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Interview with Garry on Shacknews

  • FrieChamp
  • July 25, 2007 at 10:05 AM
  • JAL
    • July 26, 2007 at 7:42 PM
    • #101

    -fun

    -easy learning curve

    -some deep and well thought out content

    Please point me to a HL2 mod that has all of the above.

    To be successful you have to look at the game not from

    a hardcore gamergeek perspective, but from a person who plays for fun

    and shit giggles. And even after that you still can't be sure you have

    a winner on your hands.

  • R_Yell
    • July 26, 2007 at 7:59 PM
    • #102
    Quote

    -fun-easy learning curve

    -some deep and well thought out content

    Please point me to a HL2 mod that has all of the above.

    Mine FTW Hehe, we'll see when time comes.

    Quote

    I know they've normally got a handful more than we tend to with The Ship.

    Oh I love the ship, spent my money on it and feel really sorry for its fate. I think you killed it when DM modes where released, now is hard to find a game with the main game mode because remaining players go for DM. On the other side, probably it's the most original and fun DM I know.

  • Warby
    • July 26, 2007 at 8:38 PM
    • #103

    [statement] dystopia is the best thridparty hl2 mod out there right now[/end of statement]

  • FMPONE
    • July 26, 2007 at 8:39 PM
    • #104

    Its deffinitely underrated, I think had their graphics been more showy the mod would have been a much greater success. They aren't even that bad though, which is why its kind of surreal its gone under the radar so much with players.

  • Ginger Lord
    • July 26, 2007 at 8:45 PM
    • #105

    It may have been me just missing something obvious but Dystopia just seemed to confusing and complex for me, all this cyberspace jacking stuff and plugins.

  • FMPONE
    • July 26, 2007 at 8:50 PM
    • #106

    It was a mega anticipated event for me (first big real mod release for Source) and I probably spent alot more time than most people learning it, so maybe its just that the learning curve was a bit much.

    It was worth it though, sweet stuff

  • MrBaracuda
    • July 26, 2007 at 9:14 PM
    • #107

    hrrm FMPONE confuses me again; didn't you say it's an utterly failure some pages back?

  • Thrik
    • July 26, 2007 at 9:20 PM
    • #108

    He quite obviously meant in the sense of how well it penetrated the HL2 player base (read: not very, apart from an initial buzz).

  • twiz
    • July 26, 2007 at 10:01 PM
    • #109
    Quote from Thrik

    He quite obviously meant in the sense of how well it penetrated the HL2 player base (read: not very, apart from an initial buzz).

    Yeah, he didn't say he personally didn't like the mod, he said its popularity with the general public is... hmm not so good.

  • MrBaracuda
    • July 26, 2007 at 10:45 PM
    • #110

    thought as much but I couldn't recall him being specific so it was a little weird to read that now

  • Sentura
    • July 26, 2007 at 11:06 PM
    • #111

    completely off topic now,

    to steppenwolf: just returning the favor

  • Bluestrike
    • July 26, 2007 at 11:13 PM
    • #112

    Some weird measurements of fail/succes.

    I really doubt the time you work on a mod has that big of a influence on its succes, neither does the looks (but these do help get media attention tough)

    I also agree that times have changed since HL1 mods, and that players have higher expections what modders have to consider to get their mod of the ground.

    But if you ask me the key to a succesfull mod is what it brings to the player: The gameplay.

    About HL2ctf:

    There are dozens of ctf mods and games, yes I supose that translates into a bigger audience, but it also means there is alot more competition.

    The only new thing it brought was physics,

    other then that it might attract players form the HL2 scene.

    The mod didn;t do that bad, and I would not call it a failure.

    But if people want to call HL2ctf a failure, then its mainly because the developers just quit on it, considering it done.

    About Insects Infestation:

    Another important issue for the succes of mods is its user friendlyness, I always tought Insects Infestation looked great and unique, and if they had asked me to map for them I would probebly have said yes if I wasn't busy with my own stuff and Insurgency.

    But when I played it , hosted my own game to learn the maps and started not knowing what to do in a room I could not get out of, i exited, and never tried again. And thats how it goes with alot of players.

