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Open Questions to All Modders


devinproctor

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Hello, I am a graduate student at George Washington University studying modding culture.

For anyone who is interested, I have some open questions directed at modders:

 

1. Why do you mod?

2. Why are mods important to gaming?

3. What is the best kind of mod and why?

4. How would you describe your relationship with the original game, or the software company? (i.e. are you in cooperation with the design, fixing problems, varying choices, etc.) Where do you see yourself in the process of game-making?

5. What are the rules of what is appropriate modification? How far is too far? How important is it to be authentic the world of the game?

 

Any other comments you would like to make that you think would be beneficial would be greatly appreciated.

This research will contribute to a paper that may be presented at academic conferences and possibly published,

so any and all responses might be included in publication.

If you would like a copy of the finished product, please make a note in your response, as well as a way to contact you.

Thank you for your time, and hopefully for your participation.

Edited by devinproctor
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1) The process of creating and developing new ideas is essential for my life. And i love to share my knowledge...sometimes it's more important to show others how to mod, i see it as a seed for many many new upcoming projects (that sometimes are even better than my own creations).

2) It enhances and adds many new facettes to the existing game, you can create a completly new and different world, it keeps the game alive and attracts new "customers"- and normally you get it for free.

3) For me there is no "best kind". If you like it, download/use it.

4) Not sure, what exactly you mean...my relationship to the original game? Well, i'm just using it as base for my mods since it would be to difficult/time consuming to create a whole new game/engine from scratch - and i see myself as an humble Allrounder.

5) Keep the quality high and mod whatever you want. I really don't care for the lore or whatever as long as it raises my (and others) gameplay. Don't like it? Don't use it.

Edited by ghosu
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1. I mod because it is fun, and generally that is spurred by a desire to make something better than it is in a "Vanilla" game.

 

2. Mods are important to *Gaming companies* because they can add all the content they want, but folks like Bethesda realize that the modding community has superior firepower in spiking the replay value of the game in a far more unique way. There are things here at the Nexus that they would never have gotten around to or thought of. People will buy the game to get the mods.

 

3. The best kind of mod is one that a modder is proud of. If it satisfies you and sharing it with others brings you joy and pride, then I say it's worth doing. I like my little texture mod, it makes me proud because that's where I started and when I see it working in game I can't help but think "this is awesome!". Fortunately, others have also expressed gratitude for doing it and it makes me feel warm and fuzzy.

 

4. I don't see myself as a part of making the game, more like the aftermarket. Modders give an intense amount of variety and fun to a game that was good on it's own, but so much better with some of the mods people have made and published. Like cars with some crazy fenders or spoilers that you won't get at a dealership, it's kind of like that.

 

5. That's a sticky question, since 'appropriate' is different for each person. You really can't go too far if you have the imagination for it. Being authentic is also subject to interpretation, some modders like things that fit in seamlessly as if it should have been there. Some like things that are just cool, don't fit but they like it nonetheless. For instance there's a lot of anime inspired work here, doesn't fit with Skyrim but it adds something that wouldn't have been done otherwise.

 

Good luck with your publication!

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1. I mod for several reasons. First, I've been using mods (and the Nexus) since Morrowind came out, and I got tired of simply consuming - I wanted to produce, to give something back. Secondly, I work in the television production industry, and mods are a great way to showcase certain talents which could be applied to that medium (scriptwriting, voice acting, project management, etc.). Third, it's rewarding to know that the fruits of your labour are being enjoyed by thousands of players. And lastly... it's just plain fun.

 

2. Again, there are multiple answers to this question. As great as many games are straight out of the box, there are always shortcomings that need to be addressed, and mod authors can often do this more quickly and more fully than a corporate entity. They also allow us to build upon mechanics which already exist in-game, but haven't been fully realized. An example is the work that some of us are doing to expand the follower system in Skyrim... the vanilla system is admirable, but the available followers lack character depth, and are subject to certain unnecessary restrictions, such as pre-determined armour sets and inflexible AI. As a result, a handful of more complex follower mods have begun to emerge, each of which expands upon the vanilla system in distinct ways. We've even begun to collaborate on a "follower interactivity framework" which, we hope, will someday allow these complex companions to interact with each other, bringing the depth and sense of party dynamics that makes games like Baldur's Gate and Dragon Age so enjoyable to Skyrim.

