Unnoficial DLCs

Post » Sun Aug 08, 2010 10:42 am

I assume QA stands for Questions and Answers?

By the time TES V is released (hopefully not soon I want quality not quantity) MS may have better aproaches to this kind of stuff.

At the very least they could choose a mod every six months or every year to become a DLC. That isn't unreasonable in any way, shape, form , or fashion (well 6 months may be a little to often for MS, I forget how lazy rich companies are) I WOULD pay for a console version of Midas Magic, but not for something like clothing...
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Sun Aug 08, 2010 2:47 pm

System A. The mods that are overall ranked highest for each month by the major websites such as TESNexus and Planetelderscrolls are the "best." These best cannot always be picked because of requirements, so mods with requirements would need to combine into one for the purpose of a DLC. The authors would work out an agreement for making it one file. Bethesda or a small group for this purpose in Bethesda will contact you if your mod meets requirements. The mod must be well playtested before Bethesda will consider a mod. They could perhaps make a DLC out of the top five files of a month. A file could still run for this in another month. Every year, Bethesda could choose ten mods (not already chosen) to put in as DLCs. They could also give their ranking of the top 10 DLC mods that year even if already chosen for prizes. They could also give out prizes for monthly mods: for 1st in a monthly mod $250, for second $150, third $100, and for fourth and fifth $50. For 1st in yearly $500, second $350, third $200, fourth $150, fifth $100, and the rest $50. For best overall of a year: $1000 for first, $500 for second, $250 for third, and $75 for the rest. People will want to make their mods better to win the prize...


And where exactly does the money for these prizes come from? From the sale of the DLC? Sony and MS would already be taking a cut (as you point out later), then Beth has to pay all the extra staff they'll have to lay on to handle all this extra work.

Plus if Beth starts giving out cash for mods, then you're going to get the position of modders selling their work to PC users and cutting Beth out of the picture.

System B. People upload their mods to a gamesas page to apply for consideration. You would need to fit certain requirements to be picked. Prizes would be the same.


And Bethesda pays for this new page and the bandwith thats going to be needed to handle all those mods that are going to be uploaded? Plus they'll have to pay for staff to consider everything thats uploaded. And regardless of content you're going to get a lot of 'Flak' mods getting uploaded too (ie: mods that somebody knocked out in a few minutes such as placing a powerful weapon next to the start location)

For those not chosen: secondary prizes: Free version of the months DLCs for top 25 participants. (console users in mind) Possibility of being hired. R-E-S-P-E-C-T. Possible other prizes.


Free version of the DLC? Since the prize is for making the mod, and making mods can only be done on the PC, and modder has to have the game to make the mods and mods are free on the PC anyway, thats not a good prize.



Bug testing etc. would be mostly up to the modder. If they want their mod as a DLC they should make their mod as good as possible. The modder would not be able to constantly make new versions. Perhaps an update every three months could be used. My idea tries to keep the strain on gamesas away, and leave it to the modders. They would need to be at at least version 1.0 to be considered (or a working version that is considered complete). For those never finished mods, they would be PC exclusive.


Wouldn't work. In order to put it up on the PSN or LIVE, MS and Sony will require to do the bug testing in house (ie: Beth Employees do it). This then brings you back to having to pay for staff and time and resopurces, etc.

As for those unfinished mods, some of the best mods are considered unfinished and constantly being updated. MMM, Better Cities, Open Cities, Unique Landscapes, Tamriel Rebuilt (Which you happily used as an example earlier), Midas Magic and DC Interiors (as examples) are all recieving regular or semi regular updates.



Most incompatibilities are obvious enough... Just make your mods elsewhere... If someone makes a new province, there will be tons of room, or if someone makes a portal to another worldspace, the same thing applies. If two really good mods are in the same place, perhaps the two modders can join together for a single mod for DLC purposes only.


Incompatibilities aren't just limited to location. But also scripts, NPCs being used, dialogue changes, even textures.



There would not be any higher res textures than a 360 or ps3 can handle, not all mods would have to be active at all times, you just get that missing plugin pop-up if on an old save-file. One of the requirements to be a DLC mod would be being able to work on both consoles, that means no outside source code or programs, unfortunately. Bethesda would have to make the game for the consoles with mods in mind... This doesn't mean they couldn't give you a full disk, It means there may be multiple disks, or something along the lines of that.


Again, some of the best mods use OBSE or FOSE. And what about load ordering? A third party tool is required to adjust that as some mods work better when loaded before or after other mods.



Where normally you have requirements and patches, people would have to combine a file into one file (authors fight it out) and a special DLC only version of both mods as one would be created.


Again, who's going to do that? Are modders really going to be interested in doing all that extra work? Plus whos going to test that it works?


Oblivion mods are very similar to Bethesda's official DLCs. If there is money involved, Sony and MS won't care as long as it is well tested and well made. You don't screw up a console game unless you install it onto your hard-drive or screw up your disk. It doesn't take long to install a game to hard-drive and all it does is make it run a little faster, so it wouldn't be gamebreaking. If the DLCs didn't install correctly... well that already happens, so there are ways of fixing it.


