired Captain
One thing people failed to metion in this thread is that NES happens between the updates. NES is more than a wargame its about LIVING the nation you are playing. How many could seriously say that they get involved?
If a mod sees no stories, no diplomacy, no people getting involved in their nations in the 3 or 5 pages of text over a week how can he find motivation for a good update?
Picture this metaphor:
Tall giant like mod and many normal sized players are moving through the marsh. They are tied by a rope: mod and players. Sometimes mod has to pull players out of the marsh. Sometimes players help the mod out. However unless both "halves" move smoothly the "saving" cannot continue for long.
Second reason: Dreaded Orders.
Consider this from the mods perspective:
You get 10-15 orders for a game. Three are illegible, six are 3-4 lines of text of "grow economy" type. Two are "roxxlololo" "I pwn all". Which normally leaves about 4-5 orders one can really enjoy reading and working with. Now where should the motivation come from? Obviously a mod does stories for those 4-5 nations only to get complaints from 10 other players as to why nothing interesting happened in their countries.
Reason Three: "I got an idea!"
When a mod opens a game he usually has some idea in mind. "Hey I want to be God in ancient world", "hey I read a book about Mongol conquests, lets have a game with tribes mixing". "hey lets do a ww2 game cuz I read about this cool battle of 1944". What does a mod get? Lets take the ww2 example:
Mod thinks - lets do a ww2 tactical scenario - players would manage war production and command battles:
What's happening?
- 2-3 people start projects that take 15 years. THIS IS a 3 months/turn game people!!! What are you thinking?
- One person dreams of unifying south america as Spain. It would take decades to bind Latins together!!!
- someone whines about why cant Germany start Manhattan project. This is a tactics game.... relax!
and so on.....
Mods... if you have an idea of how the game should progress - shape it! Or it will die and die because you'll think "this is not what I wanted to mod"...
If a mod sees no stories, no diplomacy, no people getting involved in their nations in the 3 or 5 pages of text over a week how can he find motivation for a good update?
Picture this metaphor:
Tall giant like mod and many normal sized players are moving through the marsh. They are tied by a rope: mod and players. Sometimes mod has to pull players out of the marsh. Sometimes players help the mod out. However unless both "halves" move smoothly the "saving" cannot continue for long.
Second reason: Dreaded Orders.
Consider this from the mods perspective:
You get 10-15 orders for a game. Three are illegible, six are 3-4 lines of text of "grow economy" type. Two are "roxxlololo" "I pwn all". Which normally leaves about 4-5 orders one can really enjoy reading and working with. Now where should the motivation come from? Obviously a mod does stories for those 4-5 nations only to get complaints from 10 other players as to why nothing interesting happened in their countries.
Reason Three: "I got an idea!"
When a mod opens a game he usually has some idea in mind. "Hey I want to be God in ancient world", "hey I read a book about Mongol conquests, lets have a game with tribes mixing". "hey lets do a ww2 game cuz I read about this cool battle of 1944". What does a mod get? Lets take the ww2 example:
Mod thinks - lets do a ww2 tactical scenario - players would manage war production and command battles:
What's happening?
- 2-3 people start projects that take 15 years. THIS IS a 3 months/turn game people!!! What are you thinking?
- One person dreams of unifying south america as Spain. It would take decades to bind Latins together!!!
- someone whines about why cant Germany start Manhattan project. This is a tactics game.... relax!
and so on.....
Mods... if you have an idea of how the game should progress - shape it! Or it will die and die because you'll think "this is not what I wanted to mod"...