Post tutorial Report RSS Making a successful modification

In this day & age, there are so many modifications that it easy to get lost in the crowd. With this tutorial, I hope to give some pointers in making your mod unique, cool, and ultimately successful.

Posted by on - Intermediate Management

[page=Getting the idea]
Coming up with a unique idea is the problem that the majority of modders encounter, in the first few months of modding. When coming up with a mod, try to be original. No one wants another CS clone. And even if you somehow think that that is what the people want, do you honestly think that you'll get nearly as much attention making just another mod like all the others, as opposed to something unique?

Come up with an idea that would not only be fun to play, but more importantly, fun to make. So many ideas are lost when the modders who are making them begin to not have as much fun anymore in the development areas.

Next Page: SETTING UP

[page=Setting up]
Before you can start really recruiting, you need to do some basic set-up steps. These include setting up a snazzy site, making a few model renders or concept pictures yourself so that people know you are serious, and registering at major sites, like this one.

In making the site, be sure to include a lot of information about your modification. It's better to skimp in the other areas, than in content when making a site. Also, owning a domain may be cool, but is also way overrated. I haven't bought a domain for my FarCry modification DrugWars, and I am doing pretty well. Once you have the text content on the site, work on making the interface nice. Freewebs sites may work at first, but it's generally a good idea to move on to a CMS (like PHPNUKE) once you get a chance, and eventually even a custom php-site.

Finally, be sure to include forums on your site. Forums are absolutely invaluable, as most people will not only not take a modification seriously if it doesn't have discussion forums, but they'll probably forget about it within an hour, if they don't have a chance to give some feedback to the leader(s) of the mod.

Once you have come up with all of the information formation for your mod, post it in your mods profile at any sites that you've registered it at. Also post any concept art and renders that you may have made. Remember that probably over 90% of the traffic at your site will come from sites like modDB.

Next Page: RECRUITING

[page=Recruiting]
Now that you've compiled a "Mod Bible", and have a site, it's time to start looking for members. Again, as in the last step, modification sites like modDB are invaluable. Through modDB, I found 75% of the people who have worked on my mod, all of whom where serious and committed to modding.

When posting help wanteds in either forums, or through Help Wanted ads, be sure to seem serious about it and professional. Saying things like "Dude guys, i got tihs killr idea for a m0d its like cs but diffrnt." won't impress the people who really will help in the making of your mod. Be sure to include information about why you think that they should bother in helping you. Tell the public why your mod will be cool, and be different from all the others.

In the beginning, don't be choosey. Although it is good to have at least one highly talented modeller who can make models that you can boast about, welcome newbs with open arms. Remember, in the initial stages of recruiting, what really matters is motiviation and the ability to learn fast among prospective members, rather than already developed skill. I am always so proud when I look at the latest maps and models of members who joined my mod when they where still total beginners, and who have learned so much in the mean time.

Next Page: WORK ETHIC

[page=Work Ethic]
This is probably the hardest section of the tutorial to write, because it is the stage of modding that was hardest for me. In the first few months of your modifications development, though it may seem like you are fighting an uphill battle, at least your motivated at all times (assuming that you came up with a good idea).
Then suddenly things change. You hesitate before opening map editors, and aren't as excited as you used to be. Your team's members pick up on this, and start feeling the same. This is the point that kills 99% of the mods that never make it out (the other 1% clearly did not read step #1 :P). Seriously guys, don't let these feelings get to you. I know exactly how you feel, and still often feel the same myself. The key is to keep going, even if it isn't always exciting. Try to let the idea of boasting about your released mod one year later keep you fueled. Also, talk to some of your newer members, who are still really excited. One of DrugWars' members saved the whole mod a few weeks ago when I was ready to give up. What he told me, I will now convey to you. In giving up, imagine all of the wasted work! Imagine how cool your mod could be, if you just kept *T-TRU-TRUCK-KEEP ON TRUCKING ALL THE WAY* until you have a playable mod.

Next Page: IN CONCLUSION

[page=In Conclusion]
That's it for now. This is as far as I've gotten with my own mod DrugWars, so if I attempted to write anymore, I'd be making it up. I hope that this lays a ground work for the hardest part of making a mod. Once you have gotten into the groove of modding, its childs play to keep your team motivated.
Once I get further in my own endeavours, I will certainly share some more tips with you, my fellow modders.