A bad mod install (User or modders fault, doesn't matter) can often result in having to do a complete reinstall. Thats how problamatic mod using can be.

Also, sorry if it seemed like I singled you out.


Not a problem. And it's clear you've though this out, but I don't think your considering just how problamtic getting mods to the console will be.


I assume QA stands for Questions and Answers?


Quality Assurance. (ie: Bug testing, making sure it works, it's playable, etc)
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sun Aug 08, 2010 10:13 pm

And where exactly does the money for these prizes come from? From the sale of the DLC? Sony and MS would already be taking a cut (as you point out later), then Beth has to pay all the extra staff they'll have to lay on to handle all this extra work.


They will probably be making a decent profit off of the DLCs... some of the Berhesda DLCs were not that great, but they made a bit of a profit.

Plus if Beth starts giving out cash for mods, then you're going to get the position of modders selling their work to PC users and cutting Beth out of the picture.


Why on earth would they do that? The mods would still be free on PC as an unnoficial mod.


And Bethesda pays for this new page and the bandwith thats going to be needed to handle all those mods that are going to be uploaded? Plus they'll have to pay for staff to consider everything thats uploaded. And regardless of content you're going to get a lot of 'Flak' mods getting uploaded too (ie: mods that somebody knocked out in a few minutes such as placing a powerful weapon next to the start location)


The Flak mods wouldn't make it... gamesas would choose their favorites, then test them. They would only need 3 or 4 staff on this.

Free version of the DLC? Since the prize is for making the mod, and making mods can only be done on the PC, and modder has to have the game to make the mods and mods are free on the PC anyway, thats not a good prize.


(Console users in mind)


Wouldn't work. In order to put it up on the PSN or LIVE, MS and Sony will require to do the bug testing in house (ie: Beth Employees do it). This then brings you back to having to pay for staff and time and resopurces, etc.


I did mention bug testing by Sony and MS. Bethesda would be able to pay them adequately and still make a small profit.

As for those unfinished mods, some of the best mods are considered unfinished and constantly being updated. MMM, Better Cities, Open Cities, Unique Landscapes, Tamriel Rebuilt (Which you happily used as an example earlier), Midas Magic and DC Interiors (as examples) are all recieving regular or semi regular updates.


MMM wouldn't work anyway because of scripts etc., Better Cities causes to many problems it would lag an xbox or ps3, Some Unique landscapes could not be used, I didn't mention Tamriel Rebuilt (Though I said something about new provinces), Midas Magic wouldn't work on 360, DC Interiors is a fallout mod, but it might actually work. When the author finishes a version, it usually leaves the released part semi-finished.

Incompatibilities aren't just limited to location. But also scripts, NPCs being used, dialogue changes, even textures.


If people use their own objects and don't edit the textures (which shouldn't be done on 360 anyway, it can't take higher-res stuff) and Bethesda hires someone to do dialogue every once in a while. (didn't think of that)

Again, some of the best mods use OBSE or FOSE. And what about load ordering? A third party tool is required to adjust that as some mods work better when loaded before or after other mods.


Hopefully Bethesda will include an in-game much better script extender with the future in mind. The same goes for load order, though I think load order on xbox 360 goes by a certain system.

Again, who's going to do that? Are modders really going to be interested in doing all that extra work? Plus whos going to test that it works?


A few modders might not mind putting in an extra 3 hours or so for editing, formatting, and testing. There are rewards... Money is pretty nice. The modders and their fans will test it, then Bethesda, Sony and MS will test it, if there are problems, it will be sent back to the modder and they can try again in a following month.

A bad mod install (User or modders fault, doesn't matter) can often result in having to do a complete reinstall. Thats how problamatic mod using can be.


On 360 and ps3 you would only need to reinstall the mod, because the game is on the disk.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Sun Aug 08, 2010 11:39 am

Personally, I'm a PC gamer. I, myself, don't see the problem with releasing mods to the console crowd. I mean, I know pretty much any modder would be more than happy to have thier mods released as unofficial DLC. I mean, it's not as if we get payed for releasing them for PC...

Though, I have to say: I play my games with an xbox pad. Oblivion's pad support is quite awful, but, I've played Morrowind with a console pad for years, and I've found it fine all this time. I use Xpadder, a free software, and Morrowind's clunkiness (I love it, I feel Oblivion is too... flexible) makes perfect for it. Just a tip for you.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Sun Aug 08, 2010 8:04 pm

Easier solution is for them to just support the Xbox 360 controller for Windows(USB versionMicrosft released for PCs, althought they can work on 360 as well) on the PC release on the next TES game. Bioshock, Gears of War and other games that were on 360 and PC did this, can't be too hard to achieve? :)
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Sun Aug 08, 2010 9:26 am

why can't they make it so we can mod our consoles without having to crack open the console (which voids the warranty)


That would mean incredibly simplifying the tools of the CS which would mean incredibly simplifying the game. Plus, scripting would take hours unless you had a keyboard connected to your controller.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sun Aug 08, 2010 4:45 pm

They will probably be making a decent profit off of the DLCs... some of the Berhesda DLCs were not that great, but they made a bit of a profit.


