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Modding VS Development

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well that's a very constructive contribution to the discussion...
Yes, mine and his... instead of arguing my points all he did is try to rattle me. Little does he know I'm used to trolls like him and his pitiful attempts to divert from the points and try to ennerve me fell on deaf ears... poor guy, he should really try to fix his frustrations by going to a doctor instead of trying to show off in a forum. It's really pathetic.
 
Maybe you should follow your own advice instead of trying to get a rise out of new forum members. What did you contribute by trying to push my non-existent buttons? Nothing, that's what, nix, zero, nada ?
A normal reply would be to answer with substantial counter-arguments, not trash talk like this. You are not fooling anyone.
 
Yea... like you know about normal ? OK, Brutus, let's not make this thread about your insecurity issues and let this thread turn back to its topic because as entertaining as your delusions are, this forum isn't about you, mmmkay?

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I would agree that the main issue comes from accountability :
modders can risks breaking the game.
they can risks wasting their time into something that no ones likes.
modders can work "solo" and make crappy noodle code that would instantly burn the eyes of any professional.
modders build upon what developers made.
Devs cannot. they still do mistakes, still have varying quality of works. varying reliability, etc.But they are entilted to perform to a minimum and to take a share of the workload that they do not necessarly choose from.
 
and there's also the "breadth and depth" thing.
modder can go very deep into a single feature where developpers have to carry the whole width of the project, including the technical "invisible" stuff.

It'easier to go down a very sophisticated "smithing" feature if you don't have to manage the rest of the features and develop it with the same depth.
 
I think there are several reasons:

1. Modders can be very opinionated and only appeal to a small demographic with their mods.

2. Devs & Publishers like Taleworlds and Paradox Interactive(PI) probably know full well that a large group of motivated and talented modders will take the base game and provide flavour and balancing, so it makes economic sense to let them do it rather than have that cost internally.

3. Something which PI are very guilty of - but thankfully not taleworlds yet - is splitting what used to be a full game with a handful of expansions into a decent sized game but with dozens of DLC's. I'm sure the marketing dept helped plan the roadmap way in advance of the games release and salami sliced all the features you'd want into all the DLC's.

4. The ease of releasing updates via platforms like steam, enable and encourage release of what is effectively beta code with many features incomplete.
 
modders can work "solo" and make crappy noodle code that would instantly burn the eyes of any professional.

Most of the code in bannerlord (and warband) would burn the eyes of any professional. The coding in AAA games is often rushed, poorly coordinated and barely functional. Just because a game isn't completely bugged, doesn't mean the code is well written.

and there's also the "breadth and depth" thing.
modder can go very deep into a single feature where developpers have to carry the whole width of the project, including the technical "invisible" stuff.

It's actually the opposite most of the time. Modders have to do almost everything themselves, even if they're just working on one "feature" (which might span half the code base). Large team mods are relatively rare, usually it's just one person with a few helpers. Conversely if you work as a coder in a game development studio as large as Taleworlds, you will typically have a myopic focus on some small area of the code base. Your Supervisor / Line Manager or whatever will give you tasks that you are supposed to focus on until they're done.
 
I would say basically the same things as Jacob above, but these need to be said, as this "modders are irresponsible amateurs" theme keep coming up from people that presumably haven't seen many modders.
kI would agree that the main issue comes from accountability :
modders can risks breaking the game.
If you are developing a popular mod, you will get negative feedback the moment you break something. As you are normally talking to people on the mod forum, you will also be able to hotfix this right away. So, modders are more responsive IF they break something and no, they can't somehow risk this if they have a bunch of active players.
they can risks wasting their time into something that no ones likes.
This is true up to a point, some modders are more eccentric than others and care less about their players.
But it's also true for Taleworlds. For example, why is a good idea to take away formation control when the enemy routs? And not revert the change when no one liked it? And there are other examples.
modders can work "solo" and make crappy noodle code that would instantly burn the eyes of any professional.
The top modders are usually pros in their field of expertise and pros have their standards whether they work solo or not (for good reasons). As a (former) professional programmer I cringed at parts of the Taleworlds code in Warband. Most of it was well-written, but some parts were uneven and would burn the eyes of any professional.
I'm told that the Bannerlord code is in a much worse state, as numerous interns seem to have left their legacy there.
You can safely assume that a top modder would write better code than the average Taleworlds programmer and there goes that argument.
modders build upon what developers made.
Devs cannot. they still do mistakes, still have varying quality of works. varying reliability, etc.But they are entilted to perform to a minimum and to take a share of the workload that they do not necessarly choose from.
Devs build upon someone else's code too once modules are developed by senior devs. Modders also don't just tweak and edit devs' code, but develop new subsystems on their own when they need them.

