what makes a good mod?
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what makes a good mod?
so, for a project on video games i am doing at school i have decided to explore video game modifications and while i do know what makes a good mod myself the project requires that i must use a variety of sources so i ask you what makes a good video game mod?
i posted here as this is mostly relating to minecraft and of course better than wolves (imo the best mod around) but opinions relating to other games and just mods in general would be greatly appreciated.
the end product for this will be a mod (likely a BTW addon) so any ideas for that would also be greatly appreciated, my modding skills are ok and but not spectacular and i don't want to make new blocks so quite basic ideas just adding some cool items is what i'm looking for
i posted here as this is mostly relating to minecraft and of course better than wolves (imo the best mod around) but opinions relating to other games and just mods in general would be greatly appreciated.
the end product for this will be a mod (likely a BTW addon) so any ideas for that would also be greatly appreciated, my modding skills are ok and but not spectacular and i don't want to make new blocks so quite basic ideas just adding some cool items is what i'm looking for
- walker_boh_65
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Re: what makes a good mod?
I think that thing that makes a really good mod is not taking away from the feeling of the original game.
- HavokSCOUT
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Re: what makes a good mod?
An opinion of a mod depends on what you want from it. Some people swear by Equivalent Exchange, and others think it is so overpowered that it makes diamond armor look like leather armor. One thing every good mod has, however, is pacing. Taking Minecraft as an example, if you hand the player everything on a silver platter, such as Creative mode, it gets boring quickly. By making the player work for the items and blocks, you get them more involved and immersed in the gameplay.
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Re: what makes a good mod?
The thing that makes a good mod? That's easy! It's Flowerchild. What do I win?
Re: what makes a good mod?
Well, that really depends on what kind of mod you're talking about. There are technical mods (like Optifine, GUI mods for Skyrim and DF, and...Texture packs?) which are different, but if you are writing about "addition" mods, or "content" mods, I think the main things are:
-Keeps the "feeling" or the original game, or at least builds something upon the basis (Like the Aether, or ThaumCraft)
-Does not purely change a few variables, or add a cheat code/OP item
-Has a backstory, an explanation, a "theme" and/or a tech tree/advancement. Without them it's just a fun little block or weapon, or a random bunch of items that share nothing except maybe the fact they're all overpowered.
-Keeps the "feeling" or the original game, or at least builds something upon the basis (Like the Aether, or ThaumCraft)
-Does not purely change a few variables, or add a cheat code/OP item
-Has a backstory, an explanation, a "theme" and/or a tech tree/advancement. Without them it's just a fun little block or weapon, or a random bunch of items that share nothing except maybe the fact they're all overpowered.
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Re: what makes a good mod?
yeah i was talking about content addition mods,Itamarcu wrote:Well, that really depends on what kind of mod you're talking about. There are technical mods (like Optifine, GUI mods for Skyrim and DF, and...Texture packs?) which are different, but if you are writing about "addition" mods, or "content" mods, I think the main things are:
thanks for the responses guys, any ideas for a simple BTW add-on relating to the things you said
yes but sadly i am not Flowerchild and so i must consider other factors :)Sarudak wrote:The thing that makes a good mod? That's easy! It's Flowerchild. What do I win?
- morvelaira
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Re: what makes a good mod?
I think it would be very helpful if you narrow down exactly what you're looking for from us. Asking a broad question like, "what makes a good mod" seems to be looking for a broad, theoretical statement in response. On the other hand, you're looking for specific ideas for a mod for you to make.
Which is it? Both? Are you aiming to make a mod, or just concerned with the philisophical question?
(Just asking all this for clarity's sake.)
Which is it? Both? Are you aiming to make a mod, or just concerned with the philisophical question?
(Just asking all this for clarity's sake.)
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Re: what makes a good mod?
