You can keep ignoring my points and claim that I'm extrapolating (without even bothering to give arguments supporting your statement) if you wish, but it doesn't negate my argument.
Sorry, I edited my post while you were replying to it...
You can keep ignoring my points and claim that I'm extrapolating (without even bothering to give arguments supporting your statement) if you wish, but it doesn't negate my argument.
So you're saying that modder's opinion what should be in the game is better than mine or other fans'. It's nice to know that there's "Upstairs, Downstairs" attitude in this forum. I was too stupid and ignorant to think that we were equal around here.
And the posts that annoy me, are the posts that ask to add gameplay mechanics, that can be (and was) made at present version using mods. Why should Paradox spend it's time to reinvent the wheel?I could not agree more. Those posts annoy me to no end.
Ad Infinitum and SRI and MMP2 all have the big seven concept. Go DL the AI mod at the least. It'll make your day.
T
Of course it is... but I don't believe it to be as biased as one might think. I am still seeing new guys come in long after the releases, especially after complete. There are people coming out of the woodwork on this poll, who haven't posted since Noah. If you were talking about my mods, then yes I'd agree. Extremely small sample there...
I disagree here. The name of the game is 'expand the customer base'. The only way you can do that as a small company making 'niche' games is to allow for your game to be tailored, or modded to create additional markets. No mods would mean the loss of those who want no PTI, the loss of those who want a more 'rigid' history, the loss of those who want a more detailed HRE, or more detailed religious implications. More importantly, it means the loss of those ten customers who really do want pirates, just not the instantly appearing ones...![]()
Mods allow the game to reach and pique interests in places where Paradox can't afford to go. Modding can increase the demand for a game beyond it's normal audience and can target specific groups and encourage them to stay here instead of going off and playing some other companies game. The really nice thing? As long as the game and the mods are done well, their numbers will only grow.
This was done in a few games, IIRC. In fact, my first modding experience was when I purchased a copy of CIV 2 that had ten or so mods included on the disc. As a result, I bought every release of CIV right up through the last one. All since CIV 2 have been disappointments. The #1 reason? The ease of modding the games was gone. With so many glaring deficiencies in the games, and the inability to mod them out satisfactorily I could not fully enjoy them. As a result of these experiences, the games became dust gatherers and I will not be buying any CIV title in the near future that hasn't been out for at least a year or two. Galactic Civ 2 has suffered the same fate. Moddable, but not intuitively so. Again, that game is in the 'recycle bin'.
In contrast, my experience with EUIII has been very positive. I have been able to create and or DL mods to make the game what I want it to be. I'm no rocket scientist, nor am I any sort of coder or programmer, not by any stretch of the imagination. If anything, I'm the epitome of the lowest common denominator. If I can mod this game, anyone else can mod this game, computer literate or not, code savvy or not. You're not going to make the next 'Magan Mundi', at least not without help... But you CAN make meaningful changes in the game that will put a very big smile on your face as you play.
EUIII as it stands isn't the easiest game to mod, but I muddle through. It all makes some sort of sense, and it offers enough content to use so you can actually effect real changes to tailor the game to your liking. Being able to customize a game to fit your own whims is extremely satisfying, adds much to the re-playability issue and has brought me to the place where I would buy an expansion no questions asked. Adding to that capability WILL effect my decision to buy Paradox products in the future.
That is called financial impact.
As an aside... I originally was going to use the 10% rule on Ubik's numbers, figuring 45K as the actual # of people DLing the mod. If they all bought an expansion @19.95... that's 897,750 ducats. You know MMP2 would take advantage of any new material and update to the latest expansion. It only follows that many of their loyal followers would buy it to continue playing the latest version. I actually thought that to be quite high, so I went with a severely conservative 1%, 4,500... Which still produced a number that pays for an employee or two.
As a repair technician, we called that 'money in the bank'...
I understand underestimating the following of a game and it's community can be just as dangerous as over estimating it, so I always low ball numbers. I don't believe I have either over estimated or severely under estimated the impact of modders and those who play them in this case, and the reality is that mods and those who play them are a sizable group of people... A group that is far more inclined than the average person to but another expansion.
Apologies for the length... This started as a three sentence reply an hour and a half ago...How time flies when you're typing about fun.
Olaf Petraeus said:So what you're saying in a lenghty way that EU3 sucks without mods and that Paradox can't make good game but the modders can. Allow me to disagree, Paradox made EUIII so good (especially when they published IN) that I haven't had any need to try any of the mods, because official release offers so much entertainment and I don't want that some mod ruins it.
