Report Mods fail to release because

Poll started by INtense! with 2,485 votes and 56 comments. Browse the poll archive.

 48%

(1191 votes)Developing a game is more difficult than it looks

 9%

(226 votes)The game idea no longer seems as good as it once did

 43%

(1068 votes)Reallife™ kicks in

Post comment Comments  (0 - 50 of 56)
formerlyknownasMrCP
formerlyknownasMrCP - - 892 comments

Reallife™ kicks in, and then you realise "****! I've wasted the last 3 years of my life" :D lol

Reply Good karma Bad karma+7 votes
joker_mx
joker_mx - - 54 comments

I disagree, Cyberpunk. Modding can be extremely rewarding if done correctly. Don't believe me? Look at many of the successful mod teams (Red Orchestra team, CS team, Gunman team, 50% of the people over at id software, 50% of the people over at Epic, etc).

Reply Good karma Bad karma+2 votes
TheHappyFriar
TheHappyFriar - - 518 comments

most "successful" people who mod who go in to the industry never really finish their stuff. The pre-cursers to CS for the Quake engines were never really finished, they moved on.

Look at garry's mod: until valve said "we'll pay you" he found better things to do. now it's no longer a mod, it's a game you can buy. So, "Garry's Mod" is dead because a job came along & now it's "Garry's Mod, a game". Just like CS, TF, etc.

Modding's a hobby, it's not intruded by "real life", it IS real life. It's everything outside your day-to-day job, and when you need to eat, you set a priority. unless it's your job too, it's just a game.

Reply Good karma Bad karma+3 votes
LoneWolf6:16
LoneWolf6:16 - - 173 comments

Developing a game is more difficult than it looks, I think. Too many mod makers don't take it seriously enough. And everyone on the team needs to be really dedicated to it. Most of the time you get people who just wanna make models and wallpapers all day, or redesign the mod's website every month.

Reply Good karma Bad karma+3 votes
formerlyknownasMrCP
formerlyknownasMrCP - - 892 comments

I was joking :P

Reply Good karma Bad karma+1 vote
budmaloney
budmaloney - - 27 comments

Modding is a very challenging field creatively, I consider modders to be better than the original game designers, well to an extent, modders take something that is already good and try to make it better, which is a very very difficult task, when you take games like half life 2 and such.
reallife will always kick in, because u never left reallife in the first place, it's always there no matter what. I agree with Joker_mx

Reply Good karma Bad karma+1 vote
Spector
Spector - - 511 comments

and they usually only succeed in making it worse. ;)

Reply Good karma Bad karma0 votes
zyr
zyr - - 12 comments

The problem that leads to the death of many mods is working within the confines of a premade engine is hard at times, and makes more original concepts difficult to implement. For example, look at Metroid Online, for Halo CE. It's a total conversion based off Metroid Prime, and got cancelled then restarted once or twice because the morphball in Metroid (which allows the player to instantly morph to a tiny ball for rolling through passages and such) is practically impossible to code in Halo CE, and many other parts were difficult to code... not because of reallife, but because making TCs on certain engines can be very difficult at times.

Reply Good karma Bad karma+1 vote
JustDaveIsFine
JustDaveIsFine - - 1,545 comments

Actually designing a game is simple when you put it into simple concepts.

The real problem I've found is having a great idea, and still be motivated after 2-3 years to keep working on it.

Its even tougher to motivate others.

Reply Good karma Bad karma+3 votes
AJ_Quick
AJ_Quick - - 1,321 comments

add to this the changing technologies that power games, and the constantly raising expectations gamers have of graphical and audio fidelity in the games they play.

Reply Good karma Bad karma+5 votes
PiNwOrM45
PiNwOrM45 - - 66 comments

A mix of 1 and 2. People will always think "hey you know what would be REALLY cool?" and perhaps have a good idea, but quickly become overwhelmed as they've never worked on a mod before.

