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Why do all think the Space Siege is 'modable' again?
...eh, have i overseen something maybe!?

I could imagine SS is modable/mapable if there would be any evident commercial benefit for GPG - otherwise most financial officiers never would give them credits for the additional work that has been done (game programming interfaces, modding/mapping tools, documentation, ...).

So if GPG would look back on DS1 and DS2 would they consider modability* as a good/rewarding thing?
(*: modability in the concrete manner as GPG themself were able/willed to established it)

Of course for DS1 there was a remarkable contribution by mods and maps (against all SE1 difficulties), however soon this modability wasted online gaming making that game feature rather useles/annoying or just turned it into a playground for wanna-be-hackers (what GPG without much doubt don't want).

And for DS2 - do you think (in commercial scope) it was worth wrting the SU2 or to provide the toolkit?
On one hand there are only a couple of creative mods and only a few maps (almost) nobody is using resp. nobody talks about signalizing GPG that modability is really appreciated by the gamers.
On the other hand only cheats get a high attractivity because everybody of the most likely younger players want to swank due to rather primitve resons. Well perhaps it could be really lucrative for GPG to make a game mainly serving those interest only, but the more you set the priority in that direction, the more you will loose regular players and maybe business reputation too.

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If the game is intended to be modable i really hope GPG will set up a good strategy to concentrate the custom/public creativity - or it becomes chaotic or rahter insignificant again.
Perhaps they will just allow 'space mapping' as simple work-around for this serious issue...