The quixotic team trying to build a world in a 20-year-old game
arstechnica.com
arstechnica.com
It's unfortunate that modding support is relatively rare among game developers. Blizzard used to do quite well in this regard, in their W3 era. And tools they packaged with SC2 weren't bad either. But nothing since then.
Obviously there is Valve, that goes without saying.
Recently, CD Project did make some moves in that direction, but nothing close to what Valve is offering.
And of course, I wonder how many programmers today owe their jobs to Minecraft modding - Java modding is amazingly well supported, even if not always directly by Microsoft/Mojang.
1.7.10 for life!
For myself it started with Jedi Knight, and then eventually mods on the Source engine (CS:S / HL2). To me it’s a good way to get people excited about the possibilities of programming at a fairly young age.
And same. Me personally, I learned Java to mod Minecraft. That's how I got into programming. Overall, I'd say modding is still in pretty good shape.
The relationship of kids making stuff (the vast majority with little to no compensation) for a private, for-profit company is incredibly direct. That’s why it leaves a sour taste for many of us.
(Same deal with DotA and Warcraft, in the Blizzardverse.)
It all comes down to two things, player interest and the range of expertise/amount of work and coordination required for your mod to fit the base game. For example STALKER SoC has a lot more story mods than, say, Skyrim, because SoC is pretty janky: it has few animations and voiceovers are reserved to key plot moments, so it doesn't take much to match the quality.
It's incredibly fun. I'm pricklypears2 if anyone wants to play together. And if the devs read this, please add Mimikyu somehow I beg you <3
(And yes, I've played TR quite a bit!)
The Nameless Mod was a great game yo play too, with tons of details to explore.