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The Console Affair in the Monogamous Relationship between PCs and Mods
Sunglasses_at_night
Wednesday, May 26, 2010
ARTICLE TOOLS

Editor's note: I'm not as optimistic as Jon -- the current downloadable content model gives the industry a business incentive to not provide a space where players can trade user-generated content for free, much like PC gamers have done for decades. You guys voted with your wallets; most recently, 3.5 million of you, in fact. -Rob


For many, the declining emphasis placed on the PC platform isn't much of an issue. The party moved on to consoles a while ago, which left PC developers to face some very difficult decisions about which platforms their future titles would grace with their presence.

In many cases, not much is lost in the transition. Studios now design games played with a controller to feel as natural as those made with the keyboard-and-mouse combination in mind. And thanks to the mind-boggling resourcefulness of these developers, the smallest graphics gap between PCs and consoles exists. One part of PC gaming, though, will likely never make it over to consoles, and that's the mod.

 

Mods (short for modifications) are programs or files that change either a portion of a game or create an entirely new experience based upon the initial groundwork laid by the developer. A small mod might be an additional multiplayer map or a new gun, whilst a total conversion would be something like Counter-Strike, which started out as a mod of the original Half-Life.

Mechwarrior: Living Legends is a total-conversion mod of Crysis

Mods are an incredibly important part of the industry. Not only are they a blast to play around with for the end gamer -- adding literally months of fun to a title in the form of what we would today call “free DLC” -- but they also provide a very important means for amateurs to release games by simplifying the process of making something in your spare time.

Whenever someone asks any industry veteran how to get into making games, the answer is almost always to become involved with a mod team. That experience of putting together levels and creating art assets for a community project is invaluable when a person strives to be a professional, and it's the kind of experience you can't really get anywhere else.

I'm not saying the mod scene is ever going to die out. But by shunning the PC platform, publishers drive people towards consoles and reduce the potential market for amateur releases. This is unquestionably a bad thing to my mind when consumer feedback is really the only thing these modders have going for them because they're not getting paid to put something out.

The solution I'd advocate is to make mods far more accessible to consoles, and hence, the PC averse.

Epic Games had this same idea with the PlayStation 3 version of Unreal Tournament 3. Their method, though, was less than ideal. Soon after the game's release, they issued a tool that allowed you to “cook” your PC mod and turn it into something that could be played on your console.

Play as Samus Aran in Unreal Tournament 3 through mods

The problem was that getting mods onto the system was simply far too convoluted for your average console gamer, who had no means of browsing them on his PS3. The only options were to either get seriously invested in the PC-mod community or to wait for knowledgeable journalists to point you in the direction of something worth trying. Without any form of marketplace for the mods, the average consumer had no way to find something to suit his tastes.

Titles like LittleBigPlanet have proved that if you make downloading other people's creations easy enough, gamers will also have the incentive to produce the best content possible.

Give console gamers the engine and some substantial tools, and they'll produce more than you ever thought possible. They'll fill consumers’ machines with hours of the most creative entertainment ever made, and they'll become the great designers of the future with the experience they'll gain.

But of course, the piracy issue is always going to be a problem that bogs progress down....

So, what about you? Would you be more tempted to try out a mod if you could play it from your couch, or are you already getting your fix on the PC side? Do you think we'll ever see mod tools make it into console games, or is there just not enough of an incentive for developers?

 
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Comments (14)
Robsavillo
May 26, 2010 07:16

I'll be honest, I don't understand how "the piracy issue" fits into modding and consoles.

Sunglasses_at_night
May 26, 2010 07:57

@Rob My logic goes that as soon as you give consumers more power to do what they want with games, there are going to be those who'll use this power to try and crack games and pirate them.


Look at the PS3's OtherOS feature. On the face of it I've got no idea how you'd use that feature to pirate games, but the power it gave to consumers allowed someone to allegedly hack his PS3.

Robsavillo
May 26, 2010 08:16

But what does that have to do with modding? Console games are cracked without this feature, already.

Lance_darnell
May 26, 2010 10:08

I am not a PC gamer, so I should not even be commenting. BUT, I would LOVE to see more mods in console games!

