It was less than 2 weeks ago that I went into the Interlopers Steam chat room for a discussion about the state of the modding community. Quite frankly I'm appalled at what it has become. Between early 2009 and late 2010 I have been distracted with other commitments so I've had to put my interest in modding to one side. When I left for the period, I saw that the community was indeed changing. There was less ambition except for on projects that had already been around for a while, most notably Black Mesa Source, but I'll come back to that in a second. Whiles it was clear a significant portion of the modifications being uploaded to ModDB were hopeless, derivative, short sighted rubbish from the start, there were still some interesting gems that shone through. Now when I visit that site, I don't see anything of interest.
Black Mesa Source is something I am greatly looking forward to and I don't think I'm alone in saying that. Half Life is a classic game and I can't wait for this graphical enhancement. However, that's really all this is. (I'd be complaining if they were saying they were remaking it and changing the formula around, but I digress.) What happened to the era when modders were responsible for taking the risks and developing the ideas that weren't being made in the commercial sector. I understand it is easier to copy an existing idea rather than create a whole new one and that most of the time a genuinely new and interesting gameplay mechanic can be used to create an independant title that financially rewards the developer who put the effort in. However, this doesn't excuse the countless copies of existing games being shown on ModDB. To say that the quality bar on the site has fallen would be an understatement.
Now this isn't just a complaint about ModDB, don't get me wrong. They're providing a free service to host these mods and that's absolutely great as far as I'm concerned. However, I do feel they should take some responsibility to reduce the amount of garbage currently being promoted as even worth a second of our time. Also I feel as a community we need to be HARSHER on those who come forward in this manner. Yes, it's elitist and yes, we're going to make some people hate us but it is all for the greater good. We're saving us the hassle of yet another unfinished project to have to scroll past, the fool who's proposing it won't waste any more time on it and if anything we can set him on the right path. If they ignore the advice and continue to work on it than it's their loss, but atleast we can say we tried.
For the argument that copying is the easiest way to learn I can agree with that in some respects, but not on the scale that some of the examples in this thread have shown including one where (Not mentioning names here,) people have talked about making the game based on an original, commercial design document of which there was no final product; I agree that removing the neccesity to use ones imagination to produce an idea that can then be used to teach the technical aspects of it's creation is evidently practical. However, most tutorials will show the creation of something simple that will do so instead. After this point, it will simply be up to the developer to use their imagination and their technical knowledge and hopefully by this point they will be past the foolish stage of simply copying something else. Lastly on this argument, the idea that taking an existing property that the developer who is just starting out has a passion for and attempting to recreate some aspect of it or simply adding to it makes it easier to have the ambition and drive to learn, well I won't argue with that, infact I'll completely agree with it. I learnt to read from Thomas The Tank Engine books when I was young and yes, they were at the time of significantly more interest and as a result promoted me to keep reading. However, where as the reward aside from the ability to read was to also have read more about Thomas' adventures, the reward from learning to program, map and animate is to have learnt those things and if you're learning just to create something based on an existing property you'll quickly realise what a waste of time it is if this is really your only interest, as it appears to be for so many of these failed mod teams. Also, I read to learn to read by taking it one book at a time not by aiming to read every book and I feel this is another hurdle; instead of concentrating on honing their abilities to create they are more concerned with creating something for the sake of it on a massive scale.
I'll just quickly sum up with 2 points. Firstly, the absolutely pathetic idea that has been posted here that if any of these failed remakes were to suceed they would somehow damage the profits of the developers who created the originals. Aside from the fact that if any of these had suceeded because the games were so simple they could be reproduced just like that, maybe they were not worth commercialising in the first place. When mods are underway to recreating an original it is not something that happens quickly but can take years, by which point the original game can have fallen into obscurity. Having the rerelease in a free form is actually likely to create interest in the commercial product. Just look at Black Mesa Source again for the perfect example. I know people who only got Half Life because they couldn't wait for Black Mesa. (Yes I realise and completely agree that they are all fools for not having already played it. This has been made clear to them.) Second point, the creation of a site dedicated to hosting only quality mods seems rather pointless. A simple thread listing modifications of interest maybe pointing to some critical analysis and higher quality reviews is all that is needed. Alternatively, we could try to open talks with existing hosts to try and persuade them to cut down on the rubbish out there, but I wouldn't hold my breath on this one.
With all that out of my system and nobody willing to read it I'm off for coffee.