Modders also don't just do what they like (okay, some do), half of the time they work on stuff that they NEED to do and it's not fun for them - it's work. They finish this work not because their boss shouts at them (like at Taleworlds), but out of self-discipline, further motivated by their players and their teammates. You tell me which is better.
and there's also the "breadth and depth" thing.
modder can go very deep into a single feature where developpers have to carry the whole width of the project, including the technical "invisible" stuff.
It'easier to go down a very sophisticated "smithing" feature if you don't have to manage the rest of the features and develop it with the same depth.
This applies to mini-mods that focus on a single feature.
More ambitious mods like full conversion mods make changes across the board, not just in the art, but in game mechanics, dialogs, troops, everything, simply because you need to.
So if you are a coder for a full conversion mod (like LoTR or GoT), you would have to know most of the subsystems and how they work, unlike a Taleworlds programmer who has limited responsibility within a sub-team that is already responsible for only a part of the game. If you are lucky, you would have a fellow coder or two, who would specialize in some areas and you wouldn't have to do it all.
This is literally the opposite of your claim.

*(I'm speaking strictly from experience as a former member of two full conversion mod teams and familiarity with other modders and their work on the Warband modding scene)
 
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Modders also don't just do what they like (okay, some do), half of the time they work on stuff that they NEED to do and it's not fun for them - it's work. They finish this work not because their boss shouts at them (like at Taleworlds), but out of self-discipline, further motivated by their players and their teammates. You tell me which is better.
Assuming they finish it, why would I care which is better?
 
modders can risks breaking the game.
Sure, but still there are more mods that fix the core issues of the game than breaking the game...and if a mod breaks the game just don´t use it, but I have no option to use a working siege AI if I don´t use mods...

I still don´t get how modders are able to improve/fix major issues while TW just "ignores" (yea, I know, they`re working on them yada yada yada) them.

Never forget, modders do this stuff in their free time without receiving anything. And they could stop anyday if they like to, but TW also could do this so...I don´t know...and this game sold millions of copies over a year ago and still we have this state of the game with like 8 months left according to TWs latest statement...

I repeat myself but TW just has their tunnel vision of the final game and ignores everything left or right....even if 99% off all players (not only in this forum) would say that it was a bad decision to remove the ability to give orders after the enemy flees, TW would still keep it this way. I´ve never seen a single post on reddit, steam or here where someone suggests that it would be cool if TW would remove this ability to give orders after the enemy flees but I´ve seen a lot of complaints.

If TW would just release the source code modders will make the game that TW showed years ago in like 1-2 years from now on, at least it "feels" like this.

But let´s see if we get a real update next time or another update with just minor stuff. In my opinion it´s time for something big. But it was also time for something big months ago.
 
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Assuming they finish it, why would I care which is better?
It was expressed half-assedly, but self-motivated people (modders, but also some devs we know) make better stuff even when they don't have to. If you are there for the wage, you'll get some minimum done and clock out.
 

1) It wouldn't make sense to make a mod instead of a full game if modders had to "do almost everything themselves". That's the elephant in the room.
Sure some mods are very complex and required lots of work & effort. And it should hint at how complex building from scratch is.
Some modders could, and some do, go on to make their own game. But most won't and many of those who try fails to achieve big projects because that requires more man-hours. It ends up requiring a more productive organizational model which in turns, sadly, filters out some of the creativity at hands.
Given the (relatively) precarious work conditions in the average video game studio, saying developpers "don't care" or are "not creative", etc is wrong. People who chose video game industry could earn more and for much less stress in a different area. They do love their craft and when they don't, they switch away. There exists many instances of small subset of employee forming their own small studio when they feel they have enough experience in the field to regain control over creativity and while it's more rewarding when it works, it also is more risky and can ends up in that small studio asking for help from publishers. There's comfort in modding in the sense that lots of ground work is already done.

It relate to my width & depth argument :
Most developpers are frustated by the need to switch away from a feature because of dead-lines. But for any feature to have value, there needs to be an overall context in which those feature makes sense. I.E. a super genius smithy feature has not the same value within the context of an awesome RPG than it would have on its own.
So the "width" is required as a way to improves the value of every parts and the "depth" has to be cut many times to allocate the work-hours on the rest of the project. In virtually every cases mods are working on the rough edges of an existing project that already possess a sufficient width that enable the features/modification to have value. And that's why people who mods, mods, and don't design from scratch. Because for a given quantity of work and effort the value produced and the satisfaction they get out of it is higher than if they had to include the work for everything else.
And from scratch I include working from engine such as unity/unreal.