But is it going to be enough to cover the prizes, MS and Sony's cuts, Bethesda's own costs (Staff, resources, time, bandwith, site maintenence)? I doubt it,


Why on earth would they do that? The mods would still be free on PC as an unnoficial mod.


Because when somebody starts getting cash for something -even as a prize- then others will want to get a slice of the pie. There's already been problems before about sites charging for mods, Beth starts giving out cash prizes and charging for mods on the consoles and you're going to see it happen everywhere. Reguardless of the illegality of charging for mods.


The Flak mods wouldn't make it...


But they still have to be sorted though.

gamesas would choose their favorites, then test them. They would only need 3 or 4 staff on this.


Sorry, but I had to chuckle at this. I think you are massively underestimating the work that would be involved.

Look at Planet Elder Scrolls or Fallout3Nexus or any mod site for that matter, look at how many mods are uploaded DAILY They would need a lot more than just three or four people to sort them, As each individual mod would have to be downloaded, installed, looked at, checked, tested, then tested alongside other mods and then okayed.

Even if each mod took only an hour to get through, each staff member is likely to only get through five or six in a days shift. They'll need a lot of people to sort through everything thats gets put forwards.


(Console users in mind)


Except if its a prize for making a mod, and console users can't make mods, whats the purpose of having it as a prize.



I did mention bug testing by Sony and MS. Bethesda would be able to pay them adequately and still make a small profit.


See my first reply on this post.

MMM wouldn't work anyway because of scripts etc., Better Cities causes to many problems it would lag an xbox or ps3, Some Unique landscapes could not be used, I didn't mention Tamriel Rebuilt (Though I said something about new provinces), Midas Magic wouldn't work on 360, DC Interiors is a fallout mod, but it might actually work. When the author finishes a version, it usually leaves the released part semi-finished.


Yes, but these are some of the most popular mods and I used them as examples of mods that are constantly being improved.

Thing is though some of the best mods are also resource chewers and would give the consoles problems trying to run them, so if we disreguard those -as well as script heavy ones, ones with custom textures, etc- then all that will be left are the little fix mods, weapon/armour mods and cheat mods.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Sun Aug 08, 2010 8:38 pm

If people use their own objects and don't edit the textures (which shouldn't be done on 360 anyway, it can't take higher-res stuff) and Bethesda hires someone to do dialogue every once in a while. (didn't think of that)


So modders have to put more work in so somebody else can make a profit? And Bethesda has more expenses to deal with?

Hopefully Bethesda will include an in-game much better script extender with the future in mind. The same goes for load order, though I think load order on xbox 360 goes by a certain system.


An idea, but it wouldn't really work. Both FOSE and OBSE are constantly being updated to make use of new functions that are discovered. In theory, Beth would have to make the onboard script extender so open, with so many multiple features (On the off chance someone uses them) they could end up bugging it up.


A few modders might not mind putting in an extra 3 hours or so for editing, formatting, and testing. There are rewards... Money is pretty nice. The modders and their fans will test it, then Bethesda, Sony and MS will test it, if there are problems, it will be sent back to the modder and they can try again in a following month.


Asking modders to put a considerable amount of extra effort into something on the off chance they get a reward is a bit much to ask. You may want to actually get a modders opnion on this rather than speaking for them as it where.

On 360 and ps3 you would only need to reinstall the mod, because the game is on the disk.


Ture, but I was merely making a point on the pitfalls of mod using.
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Sun Aug 08, 2010 8:05 am

Grimblade I really don't think you realize just how long and intense a process like Quality Assurance testing is. Bethesda Softworks has a large team that they're already able to keep pretty busy. Anything beyond some new equipment would require far more than three or four hours of QA. The really complex ones could easy rival the official Fallout 3 DLC in terms of time commitment.

You've also glossed over some of the other real hurdles. It's easy to say that Bethesda should include a script extender or that they'll improve load order issues - accomplishing these feats are far more difficult.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sun Aug 08, 2010 10:11 pm

Quality Assurance would definitely be the biggest hurdle. All of these other problems could be fixed in some way or another, but if they only came out with one monthly mod, or one seasonal mod, or even a mod every 6 or 12 months, QA might not be a problem.

Well, I guess I'll just hope they make it controller compatible. All of this would be easily possible, but not on the current consoles. Actually the PC won this generations hardware war by a longshot. Lets just hope a new company makes a console, because all MS, Sony, and Nintendo care about is money and quantity, not happiness of gamers and quality. I think I will take a break from this site, everything I say gets shot down (this makes sense though so don't reply angrily). I guess I won't try to give my ideas to this community any more.
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Previous

Return to The Elder Scrolls Series Discussion