I'd say that most good mods are the ones that adresses issues the game has. Optifine adresses performance issues, BTW adresses the technical aspect, some DF and Skyrim mods are trying to make the UI better, and so on. I'd say a good mod adresses some problem(s) the game has.
A "bad" mod is something that does something "just because", without really any reasoning behind, or problem to cover.
A "bad" mod is something that does something "just because", without really any reasoning behind, or problem to cover.
Re: what makes a good mod?
Well, there is one mod I've always wanted to make, although it's not a "content" mod. My idea was something which automatically sorts out the items in the crafting grid when you place them, so that, for instance, if you place 2 wood and a rope it will automatically be in the shape of an axle, yet if you remove the rope it will become a stick. Something like that.deathzaplin wrote:any ideas for a simple BTW add-on?
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Re: what makes a good mod?
Hmmm... what makes a good mod...? Same thing as what makes a good movie... Explosions and boobs!
Of course i'm joking... sort of... but honestly, I'd have to agree with some of the previous comments that a good mod should add to the game without taking away from the original feel of it.
Of course i'm joking... sort of... but honestly, I'd have to agree with some of the previous comments that a good mod should add to the game without taking away from the original feel of it.
The spice must flow...
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Re: what makes a good mod?
I know what makes a bad mod.
"Pupulism" :)
"Pupulism" :)
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- FlowerChild
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Re: what makes a good mod?
Actually, that is a good one, it just needs to be phrased as the inverse: "Strong and Consistent Design Vision".Itamarcu wrote:I know what makes a bad mod.
"Pupulism" :)
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Re: what makes a good mod?
what about a mod that added simple variations on the normal minecraft mobs, it would still fit the feel of the mod as well as adding additional challenge my only problem with this would be that Flowerchild seems to be going to add more mobs for greater challenge but as i am not concerned with this as a long term project i don't think it will matter too much, anyone have ideas relating to simple variation on mobs, e.g fire archer skeletons
- morvelaira
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Re: what makes a good mod?
A skeleton that shot fire arrows like the enchant a player can have would be a simple variation in terms of design. No idea if it would be simple to program.
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Re: what makes a good mod?
it was both i am asking, the project requires a question to guide it in this case "what makes a good mod?" and for the project outcome i was planning to create a mod that took into account the answers to this philosophical questionmorvelaira wrote:I think it would be very helpful if you narrow down exactly what you're looking for from us. Asking a broad question like, "what makes a good mod" seems to be looking for a broad, theoretical statement in response. On the other hand, you're looking for specific ideas for a mod for you to make.
Which is it? Both? Are you aiming to make a mod, or just concerned with the philisophical question?
(Just asking all this for clarity's sake.)
- FlowerChild
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Re: what makes a good mod?
Well, if making a mod is part of this, I'd ask you to make the decision as to whether it will be an add-on for BTW or not right now.deathzaplin wrote: it was both i am asking, the project requires a question to guide it in this case "what makes a good mod?" and for the project outcome i was planning to create a mod that took into account the answers to this philosophical question
If not, then please take this discussion over to MCF instead.
Sorry man, I realize this is for an academic project here, but I've set a precedent with regards to this kind of thing, and as a result, need to apply this rule consistently.
- morvelaira
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Re: what makes a good mod?
Okay - two part answer then. :)
Firstly, if you want to know what makes a good mod, then you have to think about what a mod is. A mod is really just a modification to a game or other program. As such, to make a good mod, you really need to think about the things needed to make a good game. Now take that internal list and apply it to the game you want to modify. Does it meet these criteria in your opinion? Where is it lacking? If you can find a place where it falls short, then that is a good point to focus on with your mod.
TL;DR - a good mod is one that truly makes the game it is attached to better.
