One of my favorite books recently was
'Masters of Doom' by David Kushner, which is essentially a biography
of Id Software from its formation all the way through the early
2000's. There's a story in there about something that occurred
shortly after the release of Wolfenstein 3d. Mods or alterations to
the game began to circulate around the internet. Some of the guys at
Id were worried that people would stop buying their games and instead
just play all these modifications. After all, why pay money for what
you can play for free?
The reason I write about this is that
seems to have been the mindset behind many game companies both in the
past and now. Especially in today's world of downloadable content
and microtransactions, the idea of modifications must be abhorrent to
companies who would rather be able to charge for any additions to
their product.
This mindset is not restricted to large
corporations, either. Companies like EA and Ubisoft take a lot of
well deserved flak for their money-grubbing policies, but independent
developers have been occasionally guilty of heavy handed censoring
and monitoring of their content usage. Its a widespread practice and
not necessarily bad. Companies and small devs alike rely on their
products to make money, so while it might be nice that people
appreciate their work, it stands to reason that they might be upset
about not getting paid for it.
Still, while it is an understandable
concern for the developers, it is in my opinion a flawed one.
Multiple instances have shown that opening the door for user created
content is in fact beneficial for developers in the long run.
Allowing players to modify and add to the game after its release
extends the lifetime of the game, generates goodwill toward the
developer and makes players even more excited for future releases.
For example, I'll start with Id
software. Against the fears of some of the other members of the
then-small company, John Carmack and John Romero were in favor of
user-created mods. Carmack from an almost moral stance derived from
the “hacker ethic” and Romero because he knew how much hype could
be generated based on user content. As a result, John Carmack
designed their next game to be geared towards
modifications, making it easier rather than harder for players to
edit the game's content.
Of
course, Id's next game was Doom, one of the greatest video games of
all time. One of these days I'll do a review (Spoiler alert, it's
going to get a very high score), but in the meantime, suffice to say
that Doom was an absolute sensation. More than that, though, the
amounts of mods that began to surface helped extend the game's shelf
life. The levels, monsters, sounds and music could all be edited and
changed, opening the door for “Total Conversions” or games that
were almost entirely different from the source material and free to
play for anyone who owned the full game. The primitive internet
message boards of 1994 were more excited about the release of the
Aliens Total
Conversion for Doom than they were about the upcoming release of Doom
II!
Yet, did any of
this hurt Doom's sales? Not in the slightest. Doom II went on to
sell millions of copies in spite of being just 32 more levels with
one new weapon and a few new enemies. Not only that, but now its
levels could be edited and creators were given a whole new set of
textures, enemies and options to make levels with. If anything, the
promise of endless free content after the campaign might have served
as a reason for people to buy the game.
A shot from one of my creations for Doom II |
Of
course Doom has something else going for it as well. Not only did Id
make the game easy to modify, but John Carmack made certain that each
new game engine release saw the old engine sent to open source. This
means that programmers are able to use the engine for their own
games, although these must also be open source. It also opened the
door for the numerous source ports that Doom now has, allowing people
to play on modern systems with a few slightly more modern upgrades.
Freelook, the standard WASD control scheme for shooters and higher
resolutions are just some of the benefits that retro gamers can reap
from Carmack's generosity.
As a result, Doom
has a legacy unmatched by any game its age save perhaps the Mario and
Zelda franchises. New content is still being produced at a steady
rate, some of it remarkably high quality. Programs like Doom Builder
have allowed even those with limited programming knowledge like me to
design and play new levels.
Another prime (and
more recent) example of the benefits of user created content is the
Elder Scrolls series. Starting with Morrowind, Bethesda began
releasing the Elder Scrolls Construction Kit with it. That is, they
gave the players the exact same design tools that they themselves
used to create the game. Given the size and scope of Elder Scrolls
games, that is rather impressive. Especially as Oblivion essentially
took the gaming world by storm with its popularity. The sheer number
of Oblivion mods is remarkable, some of them nearly as big or bigger
than the original game. Anyone who has ever played Oblivion will
certainly appreciate just how impressive that is.
And yet, in spite
of enough free content to keep gamers pleased for a dozen lifetimes
over, what happened when the Elder Scrolls V was released? It became
perhaps the largest gaming sensation of the decade, and that's saying
a lot. Call of Duty might have sold more copies initially, but
Skyrim remains far more relevant. As with Oblivion, Bethesda
released the construction kit for Skyrim and the amount of new
content just continues to grow. There can be little doubt that their
next release will be followed by an equal amount of enthusiasm and
sales in spite of all the free content available for previous titles.
Heroes of Might and Magic 2 has a robust scenario editor |
I could go on and
on about this. There are plenty of other games out there that
provide scenario editors or other such utilities. All of them are
good, and I believe that they all allow the games to have a greater
and more lasting legacy than they otherwise would have had. I wish
more games would be like this. To me a game mod is like fanfiction.
Its an amateur or semi professional trying to show appreciation for a
story or experience that they enjoyed. J.K. Rowling hasn't (to my
knowledge) attempted to stop or censor any of the fans who want to
add their person contribution to her universe to be enjoyed by other
fans for free. I don't believe it hurts the developer or the game at
all and instead allows those of us who love the games to enjoy them
even more.