gemini09
Forum Regular

Posts: 983
Registered: 04-03 |
Gez said:
You sound entitled as fuck. "That's not my field."
Well, if you really want to do things that the Doom engines out there do not let you do; it has to become your field.
Players do come before modders. There wouldn't be any modder if the game wasn't played in the first place. A modding scene only develops if there are enough players to sustain it.
Total control for the modders isn't even a good idea. As the saying goes, art is born from constraints, thrives on struggle, dies from liberty. Pop-quiz: why do so many people still work on vanilla-compatible mods, having to fit within Doom's static limits? Or why did everybody jump on the 1024 bandwagon? Why where there successful projects like 10sectors, 2sectors, 1monster?
Because these guidelines brought constraints. It limited what the modders could do. It forced them to concentrate on what was absolutely necessary to convey their ideas.
You cite "how it's done in the game industry". Let's look at what happens in the game industry, really.
1. Designers came up with super cool ideas.
2. Technical limitations and time constraints cause them to cut just about everything superfluous
3. The game is released, sells, and they get paid.
Alternatively, what if you decide that the designers get to overrule the programmers, and that the game will take as long as it needs so as to perfectly realize the designers' perfect vision? Well, then, you get stuff like Daikatana or Duke Nukem Forever. Yes, this is how it works in the game industry. When design gets to have total control, the game takes super-long, is constantly delayed, and when it is finally released it sucks and becomes an eternal symbol of ridicule.
There's such a thing as being creative within a frame, and being creative with total freedom. The first one is indeed stimulating, but it's still a freaking constraint on the creation - is it not??
ALWAYS CONSTRAINING THE CREATIVE PROCESS?
ALWAYS HAVING ARBITRARY, 3RD PARTY CONSTRAINTS, IS ACTUALLY A GOOD IDEA???
Is that what you're saying??
I freaking hate when people tell me the obvious.
I know there wouldn't be modders if there were no players. Technically I could be a moron and claim modders are players too. My point was that the chain of creation goes from programmers to modders to players. Programmers should appeal to modders, and modders should appeal to players.
zarkyb said:
I've just finished reading Masters of Doom which gives a great deal of background concerning the development of Doom. John Carmack is reported as being pretty stubborn about the decisions he made while programming his engines; one particular example was that when programming the Wolfenstein engine, Romero and the rest of the design team had to practically beg Carmack on several occasions to include sliding walls before he included them. Carmack made decisions like these and the design team had to abide by them.
I don't know about that. I will read that book, though. But there could be technical reasons for Carmack's reluctance? Instability, difficulty to code, impractical, or the like?
zarkyb said:
Let's also keep in mind that the vanilla Doom engine isn't entirely modder-friendly. Sure, the data files it uses allow for additional maps and textures to be included without overwriting the originals; but back in the day, you had to edit the executable directly in order to change most of the game's behaviour. It was made easier by the developers of third-party tools such as Dehacked.
And the BINGO was DEHACKED!
It was made to make modding easier.
ID Software didn't do so because their aim was a game. Source ports are a different matter. BOOM was made for modding. So was ZDoom - no?
Gez said:
You sound entitled as fuck. "That's not my field."
I'm debating for a better foundation to mod from.
I'm not the one who is arrogant.
Last edited by gemini09 on 10-05-12 at 15:24
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