These are my thoughts on mods. There are two types of mods out there: Simple mods (or as I like to call them "no new content mods") and complex mods. From a developer's point of view, simple / no new content mods are more easy and faster to develop, but from a player's point of view, complex mods are more enjoyable to play.
Each mod type has its ups and downs. No new content mods, as the name implies, use the game's stock content with little or no additions to create an enjoyable gaming experience. These mods can be quite successful and require a lot less time and effort to develop, unlike complex mods, such as total conversions, which require a very large team and take a very long time to create. In rare occasions, these mods can be more fun and interesting than complex mods and even the game itself. For example, take a look at Minerva. A couple of custom textures and the text message feature are just about the only new content in the mod, yet it is one of, if not the most enjoyed simple mod for Half Life 2. It utilizes the games original content flawlessly to create a unique and extremely enjoyable gaming experience. It even managed to out do the work of the game's designers. Valve's maps have only half the amount of detail that Minerva's maps do. Minerva maps are also massive. This mod did in two maps (soon to be three and maybe more) what Valve would do in five or six.
From a developer's point of view, simple mods would ultimately be the better choice, especially if it is their first modding attempt. New modders tend to bite off more than they can chew, starting impossibly large mods with no experience. These mods will most certainly die very quickly. If a person is new to the modding world, creating maps is the perfect place to start, with no or very little chance of failure. Once they have mastered that, they can move on to more complex projects, such as a map pack in mod form, with a menu background and such. Once that has been accomplished, they should begin to look for other talented modders who are at the level they are. With the same skills and experience, it will be easier to create content. Teams of three are the maximum amount of people you would want at this stage. This way the team will have limits on what they can create. The last thing people want is for the mod to get way over their heads by trying to create more new content that adds more to the workload and requires more skills.
Once these projects have been completed successfully, you can start to branch out into other areas. Look for a coder with decent skills, who can make minor adjustments or additions to the code. Look for a prop modeler and a skinner if necessary. Mods this size are easier to manage and are completed more quickly and easily. My recommended development time for a simple mod is three or four months. Five max. If you exceed that time limit, you may have gone too far. With this very small team of five or six and a fairly simple concept, you have a larger chance of completing the project successfully.
Once this mod has been completed successfully, it's now time to think big. My word of advice is not to start a new complex mod, but join an existing one. The last thing we need is a new mod, which might have the same concept as another one, or one that just isn't very appealing. When joining complex mods, create a portfolio of your past work. Complex mods demand skill, and will only hire you if you meet the level of skill they require. Remember that once you join a complex mod, you have a lot of work ahead of you. They demand quality work, and that it be completed as fast as possible. Mods of such caliber take a much longer time to develop. It can take up to two years depending on the quality of the mod.
So, if you're new to the modding world and are thinking of taking a stab at it, please put these facts into consideration. Experienced modders can also learn from this advice.
Puppet


