Crispy
Newbie
- Joined
- Dec 19, 2004
- Messages
- 1,950
- Reaction score
- 0
So you have an idea for a Mod and you're wondering what you need to do to get this thing made and played. Here's some advice from a professional, not me but www.CharlieCleveland.com, the creator of the most played Mod for Half-Life (at the time of writing).
He's recently released the original story for Natural Selection on his personal blog site. It was a short piece of text designed to show the intended gaming experiences for his award-winning Mod when he was just starting out.
As you read it (and if you've played NS), you'll notice two very important things about this story:
The reason I'm writing this thread is because I see far too many Mod ideas that fall flat on their backs through a lack of planning.
Planning your Mod and devoting sufficient time to the Pre-Production phase will determine the direction of your Mod. Sometimes you may realise that your idea isn't so great afterall, but having to plan out the Mod will have given you valuable experience for your next venture into Mod-making.
So before you sign up for that domain name, think a little about these essential questions and, once you've done that, write yourself out a brief outline of a day in the life of: myMod, like Flayra did.
He's recently released the original story for Natural Selection on his personal blog site. It was a short piece of text designed to show the intended gaming experiences for his award-winning Mod when he was just starting out.
As you read it (and if you've played NS), you'll notice two very important things about this story:
- It's not perfect. There are spelling errors and aesthetically it's no literary masterpiece.
- It does what it aims to do. And more. This story, which took just a few hours to write, gives both the Mod's team and its followers a great insight into what to expect. It shows the Mods direction, giving examples of the weapons, the mapping style, the alien and marine classes, the user interface, the role of the commander, and more.
The reason I'm writing this thread is because I see far too many Mod ideas that fall flat on their backs through a lack of planning.
Planning your Mod and devoting sufficient time to the Pre-Production phase will determine the direction of your Mod. Sometimes you may realise that your idea isn't so great afterall, but having to plan out the Mod will have given you valuable experience for your next venture into Mod-making.
So before you sign up for that domain name, think a little about these essential questions and, once you've done that, write yourself out a brief outline of a day in the life of: myMod, like Flayra did.
- What?
What does your Mod hope to achieve? When a player downloads your creation, what will they be asked to put into the game and with what will they be rewarded? (e.g.: Is teamplay more important than personal skill? Will players feel like they played a valuable role in the game? or simply that they performed the best out of all the players present who were all using exactly the same toolset? or is it a single player experience, rewarding the player with an immersive story and role-playing?) - Which?
Which period will your Mod be set in? (the future, the past, the present or even an alternate reality) and its setting? (modern day Earth, a foreign world, a terran or Earth-like setting) Maybe the game is simple enough not to require a detailed setting, such as a puzzle game.
Which genre(s) of gameplay will it provide? (Real-Time Strategy, First-Person Shooter, Single-player, Multiplayer, Deathmatch, Co-operative, Role-Playing Game, Adventure, Puzzle) - Why?
Why should any player choose to play your Mod over another -free- game. Why should they invest their time playing your Mod, what sets it apart from the others? - How?
How are you going to make this Mod? Using which programs, which engine? - Who?
Who will you need to help you out? Do you need semi-professional writers for a single-player Mod with an all-important story? Do you need experienced mappers for well-balanced levels in a teamplay Mod? Do you need modellers experienced in low-definition models because of a fixed camara distance or do you need high-detail modellers for a Mod that gets up close and personal? - When?
When do you (realistically) think this Mod will be finished? Do you want to work on a long project or a shorter modification? Do you have the experience to put in the time for a longer Mod, or is it best to put this idea on the backburner until you have more of an idea about how to make a game?