Rabu, 30 Juni 2010

Game support for modifications

An example of game modification in Grand Theft Auto: Vice City: a 2005 Audi A8L W12 car. Real-life makes and models are not included in the game but can be created and added by modders.

The potential for end-user change in game varies greatly, though it can have little correlation on the number and quality of mods made for a game.

In general the most modification-friendly games will define gameplay variables in text or other non proprietary format files (for instance in the Civilization series one could alter the movement rate along roads and many other factors), and have graphics of a standard format such as bitmaps. Civilization 4 is the most open of all, letting the user make entire scenarios and whole new sets of rules through Python.[citation needed] Publishers can also determine mod-friendliness in the way important source files are available (some programs collect their source material into large proprietary archives, while others make the files available in folders).

Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is Homeworld 2, which requires the industrial-strength program Maya to build new in-game objects. However, there is a free version available of Maya and other advanced modeling software. There are also free and even open source modeling programs that can be used as well.

For advanced mods such as Desert Combat, that are total conversions, complicated modeling and texturing software is required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photo-realistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on if mods are created for the game by users.

A game that allows 'modding' can also be called 'moddable'. The Elder Scrolls IV: Oblivion as well as its predecessor The Elder Scrolls III: Morrowind are highly moddable, because the editor is available to download off the internet. Daggerfall was much less moddable, but some people released their own modifications nevertheless.

Supreme Commander set out to be the 'most customisable game ever' and as such included a mod manager which allowed for 'modular modding' - having several mods on at once.[citation needed]

The games industry is currently facing the question of how much it should embrace the players' contribution in creating new material for the game or mod-communities as part of their structure within the game. Some have openly accepted and even encourages of such communities. Others though have chosen to enclose their games in heavily policed copyright or Intellectual Property regimes(IPR) and close down sites that they see as infringing their ownership of a game.[4]



source: http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29


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