 

It's also worth stating that mods help spur innovation in the game makers. A fair amount of the content found in Skyrim and its DLCs was originally found in mods. Examples include the Blackreach region, which is a fair approximation of The Underdark, and the constructable home and adoption mechanics found in Hearthfire. Mods help show the developers where the players' interests lie, and encourage them to expand official content in directions they may or may not have previously considered.

 

3. Man, that's a very difficult question to answer. Everyone has their own unique tastes, of course, and even a single person's opinions will change from day to day. If I had to limit myself to a single answer, I'd say that the best kind of mod is a quest or storyline with a strong emotional component. Skyrim is a decent game, but it lacks the emotional appeal that makes a storyline truly memorable, so if mods can give me that experience, their appeal is exponentially greater than that of the original game. In Oblivion, Ruined Tail's Tale was a prime example of this. Without giving away too much of the storyline, I'd like to say that the ending brought a tear to my eye. Part of the reason Companion Vilja was so popular was also because of the emotional appeal... she almost felt human, and the player truly felt that he or she was forming a friendship with this sweet-natured young woman. So I'd have to say that, while there are many mods that I now consider essential to my gameplay, emotional attachment ultimately trumps everything else.

 

4. I have a very love-hate relationship with Bethesda. On the one hand, I've been a fan of their games since Daggerfall was released in the '90s, and I think that they've done a wonderful job of building a deep, multi-faceted fantasy world with some strong storylines and a rich history. On top of that, I have to give them credit for avoiding the traditional good versus evil fantasy dichotomy - even the most distasteful characters tend to have very relatable, human motivations. However, I've become increasingly disillusioned with the company in recent years. They've begun to emphasize flash and mass appeal over substance and innovation, and have made a habit of neglecting the concerns of existing fans in their never-ending search for untapped markets and maximized profits. They have also been slow and inefficient when it comes to addressing the technical shortcomings of their games, and it often falls to the modders to correct Bethesda's mistakes.

 

As to where I see myself in the development process... I don't really see myself as part of that process, but that could have to do with the type of modding that I pursue. My main project adds a new companion to the game, with a rich backstory and a distinctive personality. Apart from expanding the capabilities of the follower system, I don't spend much time correcting the technical flaws in the game; I simply build on the existing lore and try to make it more accessible to the player. It's worth noting, however, that the companion I add makes a number of "meta-comments" which are intended as subtle jabs at some of the more glaring omissions on Bethesda's part. In some ways, he is a bit of an antithesis of M'aiq the Liar, who is a recurring character in The Elder Scrolls. M'aiq is designed to subtly respond to the complaints and criticisms of fans on Bethesda's behalf; Atvir simply returns the favour.

 

5. What are the rules of art? Modding is essentially painting on a digital canvas. I don't feel that there are really any hard and fast rules, though it's always worth considering that in releasing a mod, you are making a public statement. That statement may be controversial or it may be benign, but if you are going to be provocative, it's always wise to think your position through before you release anything. For every action, there is a reaction, and if you're not sufficiently prepared for the response you may generate, you'll only be hurting yourself (or, at the very least, your reputation).

 

As for staying true to the original author's vision, I don't think that it's really possible - after all, you're adding your own voice to a project that was developed by someone else. Many of us do prefer to keep our work within the bounds of reason, but there is a sizable majority of players and modders out there who want to use the medium to create a different game entirely. I don't think that either approach is right or wrong, they're just two different perspectives on how people want to enjoy the game.

 

* * *

 

Good luck with your paper! I hope that I gave you something useful. And thank you for giving us a chance to have our voices heard in an academic setting - I'm interested to hear how this information will be interpreted and received. :) Put me down for a copy of the finished product... I'll send you a private message with my email address.

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I haven't modded Skyrim, but I've got a bunch of them for other games.

 

>> 1. Why do you mod?

 

Dissatisfaction with how something works (or doesn't) in the original game.

 

>> 2. Why are mods important to gaming?

 

In a nutshell, it's all about having more choice. You can get so much extra mileage from your games by modding.

 

>> 3. What is the best kind of mod and why?

 

Mods are like opinions, and opinions are like butts: everyone's got one. The only "best" kind of mod is obviously those that aren't buggy, because buggy mods are facepalm territory - if you're fixing something, please try to make sure you're not introducing new bugs. Thanks.