Reply Good karma Bad karma+1 vote
Fell
Fell - - 41 comments

Probably a mix of all three, but from my experience the biggest factor is when real life catches up with you. Mod teams depend on members being motivated, and when work is getting done and there are results you become more motivated, but as progress slows, because of real life stuff, that motivation goes out the window. Sure, modding is hard work, and that kills off plenty of mods, but not the teams with 20+ members who work on promising mods.

Reply Good karma Bad karma+1 vote
Ancientpanda
Ancientpanda - - 211 comments

1+3 are the same :3

Reply Good karma Bad karma+1 vote
Phoenix85
Phoenix85 - - 172 comments

I agree with LoneWolf6. Creating a mod is much more difficult then it seems. To find team members who are actually dedicated to finishing a mod is a rarity. Also, many think that just creating a pretty model here or there will get u good publicity thus creating an awesome mod. When, in reality, theres so much more to it (scripting/programming/animation/compiling/etc etc etc). I even know this and I am a composer for mods.

Reply Good karma Bad karma+2 votes
Pre-Zenith
Pre-Zenith - - 50 comments

Reallife for my part, i started modding when suddenly my health dropped down and it was hospital visit after hospital visit
i still try to mod but it just doesn't go as fast as before

Reply Good karma Bad karma+1 vote
Mrksmt9
Mrksmt9 - - 888 comments

Problems can come from multiple areas, and motivating others is really hard. And getting the talent you need, too many people join mods just to mess around or design a vehicle that resembles a box, so i think mods fail because people don't take it seriously, even the big mods like NMRIN, with no media coverage and the collapse of the audio updates it seems all has gone silent, BMS and then how can anyone forget NightFall and Nowhere, so its not just about having this amazing idea, everyone else has to share it. Its sometimes so hard for the team leads and mod leads to take all the blame, but with personal life and commitments its very hard to continue forward with certain things and objectives.

Reply Good karma Bad karma+1 vote
Remot
Remot - - 41 comments

I voted for real life, but a real issue can be with an ongoing project, a mod made for a game realesed in 2002 might lose a following when compared to modern crysis, or UT3 mods.

Reply Good karma Bad karma+1 vote
Chandler
Chandler - - 106 comments

I think mods fail to release because it's impossible to find other people that are as dedicated as you to help.

Reply Good karma Bad karma+1 vote
Crispy
Crispy - - 602 comments

Developing a game is more difficult than it looks, and the industry is giving conflicting messages to developers.

Take the following for example. On the one hand Valve say: "release early and often" on the other hand the industry is buying out the successful mods. So there is this desire for a mod to be successful, which a lot of developers (and players) translate into "make it look like a game that would sell".

I do believe that releasing early an often is correct in principle, but it is too generic a statement. Releasing early has proved itself to be a death blow for many mods because people have so much choice they will not be going back to a buggy, laggy or boring mod if it failed to captivate them the first time round.

The development model that should be adopted is to develop a mod in modules and release one module at a time. A modular development model means you look at what you want to do and you split the releases into modules: you start with the basics and concentrate efforts on completing one major step towards the final design. Once you have combined the basics with this main feature you release your first module.

Modular development has many plus points:
- sense of completion and achievement for dev team
- easier for the lead to manage the team's tasks
- focus all members on a similar goal, instead of disjointed tasks
- the promise of more features in future releases, so a mod gets better instead of simply getting fixed

(I'll write a tutorial on this since there's a lot more to be said)

Reply Good karma Bad karma+1 vote
Crispy
Crispy - - 602 comments

Tutorial finished: Moddb.com

Reply Good karma Bad karma+1 vote
Lucífer
Lucífer - - 3,393 comments

'Reallife™ kicks in'

