» Wed Mar 30, 2011 6:08 am
Quick note - someone was talking about PC becoming a niche platform, for MMO subscription gamers only. :shrug: Maybe. You're ignoring a couple factors. Elements of the MMO industry are moving towards a no-subscription model; witness Guild Wars, which has always been subscriptionless, and has done so well that it's developing a much more ambitious sequel; witness LOTR online, which transitioned from subscription to subscriptionless play. That makes the funding model you posited a moot point, and yet Guild Wars remains PC-only. Another important factor is indie game developers. The PC is an easier platform for them to break into, generally. They may not constitute the bulk of the market share, but they are, and will always be, important. Indie artists everywhere are important because they are the ambitious and creative people who pursue their own vision and succeed, which makes them an awesome force for change. And finally, I'm obligated to own a PC for other reasons (student in a technical field), and there is no reason for me to seek out and buy another platform on my modest pay; that makes me a PC gamer by default. I'm not the only one - my younger sibs literally could not complete their homework without a PC, but there's not much extra money in the budget for them to also own a modern console. There must be others like us, who own PCs for practical reasons and don't want to shell out for other platforms.
Anyways. I don't play console games, and don't care about them as such, but mods on the console would be good for Skyrim's sales, for gamesas, and possibly even for the modding community and the PC crowd. So, let's discuss.
Obviously some mods, like those that involve high-res textures and complex models, or a incredibly complex scenes, would be incompatible with consoles. That's fine; that leaves several genres of mods completely (or potentially) untouched. Rebalancing mods like Tamriel Immersion Experience may use no new assets, and yet construct a very different play experience, and provide a great deal of enjoyment to players. In technical terms, mods like this should be entirely compatible with console gaming. Similarly there are a lot of quest mods that use few or no new resources, and keep a very light footprint in terms of what new objects they place in existing cells. These, again, would not push the technical limitations of consoles. Does anyone know if there are specific reasons new resources can't be ported to consoles, new meshes/voice files/what have you, so long as they stay within some modest budget?
I may be wrong, but it seems to me like the primary technical limitations of consoles are mostly things that can be determined straightforwardly: only so many polygons, only so many actors, only so many pixels, things like that. These are things that an automated script might be able to check. If someone knows otherwise, by all means speak up.
And about distribution. This is a very imperfect solution, but it could provide a nice little ecology in which a limited number of high-quality mods made it to players and everyone was happy. (1) Mods are made for PC. The community sorts them, as the community does, nominating "mod of the month" etc. on various distribution websites (TESNexus, TESPlanet). (2) gamesas devs play some of these "best" mods. They chuck the ones that just add a suit of armor or involve lots of "advlt" content, the former b/c small mods are not worth the trouble and the latter b/c controversial mods are not worth the trouble. They try to weed out mods with major technical problems, hardware requirements, or external dependencies. (3) They pick out some mods they want to port, and contact the authors for permission. Technically I think they already have permission (how closely did you read your EULA?), but I'm sure they'd want to cover their proverbial tracks. They may, potentially, offer the authors some minor-ish financial compensation and/or and internship at gamesas. (4) The devs take the mod and polish it a bit, possibly with the original author's help. They make sure that it is bug-free and conforms to all the technical limitations of the consoles. (5) They sell said mod on the marketplace, possibly for less than a normal DLC. It has a big, yellow sticker next to it saying that it is "user-made" content and "may not be of the same quality as the published game", that sort of nonsense.
If the solution above works out, the modder ends up happy (recognition + money + opportunity), gamesas ends up happy (money, interesting content for the game, possible headhunting opportunities), and the consoles end up happy (there's money for them too, and it's not wild, ungroomed user content that hasn't had its shots).
Are there any other limitations I don't know about?