 

>> 4. How would you describe your relationship with the original game, or the software company? (i.e. are you in cooperation with the design, fixing problems, varying choices, etc.) Where do you see yourself in the process of game-making?

 

What is the relationship of the average Joe weekend garage mechanic with the car manufacturer? Like that other guy posted, we're like after-market 3rd-party product makers. I tinker with the game, that's it, I don't really think about the devs. Unless you want to count grumbling at them for bugs that QA really should have caught before retail release, or for implementation choices they really could have done better.

 

They make something, we take bits of it apart and try to put stuff together in new and interesting ways.

 

>> 5. What are the rules of what is appropriate modification? How far is too far? How important is it to be authentic the world of the game?

 

Clarify "appropriate" and "too far". Are you talking about IP, legal-wise? Personally, I don't give a damn - I've purchased a product (not a license, despite wtf some unenforceable EULA says), I'll take it apart if I please. Are you talking about immersion? I try to stay within game universe law, because that's just common sense. How are you going to enjoy a medieval fantasy type game when people start talking about modding robots into it? Are you talking about some arbitrary social construct such as the one that decides viewing, let alone depicting, sexual acts requires an age barrier? Heh, pull the other leg. Also, desensitization. I've got some nifty mods for several Studio Illusion games.

 

Generally though, I tend to first go for mods that implement fixes. Man, just because players can fix stuff is no excuse for companies to keep pushing out shitty bug infested product. Then I go for mods that improve gameplay. Finally mods that merely change visuals are least important to me. The "authenticity" of the game world is important, yes, but not when it has elements that get in the way of gameplay. Just because a title ships with a particular mechanic doesn't mean we have to live with it if we don't like how it works. So, there's no "too far" there, if you need to toss it out entirely to make the game enjoyable then go ahead.

 

TL;DR: modding is here to stay, and it's all based on taste.

Edited by Trucidation
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1. Why do you mod?

Simple enough. I mod in order to make the game more fun to play, more suited to my personal style of gaming, to change things I don't like and add things I do.

 

2. Why are mods important to gaming?

Because it's impossible for any one gaming company to produce a product that everybody will love. You can't please all of the people all of the time, etc. No matter which choices you make as a game developer, somebody will always think you should have done it a different way. Modding allows people to adapt the game to themselves. Most of the people who hang around the modding community will tell you that you couldn't pay them to play on console, without mods. We simply don't enjoy the game unless we can make it over in our own image.

 

3. What is the best kind of mod and why?

Eh, that's far too subjective a question to have a real answer. The best kind of mod is the one that you can't play without, the one that adds something essential or fixes something intolerable. And that's going to be different for every gamer.

 

4. How would you describe your relationship with the original game, or the software company? (i.e. are you in cooperation with the design, fixing problems, varying choices, etc.) Where do you see yourself in the process of game-making?

I like the general design of Bethesda games. I've always liked open-world RPGs. If I didn't enjoy the game to begin with I wouldn't put so much time into perfecting it and enhacing the experience. There's only so much you can do to change a game... unless you're an entire team of skilled developers with a few years to produce a massive overhaul, that is, in which case why aren't you using those resources to create your personal perfect game from the ground up? You can make a good game great, but you can't make a bad game good -- or rather, even if you can, why are you wasting time on a bad game to begin with?

 

5. What are the rules of what is appropriate modification? How far is too far? How important is it to be authentic the world of the game?

There aren't any rules. If you want to turn your game into Sexrim, why shouldn't you? Authentic? There's a Super Mario Bros mod for Oblivion that I happen to enjoy, and I've heard one is in the works for Skyrim. The beauty of modding is that you can do whatever you choose to, without restriction. Here's some costumes, some actors, a sound stage, and unlimited access to sets and props. You're the director. What kind of movie will you make? Modders sometimes have the reputation that we're all directing pornos, and apparently that rep is well-deserved, but it doesn't apply to everyone. In this forum alone there are people working on action films, adventures, epic fellowship quests. Histories. You've got a few people making anime cartoons. I myself tend to work on landscaping mods which I suppose could be described as nature documentaries. And, of course, the pornos.

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1. Why do you mod?

