I was just noticing this.
Why do I see so many mods follow the same premise, or even worse make direct offshoots of pre-existing games in different engines?
I mean why are there soo many of these particular types? Is it a certain age group that want to make these? Is it alot of these project creators lack imagination for new ideas? Is it they feel they can garner more interest?
What? ?
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I think it is the nature of the beast. There is only so much you can do with the concept of 'kill the other guy'. Variations on We vs Them, I against All, etc. In most FPSs you are doing one of two things- sneaking or berserking. What would you want to play? A game where you farm, make friends or plunge a starship into the city core?
I think it was Iggy Pop that said something along the lines that he got into music because there was nothing out there that he liked. This is what drives my need to mod and also why I'll never join a mod.
I'm mainly pissed at edgeDM for HL2 (formerly Quake Source, and yes Todd Hollenshead was on their ass and they resisted tsk tsk) because they're just remaking Q1, Q2 and Q3 in one for the reason of their engines being outdated. Also their levels aren't quite faithful, i.e. adding pointless stretch of outside areas around dm arenas with WATER, heh. I mean wtf's the point, why not just play the actual Quake and Quake2 games with retexture projects and new engines?
Some even make clones of the games, but with furries. Take Dracten for example (it was meant to be a furry halo according to it's "design documents" oh it's a hl2 mod too )
And age groups may play into this, i've noticed most of these type of "carbon copy" mods are started with a male teenager at least 14 but at most 17.
More weapons isn't what makes people play games. They miss the whole "fun" point.
I have a few game ideas rolling around in my head which haven't been tried before... as soon as I find a really good programmer I might give them a try. Probably turn out to be not as playable as I'd like, but hey, it's better to try and tread new ground than endlessly re-hashing the existing stuff.
More weapons isn't what makes people play games. They miss the whole "fun" point.
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Yeah, it seems that when you go to any half-life 2 mod site, you'll always see millions of gun models. Never a player model. Perhaps a map prop.
Though to me, perfect example of lack of originality is, a couple years back (maybe 4 or 5) I used to frequent the Bid For Power message boards (and I know you know what that mod is). Anyway, everyone and their uncle was in a dbz mod, there must have been 20 of them all with 3 words names too.
and I always loved seeing the trend of when a mod first started. It has members joining left and right, and people are really hyped up. It boasts all these amazing features it will have and it will be awesome! But then reality sets in. They realize they have no coder, because no one wants to work for such a crappy mod and there's been no progress for the last 2 months.
I would love to be able to code, I tried it, I even took a class on it, and it was just one of those things I wasn't very good. Though I wish I could just make my own little mod, that I would have a fun time playing, and it doesn't take much to ammuse me either, I loved Garry's Mod for Half-Life 2. I had so much fun with that, by myself no less. I actually built my self a small shack in it out of the game props. Haha.
hmmm, this post may have gone a little off topic, though it's still fairly relevant.
The mod scene is a strange and desperate one. I'd love to start my own project as a lesson in leadership, because I see so many ideas with potential poorly managed and abandoned. Some of the greatest attempts at diversity in the mod scene barely make it off the ground.
It's all about the fanboys. I'm working with a Marvel comics based mod atm. It's hypocritical of me, but I want to finish what I've started. I honestly can't wait til it's over to start something fresh.
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More weapons isn't what makes people play games. They miss the whole "fun" point.
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Yeah, it seems that when you go to any half-life 2 mod site, you'll always see millions of gun models. Never a player model. Perhaps a map prop.
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I think that this has been the case for some time. I've been around the mod scene since Doom I, and it really seemed to start around the time Half-Life mods become the "soup de jour". Tons of mod teams with supposed "great ideas" (but really making a CS or WWII type game) would show off these really nice weapon models, maybe, they'd get as far as a map or two, but the vast graveyard of unfinished mods that barely got off the ground grew exponentially at that time.
In some ways, it seems like the popularity of CS and Half-Life was one of the worst things to happen to the mod scene. Back in the day, when I had to walk a mile to school in knee-deep snow, I didn't remember such a VAST number of mods, and I certainly didn't remember so many of them going unfinished.
Often the best mods are the coder-only mods that are just plain implementations of some gameplay ideas with no real graphics or levels to go with it. Because those have nothing left to woo the gamer except their gameplay. Though they rarely get a large userbase.
So in essence the mod world has become worse than EA. I'd love EA to get the exclusive license to realistic weapons, Nazis and, if Atari can't enforce their license properly, DBZ. Just to give these mod makers no more option to make any more standard clones.
BTW, if you clone Quake but change it a bit, is it Quake anymore? Quake players want every single physics exploit from the original in their game, every weapon must do the exact same damage, every wall must be exactly where it was. Either it's so close iD can still get them for copyright infringement or it's so different it's not Quake anymore.
I have a few game ideas rolling around in my head which haven't been tried before... as soon as I find a really good programmer I might give them a try.
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Good luck with that, trying to find someone reliable and who's skilled is similar to trying to find a needle in a haystack. It can be done, but more often than not it's not worth the effort.
That said, I hear there are a few good programmers (and a whole lot of not-so-good ones) on a game design course at the university I go to, so maybe I'll see if I can grab one of them...