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View Full Version : Modding as the ultimate publicity machine


cliffski
04-24-2005, 11:15 AM
My latest game (Democracy (http://www.democracygame.com) ) has only been on sale a week, and not only have sales been spectacular, but people have already started modding it to add extra levels. To put it mildly, I'm very very happy. I haven't done anything especially out of the ordinary to encourage modding, just made all the information available on how to do it, and replied to a few threads in my forum, but its started already!
Check out the forum posts (http://www.positech.co.uk/forums)
This is evidence, if any were needed that its worth that extra 10% effort to make your game moddable and expandable. Will Wright is correct, the future is encouraging your players to add their own content :D

ggambett
04-24-2005, 12:04 PM
Congratulations! Always good to see a fellow indie happy :)

I tried Democracy but isn't my type of game, honestly. I did have a couple of minor technical issues, but I'll post them in the feedback thread.

svero
04-24-2005, 06:42 PM
I agree that encouraging modding and level editing can be a huge boon to a game. I've really dropped the ball on that sort of thing.. something which I hope to rectify with the next title. Course I also believe certain games lend themselves more to modding than others.

adamw
04-24-2005, 07:09 PM
I just want to add that making a game that is *focused* on modding can be a bad thing too. You need first and foremost real content in the game. It's been shown (and I've experienced) that by and large most of your customers will not be interested in modifying what they buy. But it does seem to be true that your most vocal and loyal fans will be those who mod. And it can keep your game alive and interesting for those who buy later.

Like all things, a balance is needed.

Spaceman Spiff
04-24-2005, 07:24 PM
How does this work with demo or unregistered versions? I'm assuming either the ability to make mods/scenarios/levels/etc or to play them is reserved for the registered or purchased verson.

DangerCode
04-24-2005, 07:57 PM
My latest game (Democracy (http://www.democracygame.com) ) has only been on sale a week, and not only have sales been spectacular ...

Hold on right there...

Congrats.

Sillysoft
04-24-2005, 10:14 PM
Congrats on your launch cliffski.

Modding is great, it's like an army of little worker bees producing content for you. Make it easy for them to create new stuff and give them some recognition when they make something cool and your worker bees will multiply :D

Fry Crayola
04-25-2005, 02:02 AM
Congrats, Cliffski.

Football management games have a history of user-created content. It's likely my game will ship with only the bare minimum of "real" players (in other words players based on their real life counterparts) - covering the major leagues. The editor is there for folk to work on the sides that currently use fake players if it takes their fancy.

Jack Norton
04-25-2005, 04:07 AM
Yes, modding/editing is cool, expecially for certain type of games.
In latest update of my game The Goalkeeper (http://www.winterwolves.com/thegoalkeeper.htm), I've introduced csv importing. Not a real editor for now, but if someone knows how to import csv files into Openoffice or MS Excel, he can edit very quickly tons of players... :cool:

Jim Buck
04-25-2005, 01:19 PM
How does this work with demo or unregistered versions? I'm assuming either the ability to make mods/scenarios/levels/etc or to play them is reserved for the registered or purchased verson.

To add to this question - are you seeing direct sales as a result of this allowing of modding? Do you have a place for putting modded data (like Reflexive does with Ricochet levels)?

terin
04-26-2005, 07:26 AM
I blame my press release entirely for his success... oh yeah, and it being an awesome game probably helped too :-)

Congrats Cliff, I agree whole heartedly with the moddability aspect.

-Joe

Richard
04-26-2005, 04:12 PM
Congrats as well, and yes I couldn't agree more. One specific example I can site is the Space Empires series from Malfador. Not only has the moddability of the game itself lead to new content development but the modders themselves have attracted and maintained a perpetual community because of the new content. The Steel Panthers series has done the same thing through the various add-on scenarios and commercial and non commercial variants. Who would think a game that is 10 years old still has some form of community to sell to in some form or fashion.

I also agree with Adam, modding for modding sake can be dangerous if there is no compelling original content. I loved the Runesword series, but as their former publisher, I know that definitely hurt the game when it came to reviews and with customers. But from what I have seen of the Delvers project so far, it looks to be an exciting upcoming product.

One of these days I am going to get around to designing my own game, which is always something on my project list, and modding will be one of the focuses of the game from day 1.