    Yeah I know Insurgency also suffers a bit from that same problem (player getting no objective and no maps to figure anything out)

    And while I'm talking about Insects Infestation, I think it also was a bit unlucky in media attention.

    Now what make succesful mods?

    CS was the first game of its kind, I think the same holds true for DOD and you can place G-mod right in that same list.

    Games like Insurgency, Fortress Forever and Black Mesa on the other hand don't bring any groundbreaking new changes, and besides the great looks, they draw players mainly on pulic interest (Insurgency) and the audience of the game they are modding on (FF/BMS).

    I haven't played Natural Selection so I can't place that one :P

    As a insurgency mapper, what do I think/expect?

    If we have 1k players after a year I think we did pretty well.

    And I think we will have to work to get to that ...

    (and then we still have alot more then most retail games)

  • FMPONE
    • July 26, 2007 at 11:29 PM
    • #113
    Quote from Bluestrike

    (and then we still have alot more then most retail games)

    Thats an interesting point, almost all of these games have more players than retail FPS games multiplayer mode (with the exception of a few)

  • R_Yell
    • July 27, 2007 at 12:15 AM
    • #114
    Quote

    Another important issue for the succes of mods is its user friendlyness

    Completely agreed on that, that issue alone can kill a mod in extreme cases. Empires mod suffered a lot from general noobiness, that mod has a lot of peculiarities, one of them is the commander vehicle (a team loses when it gets destroyed). Now imagine new players, with no idea about the game, looking at that vehicle, getting inside it, and driving to the other base... Silly? Yes, a lot, but it happened many times.

  • Erratic
    • July 27, 2007 at 12:23 AM
    • #115
    Quote from FMPONE

    Thats an interesting point, almost all of these games have more players than retail FPS games multiplayer mode (with the exception of a few)

    Being free for one of the most (if not the most) popular PC game is the primary reason.

  • e-freak
    • July 27, 2007 at 12:57 AM
    • #116

    allthough I love Steam as a tool I think it is the reason why so many mods die nowadays. The "Userfriendliness" argument hits the nail - players expect Patches to deliver themselves. Look at the times we played Half-Life in the WON and you had to download every patch yourself (or even got it from a gaming magazine once a month) - the willingness to patch a mod back then was bigger because people were used to fiddle around with version numbers and download hotpatches every here and there. But get used to Battle.net or Steam and then try to convince yourself to visit the modpage of all the mods you have regularly. I think the popularity and support and community-strength of the mods would be rising if they would give steam-access to the mod-teams or release custom-map-patches over battle.net.

  • FMPONE
    • July 27, 2007 at 12:58 AM
    • #117
    Quote from e-freak

    allthough I love Steam as a tool I think it is the reason why so many mods die nowadays. The "Userfriendliness" argument hits the nail - players expect Patches to deliver themselves. Look at the times we played Half-Life in the WON and you had to download every patch yourself (or even got it from a gaming magazine once a month) - the willingness to patch a mod back then was bigger because people were used to fiddle around with version numbers and download hotpatches every here and there. But get used to Battle.net or Steam and then try to convince yourself to visit the modpage of all the mods you have regularly. I think the popularity and support and community-strength of the mods would be rising if they would give steam-access to the mod-teams or release custom-map-patches over battle.net.

    Yes I think you're right on the money.

    Steam needs to figure out a way to securely deliver patches

  • Zeta
    • July 27, 2007 at 2:42 AM
    • #118

    auto patches would be pretty awesome

  • Thrik
    • July 27, 2007 at 9:17 AM
    • #119

    Although with the above point made, it's worth bearing in mind that most non-Steam games these days require separately downloaded patches. At best, they have some kind of news area on the main menu which lets everyone clearly know there's a new patch by hooking into a web server.

    This is something I'd imagine any HL2 mod, including Insurgency, would benefit from.

    The process of downloading patches is far from something players aren't used to. It's just generally better communicated to them in the games themselves nowadays rather than relying on people reading about them in magazines or on sites.

  • Psy
    • July 27, 2007 at 10:46 AM
    • #120

    So people today are too lazy to download a patch?

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