this post was submitted on 11 Apr 2025
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[–] MudMan@fedia.io 62 points 3 days ago (6 children)

I don't get ballooning mod teams. I mean, at that point why not ship a standalone game? Last time this happened it was called The Witcher and I hear that did alright.

[–] simple@lemm.ee 100 points 3 days ago (1 children)

Modding something that already exists is way easier than making a game, and when it comes to huge mod teams most people contribute in small ways in their free time. People also come and go to the modding scene whenever they feel like it as opposed to actually requiring to work in a timely manner.

[–] Coelacanth@feddit.nu 34 points 2 days ago

Last time a ballooning mod team released a mod was Fallout: London and that also did alright...

[–] sirico@feddit.uk 23 points 3 days ago (1 children)

They do eventually that's how we got most of our legendary studios and genres, but modding is low risk and cuts a lot faff. It also gives you a massive boost in publicity without spending on marketing.

[–] MudMan@fedia.io 5 points 2 days ago (1 children)

Sure.

Again, people seem to be reading this as saying "don't mod, develop full games". Not what it says. I'm saying "if your mod is bloating so much you have a full team of developers working at speed it may be worth considering making a standalone game instead".

In some cases you only get there a long while into working on a mod and it's worth releasing that, getting some visibility and then moving on to standalone stuff instead, but mods that could have been a full-on release are relatively frequent, and I don't like it when artists get paid in exposure by speculatively making games for someone else.

[–] sirico@feddit.uk 6 points 2 days ago* (last edited 2 days ago)

Yeah I agree sorry if it came across as comtrarian I just live the idea that game dev is going back to the 80s90s with non published games outpacing AAA. Be great to see a proper studio come out of this. Hopefully there's some dedicated full timers in those numbers.

[–] zaph@sh.itjust.works 24 points 3 days ago

why not ship a standalone game?

Hasbro owns the ip and it's way cheaper to use someone else's license and make changes than to get your own license.

[–] jjjalljs@ttrpg.network 8 points 3 days ago (1 children)

A friend of mine had a similar thought. He was sitting down to do some work on an open source game, and then was like "Wait. What am I doing?" and he made his own game from scratch. ( This one: https://store.steampowered.com/app/1271280/Rift_Wizard/ - It's good, but kind of too hard for my brain )

It helped that he a had a lot of xp in game development. I imagine some of the boring, difficult, stuff doesn't have as many people readily available. There's a lot of "Why does the game crash if I push the up arrow key when I'm in my inventory, sometimes?" stuff you have to worry about when you're doing the whole thing.

[–] Elevator7009@lemmy.zip 5 points 3 days ago

Rift Wizard!

Part of me is so pulled by games with customizable characters and good magic systems, but roguelike… oof. But it calls to my childhood self. Maybe I'll watch a playthrough to try to see if it's for me.

Props to your friend for making and finishing a game at all, let alone the reviews said one lots of people enjoy!

[–] naticus@lemmy.world 2 points 3 days ago (1 children)

I've never heard that this started as a mod. Last I knew, even Witcher 1 was a licensed product even at the initial development. It's been a couple years since I watched the CDProjekt documentary though.

[–] MudMan@fedia.io 1 points 3 days ago (1 children)

It didn't, technically, but it WAS originally build on the Neverwinter Nights toolset/engine. A licenced version, then modified. Which is sort of my point. Why mod if you have a big group of devs and you're working at speed? Just pay to license the toolset you're using and ship a game.

[–] metaldream@sopuli.xyz 4 points 2 days ago* (last edited 2 days ago) (1 children)

Because Larian wouldn't let them do that. It's extremely rare for companies to legitimize and officially adopt a fanmade mod as a real product. Larian isn't licensing the BG3 engine as a game toolkit so there's no legal avenue for fans to do this.

They would need to make it a new IP with different tech and new assets, which is much much harder than what they're doing now.

[–] MudMan@fedia.io 2 points 2 days ago (1 children)

Well, I don't know that Larian is the problem. They don't own the D&D or the BG license and they´re moving on from both, apparently. That said, I don't know how willing they are to license their engine. I'm guessing not particularly, since they haven't done it so far, to my knowledge.

[–] naticus@lemmy.world 2 points 2 days ago

Yeah, definitely not Larian, they've always been pretty open to players and other devs alike. And if they really do end up moving on, I cannot wait to see what they do next. Maybe a new Divinity game that's as in-depth as BG3?