That is the one excuse everyone uses to get out on making a mod, they tend to usually say 'We may return' but they mostly never do.
if your gonna run a mod make sure theres no collateral, obviously if there is some sort of tragedy crisis that happens in your life then that can help postpone a mod etc.
But I really doubt that 70% of the time when a mod team kills their mod is it because of such a thing.
I mostly it's just a kid or a few kids who thinks its easy but when it comes to it, they cant compete or have their limits to what they can do and they need to surpass that limit, which they give up on and thus mod dead.
Then they say something in real life came up, mod dead.
Seriously, if you have to kill a mod because you cant do certain things either;
A) Request for help and by pointing out the mod cannot progress without the help then it will be dead until otherwise.
B) Find a way round it, there is more than one way to get a mod done, its a pure release that will give you more attention and that could help with point A.
C) If you have to kill a mod, don't go and give a lousy excuse, some occasions these are true but mostly they are not, no one will give a **** about your problems, they prefer to know about the mod, claim it dead without a stupid excuse.

there, I doubt this will stop people from doing it but I prefer to give people the hint.

Reply Good karma Bad karma0 votes
Lucífer
Lucífer - - 3,393 comments

Yes, Mods are harder to make than they look, it's best to join a mod team and work on your skills before being fresh out of basically learning one program before starting your own project.
Experience is needed, if I see a mod starting up and there is no history on this Mod Leaders profile, then the mod doesn't seem promising.
Being that as it may, the new features to the profile Page(thanks to V4) allows you to do this more clearly. ;)

Reply Good karma Bad karma+3 votes
Aeneas2020
Aeneas2020 - - 922 comments

Chandler makes a good point, ive found maybe 2 other guys (who form the core team of my main mod) we work on it almost everyday however even then (we used to have a fourth guy) who would pump out stuff for us but after a year he just became disinterested in the project. So not only is modding very hard, also finding dedicated people is hard and lastly even if you find dedicated people there is always the chance they will flake out and just stop producing stuff.

Reply Good karma Bad karma+1 vote
Aeneas2020
Aeneas2020 - - 922 comments

p.s. the guy i mentioned also isnt working on any other projects, he's a personal friend he's just no interested ne more.

p.p.s i agree with the guy who talked about modular releases. The problem we've been having with Darkest Hour (a western front mod for RO) is that we said our 1st release would be an American faction only release, with brits, canadians and new german content to follow. We are only 1 year old and already near to release 1 but already people are annoyed at us for not being able to include the other 3 factions in release 1. Unfortunately public opinion and expectations often lead to mods failing. Certain members of the team now want to hold off on the mod until we have all content in which would almost certainly kill the mod. Mods fail for thousands of reasons and one of the many is just poor project and time management. sorry rant over.

Reply Good karma Bad karma+1 vote
Crispy
Crispy - - 602 comments

I started that tutorial/article about modular releases yesterday. If I get time over the rest of the week I'll release the initial version very soon.

Reply Good karma Bad karma+1 vote
Kamikazi[Uk]
Kamikazi[Uk] - - 1,412 comments

All really because ideas go really bad and then everyone looses intrest and just quits then theres no way to make it. Then realife aswell with school colladge ect.

Reply Good karma Bad karma+1 vote
Lucífer
Lucífer - - 3,393 comments

that excuse is wrong, if you think you can create a mod in 6weeks, or think you wont be getting any conflict with school or work, then you really should plan ahead, FAR ahead, or not try to think speed is of the escence when it comes to making a mod, all things can do is postpone your progress on the mod, breaks are needed! Just people shouldn't think they should hurry and get a release asap.

but yea, as most people have said, dedication is one thing that fails in most people, shame they dont realise the work needed. But look forward to praise, and if you want to make a career out of these things then having a completed mod on a CV etc gives you that boost in landing the job you want. ^^
--------
Rushers - EA Games
Steamroller - Valve
Turtle - Lionhead Studios
dont ask :/
--------
PS: Alucard(the character) FTW!

Reply Good karma Bad karma+2 votes
8472
8472 - - 857 comments

Developing a game is more difficult than it looks, making a mod is requires a lot of dedication and patience. In the end however, I think it is worth it.