 

For fun! :) You know when you watch a movie and thinks "Hum.. I think would be cool if that scene was diferent.. or It could have a better ending...", thats exacly my feeling when I play a game, during my game play Im like "Dam.. that could be better..." "Dam... so poor options..." "Dam... so small variations..." "Dam.. thats so poor..." So, after I beat the game, it comes a second stage of fun, add things I wish and play again! And when you discover a game you can mod, that becomes a adiction. :P

 

2. Why are mods important to gaming?

 

Improoves the game, wich what REALY matters on community opinion. It has to be like that.. Like a sandbox... Take Minecraft sucess for example... the game with no mods is just a simple sandbox for creation. People love to create, to make something that MEANS something to others, for the community. I spend a WEEK doing a mod, when I post it, a simple reply of congratulations from a unknown game lover makes my week worth it, no profitable rewards, no money, nothing material... just the feeling "I helped this guy make his game better." :P

 

3. What is the best kind of mod and why?

 

Well, that ADDS! Mods that add things, I dont like mods that replaces without realy improove. Because the variation makes the options of what we see and what can happens multiply... and thats the fun of a game. Replacing without improove is just force your opnion on how something should be... What isnt a necessary thing.

 

4. How would you describe your relationship with the original game, or the software company? (i.e. are you in cooperation with the design, fixing problems, varying choices, etc.) Where do you see yourself in the process of game-making?

 

Well, few years ago when I modded to a game called Neverwinter Nights, me and other modders gathered in a group of modders with diferent skills and we could make impresive mods. Even better them the original game, what happens was that with the tools they gave us, without a release scheduled, without a investor asking for result, and doing all mods for the LOVE of it, we created things of huge quality. That game company, Bioware, approached us, hired 2 of us (not me), and we made a mod that was official released (http://en.wikipedia.org/wiki/Neverwinter_Nights:_Kingmaker), I was a modder since 1997 (doing skins for Doom here), that event was very cool... But having modded for several games this years, that was 1 case only, closest I got them was having some mods mine being supported and announced in the main game page, also couple help replies from official game engineers...

The second part of the question.. I see my self the one who will do what the company didnt did, cause had no time, money, experience, and love for doing it. ;P

 

5. What are the rules of what is appropriate modification? How far is too far? How important is it to be authentic the world of the game?

 

Humm.. I got a answer for it in other modding community, take a read, I think it will be a good material:

http://www.minecraftforum.net/topic/1023438-the-modding-process-part-1/page__hl__ketaros#entry13362511

 

 

I would like to have a copy of your work when its done, please. :)

 

Ket

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1. Why do you mod?

I make mods to add some content into game which I like. Lately I've been editing mods other people made to make them fit my personal preferences.

For example, many mods add cool stuff into the game, but also much stuff I don't need. I solve this by making "my own" mod which adds just the things I want.

Also, modding is great way to share your thoughts and ideas with others, all of my mods are based on simple idea which I got when playing the game.

(Armor to fit a vampire hunter, Books on back for my mage, Robes to fit a proper necromancer/conjurer)

Not to forget "Clutter Up Skyrim", which is small-to-medium size mod which adds much more clutter into shops, inns, castles and so to make them feel more like ol' rpg's with tons of clutter in some areas.

(it's still a WIP, I haven't continued it for a while, I should probably take some screens and bump it to surface soon to show it a bit)

 

2. Why are mods important to gaming?

Mods are good way to edit the game so it fits into every personal preference.

Like a sandbox with toys which you and others have built, and you don't have to think what other people think about the toys you have, it's all about how you want to play and combine them.

 

3. What is the best kind of mod and why?

Best kind of mod is a mod which fits into the original theme, world, textures and models, so it doesn't look like it's from completely different game.

Content itself doesn't need to fit the lore exactly, as far as it doesn't look like it's from some other dimension.

GOOD EXAMPLE: Ghosu's (The first one who gave a comment) Project Flintlock, Rifles don't really belong to Elder Scrolls Lore, but these are so well made that they fit perfectly into Skyrim. (In my opinion), textures fit, model is detailed and so on. Those won't look like they are from some completely different game.

 

4. How would you describe your relationship with the original game, or the software company? (i.e. are you in cooperation with the design, fixing problems, varying choices, etc.) Where do you see yourself in the process of game-making?

I love original game, but after the 200 hours of gameplay I started to change things with mods, and even after the current 600 hours I haven't got completely bored to it. I still have things to do.

I always try to make my mods so that they fit into Skyrim, I don't want to change Skyrim too much.

