Here we have a whole forum full of people suggesting changes they would like to see in the game. This is the point of the forum as it is described, but it also has some entertaining posts such as the talented artwork and stories about the tentacle legged woman. I didn’t come here to convince anyone about anything. I had a few questions about the game that were not bugs or feature requests. I have posted bug reports and feature requests on the github. A lot of people have expressed opinions about the game here and I have joined in the discussion. Did I post anything here as a feature request? Did I tell you how to build the game? No. I asked questions, I talked about my experience with the game, I remarked on a few of the discussions started by others, and I shared my opinions about things that I wish were different.
Here we are in a derail about a derail about a topic that I didn’t even start and although I am willing to defend my opinions I am really not sure why we can’t have different opinions and let it be.
@kevin.granade
I am aware that you are the lead developer, but I don’t know how much other people are contributing. Somewhere along the line I got the impression that this is already a project with 1000+ contributors. With that, possibly erroneous, viewpoint my comments have been directed to the entire team and anyone who is following this discussion.
There is a list of mods and it is not difficult to imagine that there could be more if the starting point didn’t involve changing core game features. You said yourself, “that’s the right way to make it easy to maintain,” so if the zombies and such are not already packaged as a mod then I wonder why not. If any behavior must be built into the game, my latest argument is that it should be the most realistic behavior.
If there were a “maximum realism” mod with no monsters and no plot then I think a lot of other mods would rather begin with that base rather than the DDA or BN bases. Did I ask you to go back and make such a thing? No, I expressed an opinion. DDA could be mod based on a “maximum realism” mod, but it isn’t. I have read in multiple places that DDA, under your (keven.granade) direction is striving to be more realistic than BN. If it was your goal then I think I would enjoy the game more. If I convinced you to reshape DDA into a “maximum realism” base mode I would be thrilled. We would have two distinct games and one would be a version of my personal vision. I thought you may have been moving in that direction already, but if not, then it is what it is and it is only going to be what the developers make it.
I understand that when I talk about Cataclysm becoming a base for a lot of different mods/games that implies a lot more players/users as well. Perhaps users are more trouble than they are worth. If a larger userbase cannot be monetized then more users would consume more of your energy rather than less. If a larger userbase doesn’t result in more programmers contributing to the project then more users would only surface more problems. If you can’t direct the input from a larger development team then a larger userbase might change the game into something you don’t like. If you can’t monetize the game, build a development team, and direct it then users are simply a nuisance. If you want to do it all yourself then a proliferation of modders and a bigger community of players who are attracted to the alternative experiences they produce might sound dreadful.
My opinion remains unchanged. The game would be better if it was more realistic and if it was more about NPC agents in a simulated world. Guns are pretty durable and they could be used like clubs. In the USA, there would probably be more guns than we see in the current game, but they might be short on ammunition. (If this isn’t the direction that the base game is heading toward, then it would be a cool mod.) Hyper-realism would make an ideal base for most mods because although there will be arguments about what is and isn’t realistic most people will agree that there are not any zombies or magical monsters in the real world. If the base game was focused on realism then DDA as the default mod could be whatever it wants to be and the other mods could diverge further from the DDA model because there would be less coupling.
Those are my opinions, yours may vary.
If the base game “engine” has no opinions built in and if there was a “realistic base mod” that defined the features and behavior which are most likely to be accepted as realistic, is there currently a way to base a mod on another mod in such a way that all of the divergent mods can cooperatively contribute to the “realistic base mod” and write their “game mod” in separate files which add to and only selectively override the files in the “base mod”?
- top. game mod such as “BN”, “DDA”, or “StarvedEarth” which overlays a base layer mod
- middle. realistic base mod which can be updated as a package without breaking the overlayed game mod
- bottom. game engine which loads mods
If it works this way then even widely divergent mod authors would share a common interest in improving and maintaining the lower two levels.