Until then, this is Sangye "San-J" Ince-Johannsen
>DrugWars Team Leader

Post comment Comments
San-J Author
San-J - - 662 comments

If anyone wants to continue this tutorial, who have gotten further in their own endeavours than I have in mine, and feel like sharing some tips that would be valid further on in a modifications development, just post it as a comment here, and I'll add it to the tutorial (with credit to additional submitters, of course).

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INtense! Staff
INtense! - - 4,100 comments

Glad to hear you have found alot of your mod members via the Mod Database :)

Makes me feel my job is worthwhile

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San-J Author
San-J - - 662 comments

Oh it certainly is INtense. MoDB is the greatest thing to happen to the mod community since Half-Life.

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TwinBeast
TwinBeast - - 565 comments

If you get those hesitations, it means you're doing too much. It means you have to take a break. On this break, just play games, go out, have fun, relax and try not think much about the mod. Even if you get an idea, just let it go, don't start doing it, you're on a break. After the break, you have much energy and new ideas.

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mb_zhp
mb_zhp - - 95 comments

Or, if you're like some people (a.k.a. me), eat, sleep, and breathe your mod.

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DaFranker
DaFranker - - 110 comments

Dear readers:

I totally agree with Jimi. There have been multiple events in the past where I myself felt that kind of hesitation, almost like repulsement towards your own projects and obejectives, and that it takes you almost ten minutes to just to manage to double-click that damned internet explorer icon, and ten more to enter the address of your own website. And, as indicated in this very tutorial, 99% of those projects of mine have drowned. Now, having drowned like that so many times, I know what to expect from myself, and have lately managed to get past that barrier in multiple fields, namely in a school project which two years ago I would never have finished, but that I managed to do, just one week ago.

The main thing is, speaking from experience, to RATIONALISE your work when you come up to that stage. Just, go take a walk, go sleep, calm yourself, get out your energy. But, try avoiding those nasty TVs and those nasty other mods that lurk in every corner, and that will hook you, and make you drop your current project for the "newest and most innovative other idea just-because-it's-different-from-what-I'm-working-on" thing. Then, go somewhere else, away from anything else, in peace, sit down, and start thinking. Planify everything you have to do, make sure not to forget anything, and NOTE IT, I repeat, NOTE IT. Many of my own projects failed at this very stage because I had everything going good, but I forgot to take notes on how to organise myself and on what to do. After that, keep going, but take your time, bit-by-bit everyday, and when you have "the ultimate ruxorz idea that-I-must-do-now", just write it in keywords on some piece of paper, think of it deeply, talk about it with someone else, and get all the feedback you can from yourself or another person from as many points of view as possible. Then, you can go on for doing this idea, once you are in your planned work time for new ideas, which you "of course" have already in your mind and would not even need me to say it right now, do whatever you need to get your idea started and communicated to the other team members, who can in turn give feedback. The most wonderful thing with mods is that even the most structured and definitive, permanent mod, can be changed at some point, by anyone. Take advantage of it.

Now, just a side-note, I am not a great mod director, project manager or anything. I am just someone trying to learn by helping others, and who is making as many errors as ever imaginable by any conscient being, and who hopes to learn even more from those. Feedback, comments and questions regarding this would be welcome. And I know this might not be the best place to post such a thing, but as you should have guessed, I am making as much errors as possible, and trying to learn from them.

--DaFranker

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SinKing
SinKing - - 3,119 comments

Thank you all for sharing your experience with new modders. I learn a great lot from looking at how other people struggle with their mods, because the part where we have doubts and get stuck occasionally happens to everyone, I think. It is really important to take the time off, like everybody says, but sometimes you have to be the motor and drive everything into the right direction without hesiating for even a second.
Mod making just isn't simple, nor is it quick. It is satisfying to me to see the project grow and take its final shape, however. Don't want to miss that on my mod. Getting it finished...

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Benshelmars
Benshelmars - - 23 comments

Tips like this are great. Motivation is contagious and can spread rapidly, thanks.

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