![]() Neither SupCom nor the C&C can offer that.Īdditionally, Blizzard RTS are dominant in their sector for story and mp balance reasons, not for visuals. Today, the effort to create the visual side is 3 - 5 times as high but the development time is commonly even shorter, so the staff size required is several times larger.Īs for the visuals: yes I've seen them and the visuals look much better than what most other RTS games currently offer, especially it is very consistent and smooth. The texture resolutions where <= 1024x1024 How is it resolution dependent: 1024x768 age games didn't have normal maps, specular maps, displacement maps nor anything. Just because someone doesn't want to spend their money on someone else's efforts doesn't mean that the game/mod/content isn't worth money. However, there will always be distribution for free, just like software. So good, they'd be worth a dollar or two). Why have a few level designers when you could have hundreds? (Yes, most will be terrible, but some will be good. Players who bought the 'game' for $25-$30 can now justify spending $15 on player generated content. Players who want to create their own content for sale can now earn some money from their efforts. The studio has to put less time in to the game, so the overall price is reduced. If content is being developed by the players, then the actual work done by the studio is less. I think it could actually lead to something more beneficial (for all). I don't think this trend is doing harm to the industry. Whether or not people buy your products will depend on their quality and the audience demand. Some people release free iPhone games, while other people charge. There will be plenty of people who develop mods and distribute them for free. I'm not saying that every hour put in to any mod needs to be charged for. Mods are nothing but another branch of Indie development. Well, now they can get paid for them and most of the campaign creators (for a lot of games) deserve to be paid for the amount of work they put into creating new worlds and stories for players.Įither way, if anyone feels like pirating anything, even a crappy mod that doesn't deserve to be making any money, well, you probably then pirate AAA and Indie games out there as well. These are almost always new campaigns created by modders, basically expansions but free. On the other hand, TC's or Total Conversions, or even mods which pretty much come close to TC (even though they will be mods) will sell the most online. No one in their right mind will pay for such thing, no matter how many billions of hours were spent on making minor changes. actually, they are always a bunch of modifications, minor changes using existing or some random "free" new content created by community members themselves. I think people are confusing "mods", which are usually. Creative effort is creative effort, and should be appropriately rewarded. You wouldn't tell a graphic artist that his model/texture should be 'free' because it's not a 'full game'. Here is Blizzard, offering modders to do likewise. We're developers using the Unity engine, which allows individuals or small teams to put out fully polished games. In closing, I just think it's silly that people are getting touchy here. The entire Tower defense genre? mod from Warcraft III. How many people have said, "Unity can make a web version of Counter Strike!" That's a mod. ![]() Today's most popular games were actually mods. Pirating creative works is pirating creative works. You're getting a full game for the full price, and a system to get endless content, most of which will be worthless, but some will be excellent. You paid for a game, but now someone had put many hours into more content for you to play. ![]() To be honest, both are collaborative creative efforts and if they are of appropriate quality, deserve compensation. There are a great many mods which far better than iPhone games which cost something. ![]() Just because it's a mod doesn't mean it isn't worth the price people are asking.
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