Secondly, it's relatively easy to apply this above method to BTW. Minecraft is a game with a lot of shortfalls, and FlowerChild being the professional he is has really done a lot with BTW to fill those shortcomings - to the point that BTW is /almost/ it's own game, and making it applicable to the process. If you want to think the entire process out, I'd love to see your results from the brain exercise. If you just want a programming project, though, pick something that will be simple but challenging for your skill level. :)
Edit: And as FlowerChild has said above, taking into consideration the wishes of the makers of the game you are modifying is important as well. ;)
Firstly, if you want to know what makes a good mod, then you have to think about what a mod is. A mod is really just a modification to a game or other program. As such, to make a good mod, you really need to think about the things needed to make a good game. Now take that internal list and apply it to the game you want to modify. Does it meet these criteria in your opinion? Where is it lacking? If you can find a place where it falls short, then that is a good point to focus on with your mod.
TL;DR - a good mod is one that truly makes the game it is attached to better.
Secondly, it's relatively easy to apply this above method to BTW. Minecraft is a game with a lot of shortfalls, and FlowerChild being the professional he is has really done a lot with BTW to fill those shortcomings - to the point that BTW is /almost/ it's own game, and making it applicable to the process. If you want to think the entire process out, I'd love to see your results from the brain exercise. If you just want a programming project, though, pick something that will be simple but challenging for your skill level. :)
Edit: And as FlowerChild has said above, taking into consideration the wishes of the makers of the game you are modifying is important as well. ;)
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- RaustBlackDragon
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Re: what makes a good mod?
A lot has been said about what makes a good mod, but a large part of what makes a good mod is a good modder.
There are a few qualities that I respect in other modders, and I thought I'd share a few of them:
*A respect for balance and a healthy appetite for challenge, as well as an eye for avoiding rendering existing vanilla elements TOTALLY obsolete.
*Identifying the demographic (tech savvy, RPG buff, shoot-em-up fan, wolfaboo) that this mod is meant for, and being a member of that demographic. Always be the type of person who would regularly play the mods you make.
*Being generally efficient with one's base class edits, making sure that there are no other options before proceeding in editing them, and going big with the changes they make. Can you do cool things without editing base classes? Awesome. Can you do AMAZING things WITH editing base classes? Again, awesome. Always ask yourself: "was it worth it?" and be sure the answer is "hell yes!"
*Being polite and non-competitive, never relishing when people drop another mod for yours, and offering help when you can. It should never be your goal to lure people away from similar mods.
Those are a few of the key qualities I respect most in other modders, just thought I'd share them :)
There are a few qualities that I respect in other modders, and I thought I'd share a few of them:
*A respect for balance and a healthy appetite for challenge, as well as an eye for avoiding rendering existing vanilla elements TOTALLY obsolete.
*Identifying the demographic (tech savvy, RPG buff, shoot-em-up fan, wolfaboo) that this mod is meant for, and being a member of that demographic. Always be the type of person who would regularly play the mods you make.
*Being generally efficient with one's base class edits, making sure that there are no other options before proceeding in editing them, and going big with the changes they make. Can you do cool things without editing base classes? Awesome. Can you do AMAZING things WITH editing base classes? Again, awesome. Always ask yourself: "was it worth it?" and be sure the answer is "hell yes!"
*Being polite and non-competitive, never relishing when people drop another mod for yours, and offering help when you can. It should never be your goal to lure people away from similar mods.
Those are a few of the key qualities I respect most in other modders, just thought I'd share them :)
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Re: what makes a good mod?
ok i respect that and as i have gathered the advice from you guys i will get to work on the project and post here or on MCF when i have completed itFlowerChild wrote:Well, if making a mod is part of this, I'd ask you to make the decision as to whether it will be an add-on for BTW or not right now.deathzaplin wrote: it was both i am asking, the project requires a question to guide it in this case "what makes a good mod?" and for the project outcome i was planning to create a mod that took into account the answers to this philosophical question
If not, then please take this discussion over to MCF instead.
Sorry man, I realize this is for an academic project here, but I've set a precedent with regards to this kind of thing, and as a result, need to apply this rule consistently.
thanks to everyone for the advice