Difference between revisions of "Developing Successful Mods"

74 bytes added ,  16:31, 7 November 2008
no edit summary
imported>Gregbert
imported>Gregbert
Line 1: Line 1:
'''Developing Successful Mods'''
'''Developing Successful Mods'''
----


''' ''How to make successful mods'' '''
''' ''How to make successful mods'' '''
Line 7: Line 9:
In this page, I'll try to help with how to make mods more successful, playable, and hopefully get to completion. Just a short heads up; I'm not going to tolerate or answer flamers, or people who decide that this makes me big-headed or arrogant. I'm making this so we can see more mods of a better quality, and the completion of bigger projects. This isn't intended for it to look like I'm parading around, trying to convince people I'm a good modder; that's your decision to make, and whilst I may not have any recognised mods released, I do feel at home enough with the CS, NifSkope, Mod content and have played limitless mods to be able to determine what makes a mod a success.
In this page, I'll try to help with how to make mods more successful, playable, and hopefully get to completion. Just a short heads up; I'm not going to tolerate or answer flamers, or people who decide that this makes me big-headed or arrogant. I'm making this so we can see more mods of a better quality, and the completion of bigger projects. This isn't intended for it to look like I'm parading around, trying to convince people I'm a good modder; that's your decision to make, and whilst I may not have any recognised mods released, I do feel at home enough with the CS, NifSkope, Mod content and have played limitless mods to be able to determine what makes a mod a success.


----


'''0: Index'''
'''0: Index'''
Line 34: Line 37:
'''11: Page's Thread'''
'''11: Page's Thread'''


----


'''1: Ideas and Drafting'''
'''1: Ideas and Drafting'''
Line 45: Line 49:
Make sure you put detail in everything you plan, or it could end up looking ugly. You should want your mod to be aesthetic and practical in one bundle, but focus more on the latter: People won't play a mod if it's detailed, but has no content, but some people will play a highly undetailed mod with barrels of practical content. If you're making a mesh, or texturing landscape; be aware of colours that would suit the need by implementing a colour scheme (Wikipedia: Colour Scheme ([http://en.wikipedia.org/wiki/Color_scheme]), Wikipedia: Colour Theory ([http://en.wikipedia.org/wiki/Colour_theory]), or Valve: Colour Theory ([http://developer.valvesoftware.com/wiki/Colour_theory_(level_design)]).), and try to match the colours with the mood of the piece. Such detail can make a mod look visually stunning, and enhance a mod endlessly.
Make sure you put detail in everything you plan, or it could end up looking ugly. You should want your mod to be aesthetic and practical in one bundle, but focus more on the latter: People won't play a mod if it's detailed, but has no content, but some people will play a highly undetailed mod with barrels of practical content. If you're making a mesh, or texturing landscape; be aware of colours that would suit the need by implementing a colour scheme (Wikipedia: Colour Scheme ([http://en.wikipedia.org/wiki/Color_scheme]), Wikipedia: Colour Theory ([http://en.wikipedia.org/wiki/Colour_theory]), or Valve: Colour Theory ([http://developer.valvesoftware.com/wiki/Colour_theory_(level_design)]).), and try to match the colours with the mood of the piece. Such detail can make a mod look visually stunning, and enhance a mod endlessly.


----


'''2: Basic Beginnings'''
'''2: Basic Beginnings'''
Line 52: Line 57:
Don't compromise any aspect of your mod, and tell yourself that you'll overcome that hurdle later; or you'll have so many problems to finish towards the end of your mod, which is the point at which most people seem to send their mod to an early grave. Overcome problems as you face them! You should be able to overcome any problem if you set your mind on it.
Don't compromise any aspect of your mod, and tell yourself that you'll overcome that hurdle later; or you'll have so many problems to finish towards the end of your mod, which is the point at which most people seem to send their mod to an early grave. Overcome problems as you face them! You should be able to overcome any problem if you set your mind on it.


----


'''3: Modding Utilities'''
'''3: Modding Utilities'''
Line 64: Line 70:
''Audio-Altering Program'' - These things don't really help too much, but can make your mod a mile appart from others. With these you can make your own music, edit and alter other sounds to fit your purpose, and basicly play with all the audio that comes with Oblivion. Even though they're not so great for making your own music, it's fine for altering existing ones. There's some really neat universal functions, so they can be fun to tinker in! I'd suggest Audacity. It's the only free one that I've found to be effective with what I want to do, and I haven't heard of any other good ones - Maybe ask around if you grow tired of Audacity, or need it for something more.
''Audio-Altering Program'' - These things don't really help too much, but can make your mod a mile appart from others. With these you can make your own music, edit and alter other sounds to fit your purpose, and basicly play with all the audio that comes with Oblivion. Even though they're not so great for making your own music, it's fine for altering existing ones. There's some really neat universal functions, so they can be fun to tinker in! I'd suggest Audacity. It's the only free one that I've found to be effective with what I want to do, and I haven't heard of any other good ones - Maybe ask around if you grow tired of Audacity, or need it for something more.


