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#1 |
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Mod N Mod: Mod Conceptualization
Mod N Mod continue their articles on Mod creation (of course). This time the focus is on determining what kind of mod to create. Here's a bit from the article to kick things off:
Obviously one of the first thing any group of prospective modders needs is a concept. You can go either of two ways with this; 'tried and tested', or 'new and original'. Tried and tested concepts are things like WW2 settings, or modern counter terrorism mods, always guaranteed to pull in the punters. New and original ideas, such as 'Air Buccaneers' are risky, but potentially much more rewarding if they do take off. (No pun intended) |
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#2 |
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If, after much careful deliberation, you choose a counter terrorism mod, deliberate some more.
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#3 |
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IMHO the key to a good mod isn't whether or not it is a port, clone or something original.
The most important thing is that there is something that is unique that can be promoted or else there'd be no sense in playing the same thing again. They also forgot to mention the dangers of clones : people will expect the exact same undocumented features (or 'bugs that "enhance" gameplay' as the fanboys might name them) as the original. |
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