Reply Good karma Bad karma+1 vote
Aeneas2020
Aeneas2020 - - 922 comments

If you want to know why so many mods fail you only need to look at the majority of profiles. Most are just ideas with some non user creative media (i.e. a background with the mod name on it) and 1 or 2 members who are desperately looking for "skill guys". I'm not getting at these mods at all everyone has to start somewhere but it seems a lot of mods are just ideas and there aren't enough modders to go round unfortunately to make them al.

Reply Good karma Bad karma+3 votes
NewMessageN00b
NewMessageN00b - - 234 comments

The whole thing is much more difficult than it looks.

It really requires 90% dedication to even start being better at what you're doing and the good results don't even show up in the first years, so a good modder is a modder with YEARS of experience which makes him stand out of the mob and be a professional.
This actually leads to successful mods.

But, if you're not dedicated, ... you fail.

Actually, modders are potential future professionals, but, if a modder doesn't take it seriously, he ends up being taken non-seriously.

Reply Good karma Bad karma+3 votes
AgeNt_
AgeNt_ - - 244 comments

real life just kicked in for me. but i still try to find time for it.

Reply Good karma Bad karma+1 vote
Knights
Knights - - 164 comments

It's a mixture of reallife and the reallife of a developer to do the higher quality work required for newer games.

Reply Good karma Bad karma+1 vote
bobwashere
bobwashere - - 274 comments

Aeneas, I completely agree with your statement. I think its a mix of reallife and the fact that developing is hard. It's hard, and eventually you realize that it's never gonna get done. You wouldn't believe how depressed I made myself by browsing through all the Half-Life 2 mods. great concepts for mods are present here were so many that were little more than concept art and a storyline. I know a mod that won't finish when I see one, and it breaks my heart. Then again, if modmaking was so easy, we'd have an overpopulation of mediocre mods, and the good ones would be harder to pick out.

Reply Good karma Bad karma+1 vote
bobwashere
bobwashere - - 274 comments

Hey, I got an idea. What if there was a site dedicated just to giving mod proposals publicity? If you have little or no modding experience, you could just put up some concept art and the story outline. Then anyone who was interested could try to help the proposal either by working on it or advertising it. At the very least, it would remove a lot of the "Junk Mods" from this site to a place where they could get the attention every mod deserves and maybe, just maybe be completed.

Reply Good karma Bad karma+2 votes
Shilano_TG
Shilano_TG - - 18 comments

I think it is mainly because the idea behind the mod in the first place is over ambitious.

In 2005 I started a small mod, that was just for my own benefit to enhance my knowledge of Half Life 2. At the time I was at college, but then when I got a full time job I lost my motivation. I had less time, and I was at work on a computer programming, so when i cam home I did not have the energy to do any more for my little mod.

Reply Good karma Bad karma+1 vote
leilei
leilei - - 5,721 comments

CANT FIND CODER! MOD IS DEAD

Reply Good karma Bad karma+1 vote
lnenad
lnenad - - 36 comments

Real Life kicks in and fu**s everything up :D (bloody exams)

Reply Good karma Bad karma+1 vote
Aeneas2020
Aeneas2020 - - 922 comments

I'm not saying anything bad about u here lnenad but i managed to keep working on my mods through univeristy finals and further education after that. I admit after working a 10 hour day now i find it hard to work on modding in the evenings, Is gunna be even harder when the gf moves in :S...so yeah real life is an issue but unlike the other things real life is only an issue if you allow it to be (short of absolute tradgedy or total computer fabtacular sploding melt down)

Reply Good karma Bad karma+1 vote
Blaise170
Blaise170 - - 23 comments

I think that all of the answers are true. My mod(game) I used to work on day in and day out, but due to lack of motivation, gamers' need for better graphics and audio, and Reallife™ all contribute to how and if a mod gets finished (rather released).

