MAGAZINE

The State of the Mod

Edge Staff's picture

By Edge Staff

October 20, 2008

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"These days, hundreds of games have SDKs, and hundreds of sites cover the scene, not to mention a billion blogs. To me, that's information overload."

DM-Blockland (Unreal Tournament 3)

It can turn Unreal Tournament into a sky-bound cel-shaded adventure, the tropical thunder of Far Cry into Fritz Lang-inspired art cinema, a gun into a blade, a deathmatch into a platform game, and a bedroom hobby into a lifelong career. Yet, 17 years after The Bard’s Tale Construction Set and almost a decade after Quake III Arena, there’s one image the mod community still has trouble changing – its own.

To some, the ‘art’ of carving one game (or one system) out of another is nothing less than a crucible for tomorrow’s triple-A hits, building the talent, vision and prototypes that big-name publishers need. To others, it ranks alongside recreational benchmarking as just another of PC gaming’s peculiar habits. Despite the commercial graduation of teams and the interest of two million monthly visitors to Mod DB, the scene’s largest online portal, old stereotypes remain: untextured gun models in the backs of magazines; ‘total conversions’ that convert, totally, the knitwear on a terrorist’s head; cyberpunk ‘dystopias’ that, by some kind of mirror-shade-overflow error, crash your computer.

“Like any user-generated content, it’s the signal-to-noise ratio,” explains Unreal Tournament producer Jeff Morris. “For example, we spend a lot of time on the first 15 minutes of a game, that first play session that’s gonna determine whether there’s a second or a third. People who get into mods have the same threshold. If the first five mods they download crash their machine, look stupid or aren’t fun, they’re gonna say: ‘These kids are just screwing around’. I understand that, but I think those people just got burned – they didn’t know how to read the topography of the community and know, for instance, that there’s a site that rates every map. Maybe they browsed to a forum and clicked the first five links that they saw.”

There are, at present, over 4,000 mods hosted on Mod DB, half considered ‘finished’, half not, covering everything from the humble ‘mutator’ (a clutch of scripts that tweaks existing features) to maps and total conversions. For founder Scott Reismanis, who built the site as Mod Realm in 1998, Morris touches a nerve. The mod scene, obsessed as it is with the language of alphas and betas, has found its own move to ‘version 2.0’ particularly hard. “These days, hundreds of games have SDKs, and hundreds of sites cover the scene, not to mention a billion blogs,” he says. “To me, that’s information overload. Everything wants everyone’s attention now. It’s hard to get anyone interested beyond the couple of minutes it takes to watch a web video, which makes us more important than ever before.”


Eternal Silence (Half-Life 2)

Part of the problem, believes Morris and his colleagues at Epic Games, is the lack not just of filtering for the worst mods, but platforms for the best. To this end Unreal Tournament, the virtual deathmatch, has spawned some very real champions through its Make Something Unreal contest, now in its third year. Morris admits: “Half the mods probably aren’t worth playing, and it’s really hard to know which ones aren’t what we call ‘DM-Cube’ – you know, just a basic box map but with lights, geometry and a sexy name. So that’s where we can help.”

sucraloser's picture

i agree with petersen, modding today has got way too complex for most guys who just wanna create their own maps for fun! but then agan, there are the game-maker type of stuff where you simply choose and drag stuff and create your level really quick and easy, but those are often way too limited for true creative stuff!

and edgeonline, WHERE ARE THE ONE-PAGE OPTIONS for articles here½! these forced multi pages are shit!!!!!!!!

John_Ryan's picture

I did level designing for Counter-Strike and UT 2k3 back in high school. I was alright at it. It was definitely a pass time type thing and never anything serious. I have since left computer games for consoles simply because it's cheaper and has less issues with capatibility. I do miss the mod scene though. I was more into using other people mods and providing ideas and feedback, mainly because I didn't have the time. I think I modded vicariously through others.

I do firmly believe that the best and the brightest are those that start at a young age modding or hacking away at their favorite game and try to make it better or into a completely new game. These schools that now offer game design classes seem stupid to me. People go into thinking that they'll graduate and become this famous programmer and then be crushed by a reality that you'll be put into a low-level coding position.

Those mod groups that really prove their worth generally show their rock star quality before they are swept up, for better or worse, by a larger entity.

John Petersen's picture

There's gotta be an easier and user friendlier way to make games.