(Sorry, if I seem bit belligerent, but attitude that mods are better than original game annoys me, especially when people downplay my favourite games and have the attitude that unmodded games are trash.)
It's not about reinventing the wheel at all. Mods cannot add gameplay mechanics, they can just use the existing ones and maybe simulate new ones with it. But they can't really add things like lines of heritage or additional event commands.And the posts that annoy me, are the posts that ask to add gameplay mechanics, that can be (and was) made at present version using mods. Why should Paradox spend it's time to reinvent the wheel?![]()
And the posts that annoy me, are the posts that ask to add gameplay mechanics, that can be (and was) made at present version using mods. Why should Paradox spend it's time to reinvent the wheel?![]()
So let me pull some random numbers of my own up. Let's say there's 50k people who download MM from ubik's estimates. With no offense to him, this seems high to me, but MM is a very successful mod, if not the most successful. But let's give him the benefit of the doubt.
It's not about reinventing the wheel at all. Mods cannot add gameplay mechanics, they can just use the existing ones and maybe simulate new ones with it. But they can't really add things like lines of heritage or additional event commands.
Yes they can o0o !
For MMP2 we have many, many new gameplay mechanics! For instance, we have replaced the entire piracy game mechanic from the game and include one from our own design.
We have included Religious Fervor, a new gauge that lets one define how religion impacts its country.
We have created Administration Efficicency, that through the juggling of several variables provides a measure for how far a player can grow in territories.
All this are new gameplay concepts introduced. I could give probably a hundred more examples.
Sorry, I edited my post while you were replying to it...
Not sure where you got that from. I have done only the most brain-dead sort of modding and have no connection to the MM team or any other.
It isn't a question of giving undue weight to the wishes of some mythical elite caste of modders at the expense of the rest of the community, but just of taking modders' wishes into account. A ludicrously disproportionate reaction to imaginary class injustice seems a bit...
I think the main point here, regardless of whether you like modding, play mods, or your opinion of EU3: IN, is that every game has an innate shelf life. You're only going to play it so long before you get bored with it, for whatever reason. Maybe that threshold, hasn't been reached for you, and that's wonderful, but others have reached it and perhaps they stick around playing EU3 because of mods and the ability to mod rather than moving on to the next shiny game.
Another indisputable fact is that Paradox improvements and patches are limited by economics whereas modders do this in their spare time. If you don't believe me look at the date this patch was released. Next look at the number of mods with updates within the last 30 days. This naturally allows modders to explore the limits of the game engine.
And don't be surprised if there's interplay here; I've been hanging around here long enough to remember that military tradition came out of EU2 Multiplayer 'mods' which addressed the lack of non-historical generals with various leader generators between sessions. Paradox does in fact occasionally learn from modders and players of the game, and they should.
So if some mechanic they are thinking of adding in the expansion is already in a mod they should just leave it out because some mod has it already? What's wrong in adding working features to the vanilla game, so you don't have to go looking for mods? I agree that some mods have some pretty neat stuff, but they also almost always make changes I don't want to my game, so I much rather see Paradox add all the stuff they feel is necessary to improve the game, instead of leave part of the possible improvements for modders.And the posts that annoy me, are the posts that ask to add gameplay mechanics, that can be (and was) made at present version using mods. Why should Paradox spend it's time to reinvent the wheel?![]()
So if some mechanic they are thinking of adding in the expansion is already in a mod they should just leave it out because some mod has it already?
What's wrong in adding working features to the vanilla game, so you don't have to go looking for mods? I agree that some mods have some pretty neat stuff, but they also almost always make changes I don't want to my game, so I much rather see Paradox add all the stuff they feel is necessary to improve the game, instead of leave part of the possible improvements for modders.
Ultimately I want that Paradox makes their games so good that I don't have to have mods to enjoy the game.
IF there's an EU3 expansion, then probably about one day after people become tired of asking.When will we know something new about the new expansion?![]()
So what you're saying in a lenghty way that EU3 sucks without mods and that Paradox can't make good game but the modders can...
Allow me to disagree, Paradox made EUIII so good (especially when they published IN) that I haven't had any need to try any of the mods, because official release offers so much entertainment and I don't want that some mod ruins it.
(Sorry, if I seem bit belligerent, but attitude that mods are better than original game annoys me, especially when people downplay my favourite games and have the attitude that unmodded games are trash.)
So, as a company, you make the best game you can for the money and sell as many copies as you can and smile all the way to the bank if you wrote anything that was worth a crap.
Creative Assembly.(Or, if you have a franchise, you butcher it and sell it anyways... At least you get to laugh to the bank till word gets out...)