ReleeSquirrel
New Member
Reading some of the comments on modding, and how much should be in the 'base game' and how much should be added in mods made me think about some friends of mine. They don't like modding games. Some won't mod games at all, and some won't mod games untill they've 'finished' the base game, and often by that point they've stopped having interest in the game anyways.
If Terasology's core game is very feature-light, that's what a lot of people are going to go to straight off the bat, and that's what people will judge the whole thing on.
When Terasology is published for consumption, with various choices for mods, I think that we should publish several 'official' builds, all presented and delivered the same. That way people will have confidence in the different mod sets, instead of thinking of them as random things jammed into the otherwise 'pure' game. It'll also help these mod-wary folks become more comfortable with the idea of making their own mods.
One way to do this is by offering Terasology with different mods preloaded for download. Conversely, if we distribute all of our 'basic' content with the game, but the player can toggle it on or off at world generation, there should be several preset buttons in the world generator, so that players don't get frightened by the otherwise seeming 'advanced' options.
What do you think?
If Terasology's core game is very feature-light, that's what a lot of people are going to go to straight off the bat, and that's what people will judge the whole thing on.
When Terasology is published for consumption, with various choices for mods, I think that we should publish several 'official' builds, all presented and delivered the same. That way people will have confidence in the different mod sets, instead of thinking of them as random things jammed into the otherwise 'pure' game. It'll also help these mod-wary folks become more comfortable with the idea of making their own mods.
One way to do this is by offering Terasology with different mods preloaded for download. Conversely, if we distribute all of our 'basic' content with the game, but the player can toggle it on or off at world generation, there should be several preset buttons in the world generator, so that players don't get frightened by the otherwise seeming 'advanced' options.
What do you think?