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It's not a port. It's being redone from scratch.dissimulated said:Ports != Mods
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It's not a port. It's being redone from scratch.dissimulated said:Ports != Mods
Yes, but the truth is that the vast majority of mods will fail and never release anything playable, however fancy their web forums or media releases are.Geronimous said:I love the way some large mods are becoming a success of a large team of different talents combining their skills and visions. That needs management. that needs debates, discussions and an almost professional like setup to get a vast amount of work done. You cannot possibly do everything on your own.
I agree that in the past you never needed to hire anyone, basically because anyone who had any work to show for themselves would have taught themself and/or put a lot of time and effort into learning their discipline. Now that the software used is far more accessible and mods have really taken off, you simply have a lot of people who would call themselves mappers because they've dabbled in VHE, or modellers because they used milkshake one time to make a crate. I think if you really want the right people working on your mod you need to have some sort of screening process. One way of doing this is approaching people who you know are talented. Another way is a forum-wide 'help wanted' request with a lot of sifting through applications.Cargo Cult said:... Except you have to remember that technically, you're not hiring anyone. People seem to take organising a team far too seriously, with job applications, interviews and so on.
Erik Johnson works as a Project Manager for Valve Software. The quote in the threadstarter is from him.Al3xand3r said:Meh, just saw this thread... Glad it sparked up some pretty decent discussions... Would have been nice to have provided the source of the topic initially though (doesn't matter anymore I guess).
... Except with the recent re-announcement of Team Fortress 2, the beautifully polished, elegantly designed and sadly unfinished, unreleased Fortress Forever is looking a little less promising.I would suggest people read Read Defrag's dev Journal from 4/21/2006. I think it really explains why MODs today are taking the 'pro' development route instead of the way of GMod and CS.
... Except with the recent re-announcement of Team Fortress 2, the beautifully polished, elegantly designed and sadly unfinished, unreleased Fortress Forever is looking a little less promising.
Oops. :-/
I apologise that you failed to understand my comment.Please show me where I mentioned anything about FF other than referring to one of their dev's posting. Oh, I'm so sorry, we're talking about why MODs are starting to act like professional development teams in terms of the games they produce. How about we stick on topic, BUDDY?
I apologise that you failed to understand my comment.
I thought it ironic that a mod developer promoting the monolithic, finish-everything-before-release strategy of mod development was working on a mod that, even before release, was already in danger of being brushed aside in the minds of gamers by a big-budgeted, commercial competitor.
Please parse the English language correctly. I was referring to Fortress Forever as being 'polished', not Team Fortress 2. I really do hope they get a release out soon, before the Valve-sponsored juggernaut makes it something of an also-ran, and I really hope the mod finds its niche. Because if it doesn't, some absolutely stunning work will be wasted...
I'm a modder myself; one who has had great success with an incremental release model. Of the over-a-quarter-million-downloads variety. I went this way after working on a particular Half-Life mod for several years - only for it to die without a release.
So I suppose I do have something to contribute to the discussion.
(the episodic nature means I can learn from my mistakes as I go along, with no 'final' release to aim for)
Mods take an absolute age to come out, and because of this most of the mods end up folding 6 months in when they had probably created a decent amount of work. They could've released something, small bits at a time and still be going today.
Well, I am sorry for my response then. I'll try to 'parse' the English language better, but I kind of need some semi-colons and the word 'and' not in the middle of a list of descriptive adjective (because it looks like the adjectives are split in what they are describing). You wouldn't happen to be a coder would you? Just a side question.
To get this back on topic:
Is Episodic always a good thing? If you're making a new game and you release episodically, only releasing a few weapons severely reduces the amount of interesting gameplay you can create. Notice how HL2 didn't begin by releasing episodically, it established a story and its weapons, and then expanded this over a new short episode using a good range of existing weapons. Then look at how SiN: Episodes has been slated because of the boring gameplay, which is partly due to a limited arsenal.
concept artists are a luxury rather than a necessity.