 

5. What are the rules of what is appropriate modification? How far is too far? How important is it to be authentic the world of the game?

Appropriate modification is such a mod it fits into Skyrim, adds immersion and maybe makes the game more realistic.

 

I don't know what's the requirement for person to count him/herself as a modder, but I think I could count myself as one.

I've had some impact on some mods with my ideas and suggestions, mostly I try to guide people on increasing immersion of their mod or making some things work.

I am not so great with modding tools, but with some luck and boatloads of nerve I've been able to figure things out, and now I just try help others with some tips I've learned myself via trial and error.

Also, great sense of humor helps a lot when making mods, sometimes results just make you laugh.

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1. I mod because it is something I have always wanted to do. From the time i picked up my first Pokemon game when I was seven the thought of creating anything of my own in a game has always fascinated me. When Skyrim came around I knew that was my chance to do something that I love. I have always felt a belonging in modding and it is something that I can do by myself or with someone else. That natural calling one would feel when doing something they love is what i feel when modding. I can create something for the game that I can play and others can play and enjoy. The Nexus is the perfect place to share these ideas and mods. The feedback, whether its negative or positive gives me more insight into what I have done and makes me a better modder.

 

2. Mods give the game more flavor and playability. I have played Skyrim with multiple characters on both the PC and the Xbox 360 but i always come back to the PC because of the mods. Mods also boost sales for the game itself. People hear about all the amazing mods for a game and purchase the game just for that mod. In laying the foundation for modders it boosts a game companies profits if they do it right.

 

3. The "best kind of mod" is open to interpretation, people dont all have the same tastes. Beauty is in the eyes of the beholder in this case. A mod that one would find amazing might be undesirable to another.

 

4. Im not sure how the process is with other game companies but Bethesda does not use modders as a basis for game development unless the mod itself is more innovating then what they have done. I watched a conference with Todd Howard (one of the Directors and Producers of Skyrim and other Elder Scrolls games) speaking on games and the motions companies go through when making them. In that conference Howard told of a person who made a combat mod for Morrowind (I believe it added decapitation animations to the game) and he is now one of their combat artificial intelligence engineers. that is the only time that i know of where a company has contacted a modder.

 

5. Rules of modding are pretty basic, keep it as close to the reality of the game as possible. People generally dont want to play a mod that doesnt flow well with the game it is made for. Proper credit must be given if any resources (textures, 3d models, scripts) are used in the mod and are not made by the creator of the mod.

 

I hope this Helped. I would like a copy of this paper when its complete. Ill send you a PM with my email address.

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1. Why do you mod?

I'm not going to lie and say "for the fun of it" sometimes modding can be a downright pain in the arse. The reason I do it is for the challenge. Finding what it is that I'm capable of doing. At first I wasn't going to get into Skyrim modding. I was making an effort to remain neutral so to speak. I had recently left modding Baldur's Gate and didn't want to fall into that trap of not playing the game but only modding. To this day I still don't know how Baldur's Gate II plays out completely. But as I got involved in the community and looking for mods to use I found that there were a few things in game that I could live with but other people were complaining and I thought well why not, someone has to learn if this is possible.

 

2. Why are mods important to gaming?

Honestly they are not. The game can be played just fine without them. That said, mods can bring a much needed change to the game, a change that you may not have even been aware was needed.

 

3. What is the best kind of mod and why?

The best kind of mod in my opinion is one the fits seamlessly or fluidly into the original game. I'm not a fan of mods that suddenly drop something in your lap because that was the easy route. I'm all for giving the player choices, but I feel that should be done before playing the game rather than inside the game. As a result mods that offer menus where you have to stop playing and go thru some menu are removed from my playlist. The best mods are those that work without any intervention on the part of the player. They state what they do and they do it well.

 

4. How would you describe your relationship with the original game, or the software company? (i.e. are you in cooperation with the design, fixing problems, varying choices, etc.) Where do you see yourself in the process of game-making?

Other than buying the game, I have no relationship with Bethesda.

 

5. What are the rules of what is appropriate modification? How far is too far? How important is it to be authentic the world of the game?

The only rule is this: Don't use anyone else's work without their permission. Beyond that your own imagination and any self set rules you impose are your limits.

 

All that said, users just need to remember this: Like it? Use it. Hate it? Skip it.

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