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Thread: RTW II and Modding: good news?

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  1. #1
    Horse Archer Senior Member Sarmatian's Avatar
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    Default Re: RTW II and Modding: good news?

    Quote Originally Posted by rickinator9 View Post
    Paradox Interactive patches it's games at least twice per month and still, there is a thriving modding community there. I do think we will see modding tools. That Shogun 2 level editor shows they are willing to help the modders out.
    Patching and adding content aren't really the same thing.

    And Paradox doesn't really patches its games twice a month. Maybe once a month for the first 6 months or so and then much, much rarer.

    We'll see just how well Paradox new DLC policy will work with modding. I'm hoping for the best but I'm not really convinced.

    Quote Originally Posted by Nightbringer View Post
    I think Skyrim stands out as an excellent example of a game that is both very mod-able, and commercially successful. With fallout and oblivion the DLC still sold well, despite the high levels of modding, and I would hazard a guess the same will be true for Skyrim. No, they don't release skin pack and expect them to sell, but the Total War franchise has had large scale dlc/expansions, such as Fall of the Samurai, Barbarian Invasion, Kingdoms, etc...

    As such, I think it would be quite financially feasible for them to make a highly modifiable game. However, I am less sure that most companies realize this, and the last few Total War games have made me doubt that Sega does. Sega games in general seem to be very opposed to the concept, and Sega's acquisition of CA marked the change in the Total War series.

    Basically, I doubt Sega will let CA make the game very modifiable, even if CA wanted to do so.
    Expansion packs are quite different - they are large, they add much content to the game at once and they are are, in 99% of the cases, there's one or two for any game.

    Modders can adjust and actually create content before anything else comes, while when they sold piecemeal it's another situation totally. Kind of like CIV V - why would they want their game moddable so that someone can make a Babylonian civilization (like they could in CIV IV) when they can make it and sell for 0.99?

    There are some semi-successful example, yes, but overall the situation is poor and is deteriorating quickly. When even a developer like Paradox, whose arguably main selling point is the ability to easy mod their games without practically any tools or knowledge is going to go the DLC route, it speaks volumes. Supposedly, they have found a fantastic way to have both DLC and modding. I'm not very convinced but we'll see in a year or two.

    Here's to hope but CA's prior record and industry trends don't give much hope

  2. #2
    The Abominable Senior Member Hexxagon Champion Monk's Avatar
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    Default Re: RTW II and Modding: good news?

    I don't want to derail this too much so I will keep this brief. The focus should be on CA and R2 afterall

    Quote Originally Posted by Sarmatian View Post
    Patching and adding content aren't really the same thing.

    And Paradox doesn't really patches its games twice a month. Maybe once a month for the first 6 months or so and then much, much rarer.

    We'll see just how well Paradox new DLC policy will work with modding. I'm hoping for the best but I'm not really convinced.
    My own experience modding Crusader Kings 2 through 2 content patches and one DLC wave has been pretty positive, but that is largely due to how Paradox structures their game engine. When a content patch breaks my mod I can easily port over my changes inside a few hours due to how easy modding files actually is. If i didn't have so much stuff going on, I could do it within 15 minutes. That said, however, each extensive content patch/hotfix that makes huge changes to the game has still effectively broken my mod.

    The strength of paradox comes from the fact that the engine is rather flexible in what it allows you to do from a modding standpoint. It's also relatively easy to go in and fix problems that crop up from new DLC coming in. CA doesn't have that strength at all, and from what i saw with past games they've been moving to make modding to the game increasingly difficult.

    If CA doesn't have that stable base that a game like CK2 has but releases lots of content/DLC patches, I can foresee modding being an incredible pain and something only the most dedicated attempt.
    Last edited by Monk; 07-09-2012 at 10:27.

  3. #3
    Member Member cunctator's Avatar
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    Default Re: RTW II and Modding: good news?

    Quote Originally Posted by Sarmatian View Post
    Modders can adjust and actually create content before anything else comes, while when they sold piecemeal it's another situation totally. Kind of like CIV V - why would they want their game moddable so that someone can make a Babylonian civilization (like they could in CIV IV) when they can make it and sell for 0.99?
    CA has more resources available than the largest mods, a huge team of experienced people working fulltime with access to the source code, while the modding community will need some time to get accustomed to the new engine. They can produce some quality DLC like their Peninsula Campaign or Rise of the Samurai addon months before any similar mods are ready. If CA adds a few new features the DLC might even become the base for mods later.
    Not sure about the prospects of their unit or faction packs, but I guess they can still sell them to the multiplayer community. Also they should have the huge number of non hardcore fans that bought their games but never cared for mods as potentinial customers for quick and cheap DLC. Large R:TW mods had a few tenthousand downloads while CA sold more than a million copies. Those can be reached through ingame or Steam advertising. Mods can help to keep a game alive and sell copies longs after the big money with DLC is already made.

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    Member Member aristotlol's Avatar
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    Default Re: RTW II and Modding: good news?

    For the record I agree with those who are saying moddability + extensive overhaul DLCs is the way to go for CA. In my opinion it gets rid of the worst of both worlds: 1) no more limitations on the fan-base's imagination 2) no more stupid 3$ skin/unit/blood DLCs.

    Major DLCs equivalent to 'Rise of the Samurai' won't see sales hindered much, if at all, by modding. What it will get rid of is the nickel-and-dime DLCs that are just an insult to the fans to begin with. The truth is, if CA sets their mind towards making a DLC expansion such as 'Rise of the Samurai', modders will only embellish their hard work as they did in the days of old-- ie: merging Kingdoms Campaign Factions in MTWII mods, or by borrowing BI or Alex features in RTW mods!

    CA has nothing to fear from allowing a modding community, who will only serve to make their work all the more fun and polished, to exist! Modders never work against a dev team since they are ultimately just modifying their initial base-material to begin with! If your DLC is worth being offered to a loyal fan base a modder can do nothing but make it all the greater, and free of charge.

  5. #5
    Nobody expects the Senior Member Lemur's Avatar
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    Default Re: RTW II and Modding: good news?

    Quote Originally Posted by aristotlol View Post
    For the record I agree with those who are saying moddability + extensive overhaul DLCs is the way to go
    So say we all.

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