Reply Good karma Bad karma+1 vote
NosferatuAlucard
NosferatuAlucard - - 11 comments

Mods, in my expirience, don't get finished because team members aren't dedicated enough, or there simply aren't enough of them. These days, modelers (just an example) or good ones, at least, are far between, and if you do find one, chances are they're too busy for anything.

Reply Good karma Bad karma+1 vote
NosferatuAlucard
NosferatuAlucard - - 11 comments

this is also a common problem.

Reply Good karma Bad karma+1 vote
Halloween4
Halloween4 - - 767 comments

What makes modding realy hard, especially if you doing a Total Conversion Mod, which is as good as making a completely new game yourself, is that you have to remember that the most of the original games were worked on by large groups of people, working for giant games companies.

But mods are produced by very small teams of people, & sometimes only 1 person, so that's why mods take so long to release as aposed to a retail releases from a major games makers, i.e you've we've all seen games released before their related movies.

That's why it's so hard for modders to keep going wth their work as 3 or 4 years is a long time in out of anyone's life.

Reply Good karma Bad karma+1 vote
Aeneas2020
Aeneas2020 - - 922 comments

argh on this topic had 5 or 6 people complain about my mods lack of release today via email (no one from this site)....we celebrated our 1st birthday last week! i mean geeze its a 4 man team how quick do they want us to work?

Reply Good karma Bad karma+1 vote
Halloween4
Halloween4 - - 767 comments

Put yourself in my shoes mate, I'm a lone modder & I get sick of hearing the same question over & over again, i.e 'can you give us a release date'.

I've now got a stock reply, which is, 'some time before I die, I hope'.

Don't get me wrong, I do appreciate people taking an interest in my mod, & understand them getting impatient to play it, but the same people have to also understand that making a mod is not a five minute job( as I mentioned in my previous post ), & some Total Conversion mods take 2,3 or sometimes 4 years to produce.

Most nodders do get sick of hearing the same old question as above, as it can make them feel pressurised into getting their work done quicker, which often leads to premature releases of half baked mods that are full of bugs that gamers soon complain about, little relising that they are probably to blame for the mod being release in such an buggy state in the first place.

Also:
This same question can make modders feel pressurised to the point of giving up on their mods all together, & many have in the past, & I should know, as I was nearly one of them.


Reply Good karma Bad karma+1 vote
Trestkon
Trestkon - - 223 comments

Only 4 years? We're going on 6 :-p

Reply Good karma Bad karma+1 vote
Halloween4
Halloween4 - - 767 comments

Man that makes me feel a lot better as I've been working on mine for comming up tt 3 years now.

Reply Good karma Bad karma+1 vote
Aeneas2020
Aeneas2020 - - 922 comments

yeh very true indeed

Reply Good karma Bad karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments

Missing an important factor.

A lot of people get into it with no clue what the hell they're doing.
They think "oh I can make a mod, even though I have absolutely no experience whatsoever" So they jump in with some elaborate game design, and then wonder why 3 years later it fails.

You have to walk before you can run.
The same thing applies to mods.

Reply Good karma Bad karma+1 vote
Aeneas2020
Aeneas2020 - - 922 comments

this has been mentioned above but your right. I've been on numerous mods where the guy in charge started the mod with no skills then works any skilled guys he gets like a slave driver because he has no idea of workflows etc. Ultimately people need to go into one of the basic skills(modelling,texturing, mapping, coding or animating) and do some basic addons or something 1st before even attempting to start a mod. But as you rightly said most people think this is easy.

Reply Good karma Bad karma+1 vote
BunnyJen
BunnyJen - - 886 comments

I think for me it's a mixture of both real life kicking in and the fact that making games is time consuming and hard. But I think the good outweigh the bad most of the time, it's a really fun thing to do and once it's done it's really rewarding!

Reply Good karma Bad karma+2 votes
Halloween4
Halloween4 - - 767 comments

Yea, there's nothing like building your own worlds & then being able to walk around in them, or making an animated oject & seeing it in action, this is the kind of thing that keeps me going as it give me such a buzz.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: