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	<title>Comments on: The problem with the game industry</title>
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	<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/</link>
	<description>Lagspike Films</description>
	<lastBuildDate>Tue, 24 Aug 2010 22:09:44 +0000</lastBuildDate>
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		<title>By: Melvin Marchesi</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-822</link>
		<dc:creator>Melvin Marchesi</dc:creator>
		<pubDate>Wed, 09 Jun 2010 00:59:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-822</guid>
		<description>Amazing post here along with discussion! Am i allowed to translate it for our site community in Belgium?</description>
		<content:encoded><![CDATA[<p>Amazing post here along with discussion! Am i allowed to translate it for our site community in Belgium?</p>
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		<title>By: Bruxism</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-820</link>
		<dc:creator>Bruxism</dc:creator>
		<pubDate>Mon, 31 May 2010 16:02:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-820</guid>
		<description>As is my understanding, the high quality titles MOSTLY have a construction kit and ways to mod. You can look at many of those top selling titles and see there&#039;s ways to mod them.</description>
		<content:encoded><![CDATA[<p>As is my understanding, the high quality titles MOSTLY have a construction kit and ways to mod. You can look at many of those top selling titles and see there&#8217;s ways to mod them.</p>
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		<title>By: Eldon Desmith</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-819</link>
		<dc:creator>Eldon Desmith</dc:creator>
		<pubDate>Fri, 23 Apr 2010 17:34:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-819</guid>
		<description>I&#039;ve starcraft 2 beta, yet all attempts to use it have failed, I have tried ALL mac/laptop VMs, crossover, wine and the remaining, all lead to the same error. So I’ll bide my time and look forward to a mac version to be sent. Kinda inconsiderate to send a person who states they own a mac a laptop beta :( . I simply wish they will release the game quickly!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve starcraft 2 beta, yet all attempts to use it have failed, I have tried ALL mac/laptop VMs, crossover, wine and the remaining, all lead to the same error. So I’ll bide my time and look forward to a mac version to be sent. Kinda inconsiderate to send a person who states they own a mac a laptop beta :( . I simply wish they will release the game quickly!</p>
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		<title>By: Sheffield Steel</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-812</link>
		<dc:creator>Sheffield Steel</dc:creator>
		<pubDate>Thu, 07 Jan 2010 20:46:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-812</guid>
		<description>With C++ and Maya, your options are more or less unlimited. With the Unreal Engine or (insert competitor here), you are more restricted but still have a great deal of flexibility and pwer in creating content. With Spore&#039;s creature creator, you can make... a creature for Spore. Similarly for those games with map editors. When it comes to learning curves and ease of use, it seems that by and large you get what you pay for.</description>
		<content:encoded><![CDATA[<p>With C++ and Maya, your options are more or less unlimited. With the Unreal Engine or (insert competitor here), you are more restricted but still have a great deal of flexibility and pwer in creating content. With Spore&#8217;s creature creator, you can make&#8230; a creature for Spore. Similarly for those games with map editors. When it comes to learning curves and ease of use, it seems that by and large you get what you pay for.</p>
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		<title>By: nathan</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-808</link>
		<dc:creator>nathan</dc:creator>
		<pubDate>Thu, 26 Nov 2009 19:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-808</guid>
		<description>so what software can i use to mod, if i wanted to</description>
		<content:encoded><![CDATA[<p>so what software can i use to mod, if i wanted to</p>
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		<title>By: Iffiz Articles</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-807</link>
		<dc:creator>Iffiz Articles</dc:creator>
		<pubDate>Wed, 25 Nov 2009 01:01:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-807</guid>
		<description>I disagree with Hamish, I don&#039;t think modding should be an issue.</description>
		<content:encoded><![CDATA[<p>I disagree with Hamish, I don&#8217;t think modding should be an issue.</p>
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		<title>By: Hamish</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-806</link>
		<dc:creator>Hamish</dc:creator>
		<pubDate>Sat, 21 Nov 2009 16:14:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-806</guid>
		<description>I think you&#039;re getting a little confused between modding and hacking/cheating/piracy, Nathan. I think most developers are fine with their games being modded - a large amount of their staff probably come from modding backgrounds and if someone wants to play a mod they have to buy the original game, it&#039;s win-win.

Anyway, I think this post is a little flawed. You use Spore as an example of a game where players can create something that looks professional very easily. The problem here is that they aren&#039;t really creating anything. They&#039;re just putting a bunch of premade models together and tweaking some parameters all from a user-friendly interface.

