• MudMan@fedia.io
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    3 days ago

    I don’t get ballooning mod teams. I mean, at that point why not ship a standalone game? Last time this happened it was called The Witcher and I hear that did alright.

    • simple@lemm.eeOP
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      3 days ago

      Modding something that already exists is way easier than making a game, and when it comes to huge mod teams most people contribute in small ways in their free time. People also come and go to the modding scene whenever they feel like it as opposed to actually requiring to work in a timely manner.

      • MudMan@fedia.io
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        3 days ago

        Yeah, well, that’s why game engines are a thing. I didn’t pick The Witcher at random, that was built on top of Neverwinter Nights tech.

        Maybe I’m too stuck in the 90s, but I never quite got the point of doing all those total conversions for Quake games when you could just as well use the exact same tools by licensing the engine and just ship the thing as a game.

        Well, no, I’m lying. The point of those total conversions was very often that people wanted to use a bunch of licensed characters they didn’t own, which I guess is the point here as well, so maybe I’ve answered my own question.

        • onoki@reddthat.com
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          3 days ago

          Pre-existing models/art is something that is a huge work effort. Not to be undervalued. If one can get those for free, it can be the reason some game exists.

          Take Auto Chess for example. I can imagine programming that DOTA 2 mod was an effort one or few programmers did as a hobby at first. If they would have had to either pay or network with artists to create the art and other people to do marketing, it would have been a lot more than a hobby.

    • zaph@sh.itjust.works
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      3 days ago

      why not ship a standalone game?

      Hasbro owns the ip and it’s way cheaper to use someone else’s license and make changes than to get your own license.

    • jjjalljs@ttrpg.network
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      3 days ago

      A friend of mine had a similar thought. He was sitting down to do some work on an open source game, and then was like “Wait. What am I doing?” and he made his own game from scratch. ( This one: https://store.steampowered.com/app/1271280/Rift_Wizard/ - It’s good, but kind of too hard for my brain )

      It helped that he a had a lot of xp in game development. I imagine some of the boring, difficult, stuff doesn’t have as many people readily available. There’s a lot of “Why does the game crash if I push the up arrow key when I’m in my inventory, sometimes?” stuff you have to worry about when you’re doing the whole thing.