----


'''4: Team Projects'''
'''4: Team Projects'''
Line 75: Line 82:
Try not to get a huge number of people involved. You see an endless list of people on games such as Super Mario Galaxy, Half Life, and even Oblivion, but don't forget that they had to make the engines, all existing content and large scale plans. Try to minimalise your group, or you'll find people attempting to usurp your position as leader. Smaller groups tend to project better quality work, and lots of it. Tetris was designed and made by 1 person, as was the case for Counter Strike: Source; and these games are great hits. Besides; you can claim more of the rights to the work in smaller groups!
Try not to get a huge number of people involved. You see an endless list of people on games such as Super Mario Galaxy, Half Life, and even Oblivion, but don't forget that they had to make the engines, all existing content and large scale plans. Try to minimalise your group, or you'll find people attempting to usurp your position as leader. Smaller groups tend to project better quality work, and lots of it. Tetris was designed and made by 1 person, as was the case for Counter Strike: Source; and these games are great hits. Besides; you can claim more of the rights to the work in smaller groups!


----


'''5: Motivation'''
'''5: Motivation'''
Line 84: Line 92:
Get excited about your mod! It IS going to be a success, and you ARE going to complete it! Hopefully this thread should help you realise just how great you and your mod are, so get to work; then reap the rewards! ^_^
Get excited about your mod! It IS going to be a success, and you ARE going to complete it! Hopefully this thread should help you realise just how great you and your mod are, so get to work; then reap the rewards! ^_^


----


'''6: Completion'''
'''6: Completion'''
Line 99: Line 108:
All you have to do now is update the thread, open the gates and lett'em in!
All you have to do now is update the thread, open the gates and lett'em in!


----


'''7: Publicity'''
'''7: Publicity'''
Line 110: Line 120:
Answer feedback and questions directly, and open an FAQ on the main thread if questions repeat too often. Giving response to such questions shows your mod is still alive and being produced; and thus keeps the interest of the eager viewer. Just be polite and hospitable, but don't reveal too much. One of the greatest mechanisms to keep the crowd with baited breath is to build suspense. If you do that well, it can make a mod seem so much more interesting.
Answer feedback and questions directly, and open an FAQ on the main thread if questions repeat too often. Giving response to such questions shows your mod is still alive and being produced; and thus keeps the interest of the eager viewer. Just be polite and hospitable, but don't reveal too much. One of the greatest mechanisms to keep the crowd with baited breath is to build suspense. If you do that well, it can make a mod seem so much more interesting.


----


'''8: Post Release'''
'''8: Post Release'''
Line 116: Line 127:


Creating and releasing AddOn Mods (Think Expansion Packs again.) can make your mod yet more popular, known about and thus successful; even though you have to go through the whole process once more. This can make a mod turn from popular to a legend, that people recommend to others, and respect highly (Such as OOO). Just keep the crowd happy, give them more and bonus content, and settle rants to keep your mod in the spot light. Well done on the release, and I wish you luck on the coming project!
Creating and releasing AddOn Mods (Think Expansion Packs again.) can make your mod yet more popular, known about and thus successful; even though you have to go through the whole process once more. This can make a mod turn from popular to a legend, that people recommend to others, and respect highly (Such as OOO). Just keep the crowd happy, give them more and bonus content, and settle rants to keep your mod in the spot light. Well done on the release, and I wish you luck on the coming project!
----


'''9: Interviews'''
'''9: Interviews'''
Line 151: Line 164:


8. When you make a WIP or RELz thread, make sure you 'bookmark' or 'favorite' the page in your web browser. You should check the page several times a day. For a RELz thread, bump it if there is no activity in a day. I bump it for about 2-3 days of no activity, or up to a week after it was released. Keep the bookmark of the RELz thread, and check it at least every other day to see if there are any new posts in it. Check the site that you uploaded your mod to at least once a day when possible and look at the comments people have left.
8. When you make a WIP or RELz thread, make sure you 'bookmark' or 'favorite' the page in your web browser. You should check the page several times a day. For a RELz thread, bump it if there is no activity in a day. I bump it for about 2-3 days of no activity, or up to a week after it was released. Keep the bookmark of the RELz thread, and check it at least every other day to see if there are any new posts in it. Check the site that you uploaded your mod to at least once a day when possible and look at the comments people have left.
----


'''10: Page Conclusion'''
'''10: Page Conclusion'''
Line 157: Line 172:
Thanks for reading once more! ^_^
Thanks for reading once more! ^_^


----


'''11: Page's Thread'''
'''11: Page's Thread'''
Line 163: Line 179:


[http://www.bethsoft.com/bgsforums/index.php?showtopic=793606&st=0]
[http://www.bethsoft.com/bgsforums/index.php?showtopic=793606&st=0]
----
Anonymous user