![]() When epic release unreal development Kit a lot of these mods are depending on unreal tournament 3 to run.independent release using the UDK. As far as I'm aware still one of the only games that allows you mark the console version. Next with unreal tournament three out that allowed you to develop mods on your PC and install them onto your PS3 version of the game. In my opinion unreal tournament has been the driving force of the modding community for years firstly, with unreal tournament 99 giving you the software needed to create mods on the disc and then when unreal tournament 2004 came out which opened up the entire world with vehicles and custom game modes. ![]() I remember back my early teen years playing a lot of quake two online with custom models. Members of the modelling community could create map packs and model packs for popular games. These expansion packs in turn opened up an entire aspect of online gaming. With the rise of classic first person shooters such as doom and quake especially quake the introduction of what they called expansion packs which you would buy from your local game store usually including models and map packs. In the early days of download content the idea was to extend the shelf life of the game as such dlc used to be free. ![]() There was a server you can connect to which would allow you to download games for the 2600 through your telephone line. I would like to see valve expand on this idea by maybe even releasing full versions of Black Mesa and the portal prequel.Äownloadable content all started back in the days of the Atari 2600. Valve have a long history of supporting modders even going so far as to release full versions of total conversions such as team Fortress, counter strike and Garry's mod. If the modder has no interest in updating said mod due to lack of sales or disinterest this will leave a lot of people out of pocket. Another issue I see with Valves introduction of paid mods is that when the game updates a lot of mods will be broken requiring an update to function properly again. This would incentivise the modelling community to continue making mods while still keeping it as a free system. I would much prefer to see a donation system in place on Steam. This combined with the fact that steam won't payout for any amount under $100 therefore you need to sell $400 worth of your mod before you see a cent. Firstly, by the way the charging breakdown works 75% split between the game developer and Steam and 25% going to the model. I do however,feel that steam's approach to charging for mods is flawed and open to exploitation. I am not against the idea of modders getting paid for the amount of time and effort they put into their mods. It is also one of the main reasons why you can still find servers online games for both those games. PC game modelling is one of the main reasons I got into games development, I've been in a big fan since the early days of unreal tournament and quake two.
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