No-photo
May 26, 2010 10:16

Maybe Jon is more referring to copyright infringement, instead of piracy.. which is a bigger concern in modding a game.

Robsavillo
May 26, 2010 10:39

If that is the case, I think developers overreach when they serve modders with cease-and-desist letters. I don't want to veer off topic too much, but modders are merely fans playing with culture in a creative and noncommerical way. See Siva Vaidhyanathan's Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity.

Sunglasses_at_night
May 26, 2010 11:18

Ok, consider this hypothetical situation with regards to modding a console game.


A modder has decided to crack Alan Wake for the 360. He installs the game to his hard drive, and then goes into the game to edit the line of code that tells it to check the game's in the disk tray.


I think regardless of how possible this is, it would still scare Sony and Microsoft enough so that they wouldn't want to give people the power to toy with their games.

Robsavillo
May 26, 2010 12:25

My point is that people do that already, despite that console games have no modding capability.

Sunglasses_at_night
May 26, 2010 14:02

Yes true, but this could make piracy potentially as easy as it is on the PC. There are still significant hoops you have to jump through if you want to pirate console games for the most part.

Robsavillo
May 26, 2010 14:23

I disagree, because whether or not you can mod software, a console is still a closed hardware platform, while the PC is open. It's this feature -- not moddable software -- that makes hacking easier on the PC.

Our only case study, as far as I know, is UT3 on PS3. Is this title pirated more often than others that don't allow mods? I'll bet the answer is "no."

Sunglasses_at_night
May 26, 2010 15:25

You know what? You're absolutely right. I hadn't thought of it that way. Apologies.

Eyargh
May 26, 2010 21:13

I agree with Rob to an extent, but who's to say learning to mod for a PS3 game wouldn't give someone out there more information on how the actual console itself functions, as well as insight on possible exploits? I'll admit I'm talking out of my ass on this one, but the one thing I do know is how clever and ingenious hackers can be. That said, a stiff-assed Japanese company like Sony probably wouldn't have even allowed mods for UT3 if they weren't sure their shit was 100% safe.

Also, the audience who wanted to play UT3 bad enough to steal it would've done it on PC. I don't think too many pirates have, or want, a Blu Ray burner. And, yes, I do realize that UT3 is (sadly) the only example.

I love the idea of User Generated Content, but I would love to see a console mod community. It probably won't happen, as the scene is already dying on PC.

Dcswirlonly_bigger
May 27, 2010 09:50

There should always be a mod scene of some kind. A lot of great games were inspired by mods and a lot of developers started out as modders. One example is the popular Star Wars Battlefront - a series of console (and PC) games that were inspired by a Star Wars mod of Battlefield 1942. Of course you also have Counter-Strike.

Mods are a gateway for amateur game makers who may have inspirational ideas but lack the power to realize them on the commercial level.

As for consoles, I think the ideas that sometimes come from mods eventually filter down to consoles. Sony also allows mod support on the PS3, but Microsoft doesn't.

I think another avenue would be to make map editors a popular trend in console games. It would be great if more developers took their tools and converted them into an easy-to-use form like the TimeSplitters map maker or the Tony Hawk park editor. Sadly the only current generation examples I can think of outside of LBP are Far Cry 2 and the Forge mode in Halo 3.

One reason mods might be discouraged now though is becuase their presence discourages charging for DLC.  The Call of Duty 4 map pack was free on the PC becuase it was something that basically any modder could have put together and offered for free. Not to mention that Star Wars COD4 mod. For Modern Warfare 2 thoguh Activision was able to charge because they never released mod tools for the game and removed the dedicated servers that allowed for multiplayer mods.

LittleBigPlanet though kind of got around that problem by selling additonal creation tools as the DLC itself.

No-photo
May 27, 2010 13:10

I love mods on the PC. And Natural Selection is one of my favorites. I used to frequent Moddb.com a whole lot. I too wish to share the joy of mods with console gamers. 
Even if consoles never get to experience it, at least the upcoming Desura will hopefully make accessing and playing mods much more accessible on PC.

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