Of course, but the whole idea is to avoid :You guys are forgetting something. We modders don't need permission or support. Sure it would be handy, but back in the days modders went to the level of bytes and bits to mod stuff. I actually miss those days, digging in libraries and reverse engineering fileformats. So even if they never add support, I might still mod the ❤︎❤︎❤︎❤︎ out of this game.
- Unstable hacked games
- Non-native system
- Multiples download websites
- Bugs during the import
- Crashes by lack of optimization
- Corrupted files
- Virusses during the download
- Problems between versions
- Etc...
But yes, you are right, we don't need permission or support ... But it's better :
- For us because it is less work to do, and we can focus on the content and not the tools
- For Frontier because they can take a look at the UGC and mods produced and it avoids pirated versions (not all, but a large number)
- ... and many other reasons (on both sides by the way)
Agree [yesnod][up]People can already do some pretty ridiculous stuff with the limited objects the current alpha has. Adding more props and assets combined with the blueprint and online sharing feature is going to be awesome. Thus, I have absolutely no problem with modding support not being here at launch.
Provided that.
1. Frontier confirm that extensive modding support will be a big focus for an update after launch.
2. Frontier build the tools needed (importer, documentation, UGC planning bible, API/SDK etc) for people to take full advantage of the feature.
3. Frontier either use the in-built online infrastructure for hosting and maintaining modded content, or lets users download and install from other sources without DRM gating.
4. Frontier decide to do this as passionately and seriously as we have seen with other aspects in the game so far.
Contrary to popular belief, a PC game in 2016 can both have extensive modding support AND a good post-release monetization record. Community goodwill and developer support after launch pays dividends, fast (there are a lot of examples for that in the industry). Also, modders can and will do what they can to make a game better, but formal support from the developer is what is going to make the game spectacular.
There is a lot to learn for making UGC and modding a game, from proper UV maps to making LODs and optimizing your models/textures/maps/animations so that the game performance does not suffer, and from having an easy to use and powerful API to being able to understand why something you made does not work properly, and how you can reach the amount of detail and quality the official content has.
A lot of developers seem lately to merely slap-on a steam workshop skeleton, make a mod file directory and let the game implode from people that do not or cannot do what is needed to keep their mods both compatible and optimized.
So, Frontier, your help and your support is needed. Trust me when I say this, If you do the community good, the community will return the favor in hard cash, name/brand recognition, free marketing and advertising. In tenfold.
So, we need your unequivocal and undivided commitment that you will do this part of the game justice, and will do it properly. You don't need to do it as timely as some have mentioned. We need to know though that you will do it. And we need to know now.
just my 2c..<3
But we already know :
https://www.youtube.com/watch?v=p7dNTG68Wqw
Sorry for the quality of the video, I did with what I had on hand
Transcript by Kerrash (thank you)
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TRANSCRIPT :
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Angelis :
What can you tell us about custom content ?
Jonny Watts :
So, as we've already said; on the Q&A that John Laws did. Is that, we are interested in doing UGC the way you've said it; but it's not for release.
What I can tell you is that the game has been designed from the ground up to be ready for when we're ready to do that; or the way we load things into the game has all been designed to do that.
But for release, we really wanted to concentrate on doing what we call 'UGC in the box'
Which is slightly different. It's to give people ultimate creativity to a very fine level of granularity in the game.
So it's two stages. So to start off with, we want to give you the tools and all the things that our imagineers have made; which I think are incredibly beautiful.
And then once people have got tired of that, then we will start allowing people to model it in Maya or Max or whatever 3D Package they want.
But that's just a little bit later on after release.
Angelis :
When custom content is available, will you consider a central platform to share it ?
Jonny Watts :
Right from the, you know, from release. Even when you are doing your own blu-, we call them blue prints, so you've built your own coasters.
It's all going to accessed via the planet that you see on the front end of the game; and that's going to be how you share with your friends and various other people.
When we are going to do UGC, we'll use exactly the same sort of framework for that. So it will all be stored on our servers, it'll all be very, make sure it's all maintained, it won't be corrupted files, you'll be able to share it and it'll be done properly.
That's why it's going to take a bit of time to do, but we going to, as I say, first off, what you build in the game, you can share.
And thats a good step, it's all about, we are going to be supporting this game for a long long time, I hope so anyway; because I love coaster games.
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