Awesome write-up! I don't use mods myself, but I can understand why people like them. I usually tend to play games the way the developers intended. I also can't play games like Minecraft for very long. I suck at building things apparently.
"Hey! Look at my cute little castle! Oh... I see you've built an entire city... on second thought, don't look at my castle."
"Hey! Look at my cute little castle! Oh... I see you've built an entire city... on second thought, don't look at my castle."
Boom Blox: Bash Party comes to mind while reading this. It had a great "Toy Box" sensibility to it. I always found it hard to describe it to other people because of that. "It's a game with blocks and you do stuff... Sometimes you shoot them, others you blow them up, or match them like a puzzle game or... It's fun ok!". It also featured developer tools to let you create your own level. Sadly, the game wasn't too successful, so that people only generated content in the first six months.
I remember Never Winter Nights 2, I bought that game for the sole purpose to try my hand at creating custom quests and such. Unfortunately, everything about that game was far too complex, including the manuals and tutorials. Plus, I never found the game itself to be actually fun.
I hope inFamous 2 becomes successful and that's "create-a-mission" stuff becomes a hit. I want that stuff to become part of the norm on console games.
By the way, anyone remember Microsoft Kudo? It was a wonderful concept, generated a good deal of buzz when first revealed. Sadly, when MS finally released it they did so silently. This has meant that barely anyone knows of it's existence, which is a real shame.
I remember Never Winter Nights 2, I bought that game for the sole purpose to try my hand at creating custom quests and such. Unfortunately, everything about that game was far too complex, including the manuals and tutorials. Plus, I never found the game itself to be actually fun.
I hope inFamous 2 becomes successful and that's "create-a-mission" stuff becomes a hit. I want that stuff to become part of the norm on console games.
By the way, anyone remember Microsoft Kudo? It was a wonderful concept, generated a good deal of buzz when first revealed. Sadly, when MS finally released it they did so silently. This has meant that barely anyone knows of it's existence, which is a real shame.
I like how those concepts are finally (and gradually) coming over to the console world. UT3 and it's ability to play user-created mods on the PS3 was one way of doing things (though we were reliant on PC modders cooking their PC mods over to the PS3 format), and currently games like Little Big Planet are leading the way in terms of more complete control for PS3 gamers to do the modding themselves. I'm actually amazed at what people can do with Little Big Planet.
Still, it would be nice to see RPG's modded for the consoles... but I do think that this too will eventually come about. As you've said, user-created content can add an immense amount of life to a game (and it's cost-free to the devs once they provide the tools)
Still, it would be nice to see RPG's modded for the consoles... but I do think that this too will eventually come about. As you've said, user-created content can add an immense amount of life to a game (and it's cost-free to the devs once they provide the tools)
This is an awesome blog!
I don't normally fuck with the "rules" too much, but I still remember when I killed one too many people in Morrowind and was unable to finish the game. Looking back, I think I got what I deserved :)
I don't normally fuck with the "rules" too much, but I still remember when I killed one too many people in Morrowind and was unable to finish the game. Looking back, I think I got what I deserved :)
Microsoft Kudo was(I think still is) one of the very best ideas MS ever had. It was a game dev engine where you used a new sort of "visual programming". What this meant was instead of using a programming language to make a game, like C++ or python or whatever, or even a scripting language, you used visuals. All the functions you normally write to preform an action, they were represented with a graphicplanner. This meant that anyone could use this to make a game. In many ways it could have been like the leap in OS when we moved from regular DOS to Windows.
But MS were idiots, they never utilised the things true potential and when it finally came out, they no effort whatsoever to make it know at all. So absolutely no one remembers it or knows it exists. I was excited when it was first announced, but then it just fell completely off the radar. I though it got quietly canceled, but two weeks ago I found out it actually got released... In 2009.
From some digging, I don't think were the first to do this "visual programming" thing, but I think they were the first to apply it to make games. It's a real shame they seem to not give a fuck about it.
But MS were idiots, they never utilised the things true potential and when it finally came out, they no effort whatsoever to make it know at all. So absolutely no one remembers it or knows it exists. I was excited when it was first announced, but then it just fell completely off the radar. I though it got quietly canceled, but two weeks ago I found out it actually got released... In 2009.
From some digging, I don't think were the first to do this "visual programming" thing, but I think they were the first to apply it to make games. It's a real shame they seem to not give a fuck about it.

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Not even nearly the worst thing in FFXIII