2) Quality of code. I agree with your statement for the most part.
But my point was that building a whole project from scratch forces a minimum of quality. You can't build upon crappy noodle code without adding more crappy noodle code to the soup and at some point it becomes insanity.
That's why modders can make crappy noodle code : because it's unlikely anyone will build upon what they did. And it didn't imply modders are unskilled developpers or always do crappy work. They still need to refactor their craft when they want to build more on top of what they did or accept the soup.
Developping game is a specific IT paradigm in which whatever is "expected to be fun" isn't necessarly fun when it's done and may requires so many consecutive rewritings that making crappy noodle code is sometimes the fastest way to find "what should be implemented" based on how "it feels" for the player. Because it's pointless to try to format an idea to high standard if that idea ends up being thrashed.
This constant prototyping plays a big role in the video game code being rough on every edges. Still need solid trunk and branchs if you want something to grow big. It's not aero-spatial engineering but it's still big IT project.

It's also different when you have to deal with dead-lines in a team (average case of game development) than if you are alone on your free time (average case of mod development).

Sure, but still there are more mods that fix the core issues of the game than breaking the game...and if a mod breaks the game just don´t use it, but I have no option to use a working siege AI if I don´t use mods...

I still don´t get how modders are able to improve/fix major issues while TW just "ignores" (yea, I know, they`re working on them yada yada yada) them.

Never forget, modders do this stuff in their free time without receiving anything. And they could stop anyday if they like to, but TW also could do this so...I don´t know...and this game sold millions of copies over a year ago and still we have this state of the game with like 8 months left according to TWs latest statement...

Either it makes sense for the game designer vision (I.E. after battle, soldiers are free to roam and this frustration has to be accepted)
or it's going to be reverted as a polishing work once features related to battle are all implemented.

It's a matter of accepting what one consider a flaw in someone's work. That said I relate to being triggered by some decision (I wouldn't be a code digger otherwise) but I raise my optimistic gaze up to God and remember that He opted for darwinism as a way to sort those issues through "Essential mods" / "Community Edition". Maybe it can be compared to fans critisizing the cast for a movie or certain scenes they watched 10 times and got angry at because they spotted inconsistencies/mistakes.

IMO early access tends to create those situation where the freshness of what has been done fades away while the expectation of more/better grows, leaving a bitter feeling to hardcore players. The benefits of first impression is diluted and ends up making it looks worse than it would, had it been published later on.
 
2) Quality of code. I agree with your statement for the most part.
But my point was that building a whole project from scratch forces a minimum of quality. You can't build upon crappy noodle code without adding more crappy noodle code to the soup and at some point it becomes insanity.

Believe it or not, this is what happens with most software projects, especially in video games which have by far the worst standards in the entire tech industry. If you know how to code at all, you would shocked at how poor the coding is even in AAA games that seem to have no bugs. The main difference is that a bug in a video game has no real world consequences, while a bug in some proprietary software might cause millions in real world money to vanish, or for a company to falsely issue insurance claims, or whatever.

The problem with large teams is that no matter how much you try to drill good practice in to employees, everyone has different levels of rigour and committment. Unless everyone can communicate perfectly, it is impossible to reach even a basic level of code consistency, which leads to confusion down the line. When a project runs for years, this compounds to the point where almost everything is bugged, and refactoring is impossible. I don't think bannerlord has reached that stage yet, but it's close.

The main advantage modders have is a higher selection rate for quality. Because people mod things voluntarily without being paid, anyone who puts in the effort to learn will be a different kind of person to the people who work in modern tech companies, and more like the oldschool game developers of the early 1980s. If you read Warband's code for example, you can tell a dozen people worked on it, and that they didn't coordinate very well, and as a result all their faults as individual developers are amplified. You can tell which devs didn't test their code at all, and which don't care about the game much and are just completing tickets. There are a shocking number of these in the code, you just never notice them while playing because usually it just amounts to a feature that never works.
You are never going to find a modder with this mentality. Why would someone do something for free that they barely care about on a salary? As a result mods naturally select for people with better coding practice than most employees.
 
you can tell a dozen people worked on it, and that they didn't coordinate very well, and as a result all their faults as individual developers are amplified. You can tell which devs didn't test their code at all, and which don't care about the game much and are just completing tickets. There are a shocking number of these in the code,
I counted 5 main programmers and 3 additionals for warband in their credits from the main menu.
and 2 of the mains were 2 out of the 3 game designers.
 
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