gclark03 wrote:Isn't it amazing that we've surpassed any of the work done by DICE (in terms of models, statics, etc., the engine is different) without salaries or grueling hours under the chain whip of Electronic Arts?
Really though the only thing that a salary and grueling hours change is the pace of production. Not that I'm complaining but pro developers usually produce things much faster. But then they aren't constantly relaying with the community and seriously questioning what they're making. Pro developers are forced into a somewaht restrictive creative envelope and are also pressured by the producers to diminish their work for the sake of market appeal.
Its somewhat inverse isn't it. Game makers lower themselves down a few levels often to draw in an audience while most mod makers elevate themselves into niches to attract the discerning gamers who are put off by the majority pleasing **** of mainstream production.
All in all I must say that these devs have done a great job with the tools available. I mean how many really shitty and half assed mods are there for HL2 where they have complete source code availability and tools to mod it? I am very much reminded of Silent Hunter 3, a WW2 U-boat sim game, where the mod makers are hemmed in by Ubi's fascist need to guard their source code against what would be ostensibly a way to achieve greater after market appeal to a 3 year old game, a game which appeals to a niche market that already by default would NEED to mod the game since realism whores are always unhappy with vanilla. Much like PR they have achieved so much with the hardcoded product.
If I ever say anything critical or voice concerns about this mod it is not out of an arrogant disdain for the devs here. I think that working with hardcoded game engines is the most impressive medium for mod makers. Cheers to you all.