I have been meaning to post this small article for a while now on both the Nexus forums and on PCGamer. I sent out a similar email to PCGamer over the summer but did not get a response. Probably understandable.
My motivation for writing this article came from the UK version of PCGamer issue 214 and its "Let's Reboot PC Gaming" feature. In the article PCGamer provide ideas to "fix" PC gaming and bring out the best of the platform. They included amusingly farcical concepts such as reworking the innards of PCs to make them simpler for gamers ("make modular PCs") and improving the controls/controllers support "bringing multi-touch to PC gaming" (just what PC gaming needs, gimmicks!) and ignored some very strong arguments for PC Gaming such as mod support.
My bias aside I'll just come out and say it; we need more mod support. Long gone are the 200 hour epics of the Baldur's Gate series. We're now stuck with 10 – 20 hour games with the stumbling rise of episodic gaming and planning for DLC's rather than expansions ever decreasing that number. For games like Oblivion and Fallout 3 there's been a respite from this in the form of well supplied modding communities.
Baldur's Gate: how I miss thee
Mods are obviously not a new concept; my modding days began tweaking INI files for Command & Conquer: Red Alert and before that Doom and Quake really showed themselves off with a considerable amount of modifications. In spite of this modding has never really hit the mainstream; the vast majority of PC games coming out today are released without SDK's and with locked away files making them hard to modify. The holders of the current generation of consoles (Microsoft and Sony) won't even consider the concept of allowing mods on to their platforms.
The beauty of mods is in their freedom and ability to increase everything from the lifespan of the game (quest mods, landscape mods, new weapons, armour, NPCs, etc.) to its aesthetics (texture mods, animation mods) and stability (bug fixes, performance tweaks).
SDKs open up video games to normal gamers like you and me to expand on the original game allowing us to treat the "vanilla" game as a foundation for pretty much anything and everything. And it doesn't have to just be for open-ended games. An SDK for RTS's mean more units, more locations, more maps. An SDK for Puzzle games means more puzzles. An SDK for adventure games means new quests, new puzzles, new locations. The list goes on.
The spit in the face is the game developers must have an SDK themselves else they wouldn't be able to add the content to their games. Unfortunately they simply can't be bothered to do the work necessary to release it to the public. How much work does it take? Bethesda let on that it does take some effort to properly support their SDK release by making the tools more user-friendly and then creating a supportative Wiki or other collaborative site. Is the time and effort worth it? I guess it depends on who you ask.
From my time running and browsing various modding related sites I can say with certainty that the biggest envy of console gamers to PC gamers isn't the mouse and keyboard or the fact we've had HD for years but instead their inability to mod their console games. This is surely something that can be exploited to the utmost by PC game developers.
You can argue that releasing an SDK isn't financially sound; that the cost of making the SDK publically workable is too high or that there's an inherent lack of financial incentive but there's clearly a huge niche market out there for modding that an able bodied developer or publisher could really reap the rewards from. Imagine the iPhone app store meets Steam in a crack-lounge for PC Gamers. It would be pure brilliance, but not without its legal issues. This is just talking about selling user created mods; you could argue for the indirect financial benefits of announcing the release of a free SDK with free modding before a game launch that would boost game sales quite easily as well. You simply couldn't put a tangible number on your balance sheet. It just needs one developer, much like Valve with Steam, to strap a pair on and go for it.
How much of a niche market is there for modding? With the stats from the Nexus sites under my belt (http://www.tesnexus.com et al) I'd say it's quite a large one. 1.95 million members over 4 games, 158 million downloads, 40,000 files and monthly traffic stats more than double that of Game Spy, File Planet and ModDB.com combined. That's for four games. Albeit some of the most modded games to have ever existed (probably second only to the Sims community) but you can get a picture of the sheer popularity of modding the games from those figures. A month and a half after the release of Fallout: New Vegas there's close to 3,000 files with 5 million downloads to their name, of which about 150 - 200 are bug fixes.
I was a huge fan of Oblivion. I loved Morrowind and I loved Oblivion. Some folks didn't like Oblivion; they thought it had been dumbed down, "consoled" and made lacking by the level scaling system and the generic dungeons. How many times have you seen people type "Oblivion was a bad game, the modding community saved it"? I've seen it a lot. Is that good press for Bethesda? Of course it is. It meant people were disappointed with what they made but were still willing to buy the game due to the strong modding community that was supporting it. They've come away with a lot of good feedback for their next game as well as a hefty amount of cash in the bank.
Dive Rock and the Adoring Fan - why wouldn't you like Oblivion?
The real question is: do you like modding and do you think more games should come with modding support? Personally I wouldn't understand why you'd answer no to the latter. And lastly is there anything we can do about it?
PC Gamer and other gaming magazines, internet publications and blogs have a role to play in this. PC Gamer's mod coverage in the magazine isn't particularly dazzling. Lacking might be the word. Mods generally get mixed in with indie games and demos in the "Extra Life" section and I never see any mention of even asking the developer "any chance of an SDK?" in the magazines previews or word on an SDK in the game reviews. Why not ask that question and report on it? I do when I go to Bethesda's events just to let them know there's people waiting on an answer. At least try to make the developers and publishers commit to it.
Sites like moddb.com prove that there's enough modding news each month to fill all the pages of any PC gaming magazine. Realistically speaking there must be strong argument for having a dedicated section for mods. 5 pages, 10 pages. Separate it from the indie games and demos because they're not one and the same. I want an actual section I can flip to in the magazine that is dedicated to mods each month just like there's one for news, previews, reviews and so on. Mods can't be made mainstream if the mainstream publications aren't supporting them. I see that many online publications are getting in to the viral nature of
gimmicky mods, top 10 - 50 lists and so on and that's great, it definitely helps spread the word, but lets get those mods in print too.
Nehrim - Oblivion's crown jewel of why modding is so great
If those terrible, terrible "I'm a PC" Windows 7 commercials you see on TV were about PC Gamers you can bet that one of them would be "I'm a PC Gamer, and I mod my games". So support the modders out there more, take on a positive role in making modding more mainstream among PC Gamers so game developers have more reason to support modders with official SDK's and modding tools. Don't do a modding interview once every few months, do it once a month. Don't review mods in-between game demos and indie games, give them their own section. In all honesty, why wouldn't you give mods their own section?