- professionalized mod making could produce a much higher volume of mods at higher quality (putting up with bugs in a free mod is one thing, I wouldn't accept it from a paid product)
Yeah, kanji are definitely the major deterring factor for me to get deeper into Japanese. It's pretty much useless if you can only do kana.
What would you suggest is the better approach? First learn some basic vocabulary with romaji and then their kanji or the kanji first?
Not that many actually, and I don't play genres that seems more susceptible to that problem.I take it you haven't bought any games for about the past decade then?
Depends, there is no reason why people wouldn't pay for updates if they're reasonably priced.Seriously tho', I think that's the big sticking point. Will modders keep working on their mods if they have been paid, or will it encourage attitudes like the big game studios of "we've made most of our money, let's stop improving this game and start on the next one now".
Mods are obviously different from games, in that even a modder as well respected as Leoreth wouldn't have the same marketing clout as Firaxis, EA etc to convince people to buy something without positive reviews and evidence of the quality. But the principle is the same - will someone who designs a mod, even a really good mod, to make money be as willing to keep working on it and improving it for people who have already paid their cash and won't be paying any more for the updated versions?
Yeah, that sound like a good approach. Looks like I need to find good resources for learning at some point.Avoid romaji at all costs. Vocabwise, start by learning kanji by the kyouiku kanji and learn pronunciation by kana. Vocabulary will be formed by combinations of kanji, and it will be easier to remember the definitions of words if you can remember the rudimentary meanings of their composite kanji.
Yeah, that sound like a good approach. Looks like I need to find good resources for learning at some point.
Basically it's the same as DLC I would say.
As far as that goes, it depends on the content model of the game and what mods usually offer. For many games it is mostly skins and graphics, I don't see why mod makers shouldn't be able to sell them. I could see a number of positive outcomes from this:
- professionalized mod making could produce a much higher volume of mods at higher quality (putting up with bugs in a free mod is one thing, I wouldn't accept it from a paid product)
- better income opportunities for game makers (yes, we do want that)
- it could be easier for skilled mod makers to filter into the game industry which I think is desirable for producers and consumers
The problem is that, similar to DLC, such a model threatens approaches like CFC which runs on a free sharing and using principle. I wouldn't be able to make DoC if all graphics elements and code snippets I've used would be behind a paywall, and the same is true for the other major expansions.
So I don't know what the overall consequence would be. Personally I prefer the CFC principle, and it's questionable if it could exist if it needed to compete with a paid content model.
Mise, I don't think that's ever going to work. Or at least, not under any model that allows a level of shared modding resources we currently enjoy and at the same time fairly recompenses both the creator of a specific mod and the creators of the submods or assets it uses.
There are several complete mods I have included into my own. Most of them rely on the work of other modders in return. How to resolve these transitive dependencies? From other mods, I have taken snippets of codes for specific features or game elements. Is that equivalent to incorporating the whole mod?
This basically makes any interaction between the "paid mods" and "free mods" world impossible. We'd end up in a two class society with "quality mods" disappearing behind paywalls.