C++ and Maya are here to stay. Why try to replace a proven content creation pipeline with a player-friendly one which - although easy to use - requires a lot of work on the premade assets, a lot of work making them morphable and is, in the end, very limited in what can actually be created with it.

The modding side of gaming shouldn&#039;t be catered to people with the lowest skill. If someone is too lazy to learn how to model/animate or learn some basic C++, then should they really be modding at all? The problem I see with the modding scene today is the rafts of modding newbies starting up ridiculously ambitious mods and expecting to produce the next big thing. At the moment, all they end up making is a Half-Life clone with maybe a few changed skins and some blocky maps.

Is that really a bad thing? No. These people may choose to continue to learn and get better, eventually progressing to a level where they&#039;re turning out pretty stuff. At this point, they&#039;ll have a good skill-base in mapping or modelling or programming, etc.

If the modding scene was to follow this idea of easy content creation and newbie-friendly tools, then we&#039;d just get hundreds of permutations on the same thing. Sure, they all might look professional-ish, but they&#039;ll be boring as hell. We&#039;d only have one or two kinds of gameplay, because programming won&#039;t be considered &quot;cool&quot; and at the basic level, everything will look the same. What&#039;s more, all these so-called modders will consider themselves highly skilled and close to the level of professional developers. Then, if they try to go into any real game industry they&#039;ll get a big slap in the face when they&#039;re forced to learn real tools used by real people - because they&#039;ve spent too long being pampered with rubbish.

Bottom-line: leave the modding to the people with the conviction to stick it out and learn how to use software that - although it may be difficult to use at first - allows true freedom in content creation.</description>
		<content:encoded><![CDATA[<p>I think you&#8217;re getting a little confused between modding and hacking/cheating/piracy, Nathan. I think most developers are fine with their games being modded &#8211; a large amount of their staff probably come from modding backgrounds and if someone wants to play a mod they have to buy the original game, it&#8217;s win-win.</p>
<p>Anyway, I think this post is a little flawed. You use Spore as an example of a game where players can create something that looks professional very easily. The problem here is that they aren&#8217;t really creating anything. They&#8217;re just putting a bunch of premade models together and tweaking some parameters all from a user-friendly interface.</p>
<p>C++ and Maya are here to stay. Why try to replace a proven content creation pipeline with a player-friendly one which &#8211; although easy to use &#8211; requires a lot of work on the premade assets, a lot of work making them morphable and is, in the end, very limited in what can actually be created with it.</p>
<p>The modding side of gaming shouldn&#8217;t be catered to people with the lowest skill. If someone is too lazy to learn how to model/animate or learn some basic C++, then should they really be modding at all? The problem I see with the modding scene today is the rafts of modding newbies starting up ridiculously ambitious mods and expecting to produce the next big thing. At the moment, all they end up making is a Half-Life clone with maybe a few changed skins and some blocky maps.</p>
<p>Is that really a bad thing? No. These people may choose to continue to learn and get better, eventually progressing to a level where they&#8217;re turning out pretty stuff. At this point, they&#8217;ll have a good skill-base in mapping or modelling or programming, etc.</p>
<p>If the modding scene was to follow this idea of easy content creation and newbie-friendly tools, then we&#8217;d just get hundreds of permutations on the same thing. Sure, they all might look professional-ish, but they&#8217;ll be boring as hell. We&#8217;d only have one or two kinds of gameplay, because programming won&#8217;t be considered &#8220;cool&#8221; and at the basic level, everything will look the same. What&#8217;s more, all these so-called modders will consider themselves highly skilled and close to the level of professional developers. Then, if they try to go into any real game industry they&#8217;ll get a big slap in the face when they&#8217;re forced to learn real tools used by real people &#8211; because they&#8217;ve spent too long being pampered with rubbish.</p>
<p>Bottom-line: leave the modding to the people with the conviction to stick it out and learn how to use software that &#8211; although it may be difficult to use at first &#8211; allows true freedom in content creation.</p>
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		<title>By: nathan</title>
		<link>http://www.lagspike.com/2009/11/the-problem-with-the-game-industry/comment-page-1/#comment-804</link>
		<dc:creator>nathan</dc:creator>
		<pubDate>Tue, 17 Nov 2009 19:19:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.lagspike.com/?p=109#comment-804</guid>
		<description>i don&#039;t dislike modding and machinima but i thought the devalopers hated modders and were trying to stop them</description>
		<content:encoded><![CDATA[<p>i don&#8217;t dislike modding and machinima but i thought the devalopers hated modders and were trying to stop them</p>
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