The recent discussions about WAR’s intended policies towards UI Mods have sparked a few conversations with my friends and got me thinking. If you are not familiar with the overall discussions, check out Keen and Graev’s posts (1,2), along with Tobold’s.
The importance of user-created content is finally being embraced by game producers, be it the inclusion of real cities in Monopoly or the ability of PotBS players to create in-game content. Mods are also user-created content. They allow their creators to care more about the game by allowing them to have a personal investment, and offer good Modders to gain respect and attention from the players who use their Mods. Even without going into how bad the original WoW UI was, Mods also can allow non-programming Mod-using players to personalize their interface, once again increasing the personal investment towards the game.
What I would like to clarify, without retreading the discussions already at the above sites, is the difference between Visual Mods (those that affect your HUD or Visual Interface) and Mechanics Mods (those that allow for game actions or processes to be manipulated). Keen attempted to state this difference a few times, but it seems that his delineation was lost amid the clamor of people attempting to fight for or against the inclusion of all Mods in any game. The importance of this delineation can not be overstated.
I encourage and support most efforts to Communitfy games. Where I begin to get nervous is when we discuss the Mechanics Mods. As both Keen and Tobold stated, there is a fine line between ‘cheating’ and advantage when we talk about Mechanics Mods. If a Mechanics Mod becomes necessary for a player to compete, then it is clear that the developer needs to incorporate that Mod into the actual game or remove it, anything else is intellectually lazy on the part of the developer. Incorporating it is not akin to admitting an oversight happened during development, but rather it is embracing the idea that player-feedback can help a game evolve in positive ways. Removing it is not akin to admitting the Modder was trying to cheat, but rather it protects the integrity of the game’s core mechanics and balance. Both developers and Modders need to check their egos, and ask “How does this Mod affect the intent of the game’s core mechanics and balance?”
Another interesting question emerges from this discussion. What happens when a developer limits Mechanics Mods, in an effort to retain their intended balance (see Tobold’s example of DoT in paragraph four). While I would agree that they should be limited, some of the Mechanics Mods that have been incorporated into WoW officially by Blizzard are fantastic. How should a game allow Mechanics Mods to be created, in order to incorporate new ones into the game itself, while protecting the actual game from the ‘broken’ or ‘unintended’ ones?
Continue reading 'Mods vs. Design, what is the Intent?'