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Which Game has the most mods? (Forums : General Banter : Which Game has the most mods?) Locked
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Oct 10 2009 Anchor

Really, which game has the most mods?
Or
Which is the most modded game?

How can do a search for the most modded games on Moddb.

Thanks!

Arxae
Arxae Resident Stepmania Freak :D
Oct 10 2009 Anchor

hl2 duh! :p
second question, don't know, just look at the games who are the most popular i guess xP (answer = hl2 >_>)

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°w°

ambershee
ambershee Nimbusfish Rawks
Oct 10 2009 Anchor

Not Half-Life 2 - Creatures 2 ;)

But mods for that game aren't really listed on ModDB

leilei
leilei The person who doesn't like anything
Oct 10 2009 Anchor

Doom

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<  insert subject games here  >

Oct 10 2009 Anchor

Oblivion: Tesnexus.com. Check the 'total files' at the bottom of the category listing. :)

Oct 10 2009 Anchor

WarCraft III! It has a SDK bundled with it, and a GUI for triggering, not just a scripting syntax that confuses most non-nerds in non-bundled SDKs.

Smoth
Smoth Zeonic Loyalist
Oct 11 2009 Anchor

IMO quake1 had the golden age of modding. After that the modders all split off to q2/hl/whatever.

Oct 11 2009 Anchor

i think hl1 or 2 has the most mods. but the monds playable, finish/near finish quality ones are quake 1/2 from what I've seen.

--

Go play some Quake 2: q2server.fuzzylogicinc.com
It's like Source v0.9, only... better!
Play Paintball for Doom 3!: d3server.fuzzylogicinc.com
Doom 3 Paintball to the Max!

Oct 12 2009 Anchor

Thanks for help!

Maxen1416
Maxen1416 Jack of all trades, Beginner at everything
Nov 10 2009 Anchor

hl2 (and hl1) of course! (DUH!)

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Nov 12 2009 Anchor

DUDES what the heck happened to all the sc mods?
THIS IS RIDICULESS! :/
NOT KEWL!

Meathead
Meathead Anything and Everything Can be Art
Nov 12 2009 Anchor

HL1! or Doom 3!

Henley
Henley the sun never sets on the eternally cool
Nov 13 2009 Anchor

Oblivion.

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projektariel
projektariel Playing Shakespeare
Nov 15 2009 Anchor

Depends on what counts as a "mod", doesn`t it? ^^

Edited by: projektariel

Nov 15 2009 Anchor

if we're going be the real & not popular definition, it sure does!

--

Go play some Quake 2: q2server.fuzzylogicinc.com
It's like Source v0.9, only... better!
Play Paintball for Doom 3!: d3server.fuzzylogicinc.com
Doom 3 Paintball to the Max!

projektariel
projektariel Playing Shakespeare
Nov 15 2009 Anchor

TheHappyFriar wrote: if we're going be the real & not popular definition, it sure does!

Are you refering to the difference between counting any change to games as a mod or on the other side only conversions which change a certain amount of a game or even only total conversions which are like new games?

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Mod DB - Game Modder --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD
Mod DB - Game Writer --> INQUISITOR (revision), WINTERFEST (dialogues), A NEW BEGINNING (dialogues for one chapter), ROMEO&JULIET (co-writer cutscenes)

Nov 15 2009 Anchor

Yes. By the second definition (which even moddb.com uses to a point) it could be argued that wolfenstien 3d, doom 1/2, quake 1/2 HL1 have virtually no mods what so ever as many were either heavily code based with little/no graphic changes, all graphic/asset based or concepts/gameplay changes. The definition of mod between Wolf3D & HL1 was anything that changes the game. Levels weren't normally included in this but non-level changes (graphics/HUD, sounds, adding cvar's, etc) were.

--

Go play some Quake 2: q2server.fuzzylogicinc.com
It's like Source v0.9, only... better!
Play Paintball for Doom 3!: d3server.fuzzylogicinc.com
Doom 3 Paintball to the Max!

projektariel
projektariel Playing Shakespeare
Nov 15 2009 Anchor

TheHappyFriar wrote: The definition of mod between Wolf3D & HL1 was anything that changes the game. Levels weren't normally included in this but non-level changes (graphics/HUD, sounds, adding cvar's, etc) were.

With the fine distinction IMHO that until Doom and its PWADs changes to games were global / difficult to reverse and from Doom onwards changes (often) had the shape of (bundles of) external modules which were loaded and executed temporarily by the game engines to prevent that original files of the games were overwritten - a development after all which established the definition most of the people know and use today... ;)

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Mod DB - Game Modder --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD
Mod DB - Game Writer --> INQUISITOR (revision), WINTERFEST (dialogues), A NEW BEGINNING (dialogues for one chapter), ROMEO&JULIET (co-writer cutscenes)

Nov 15 2009 Anchor

yes, when doom made popular (I don't think they introduced, flight sims may of done this first) the idea of used extra files to replace/add content vs directly changing the content, that changed everything in the mod landscape. Even using dehacked (exe changes for those who don't know) patches became an automated process that let you play the original or modified exe easily. :)

I still use the "changes the game in any way" as a definition of a mod. There's an amazing amount of things that are so simple & practicly non-existant but amazing that can't be ignored (like the gravity/portal gun for quake 1, barneystien, etc!)

--

Go play some Quake 2: q2server.fuzzylogicinc.com
It's like Source v0.9, only... better!
Play Paintball for Doom 3!: d3server.fuzzylogicinc.com
Doom 3 Paintball to the Max!

projektariel
projektariel Playing Shakespeare
Nov 16 2009 Anchor

TheHappyFriar wrote: yes, when doom made popular (I don't think they introduced, flight sims may of done this first) the idea of used extra files to replace/add content vs directly changing the content, that changed everything in the mod landscape.

Now that`s interesting... is there by chance anyone who knows which flight simulator or other game was the first to introduce such a support for external files?

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Mod DB - Game Modder --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD
Mod DB - Game Writer --> INQUISITOR (revision), WINTERFEST (dialogues), A NEW BEGINNING (dialogues for one chapter), ROMEO&JULIET (co-writer cutscenes)

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