Video game modding

Last updated

Video game modding (short for "modifying") is the process of alteration by players or fans of one or more aspects of a video game, [1] such as how it looks or behaves, and is a sub-discipline of general modding . A set of modifications, commonly called a mod, may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.

Contents

Modding a game can also be understood as the act of seeking and installing mods to the player's game, [2] but the act of tweaking pre-existing settings and preferences is not truly modding. [1]

Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, [3] and can be both fun for players playing the mods and as a means of self-expression for mod developers. [4]

People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. [4] In cases where mods are very popular, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term vanilla is often used to make this distinction. "Vanilla Minecraft ", for example, refers to the original, unmodified game.

As early as the 1980s, video game mods have also been used for the sole purpose of creating art, as opposed to an actual game. This can include recording in-game actions as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. This has led to the rise of artistic video game modification, as well as machinima and the demoscene.

Popular games can have tens of thousands of mods created for them. [5]

Development

Custom character models such as Kratos, Carl Johnson and Snow White in Guitar Hero World Tour are a popular form of modification, allowing fans to come up with their own humorous fictional crossovers. CJ, Kratos and Snow White in Guitar Hero.png
Custom character models such as Kratos, Carl Johnson and Snow White in Guitar Hero World Tour are a popular form of modification, allowing fans to come up with their own humorous fictional crossovers.

Many mods are not publicly released to the gaming community by their creators. [1] Some are very limited and just include some gameplay changes or even a different loading screen, while others are total conversions and can modify content and gameplay extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification, or in some cases a stand-alone title that does not require the original game to play.

Technical and social skills are needed to create a mod. [3] A group of mod developers may join to form a "mod team".

Doom (1993) was the first game to have a large modding community. [6] In exchange for the technical foundation to mod, id Software insisted that mods should only work with the retail version of the game (not the demo), which was respected by the modders and boosted Doom's sales. Another factor in the popularity of modding Doom was the increasing popularity of the Internet, which allowed modding communities to form. [7] Mods for Quake (1996) such as "Capture the Flag" and "Team Fortress" became standard features in later games in the shooter genre. [6] While first-person shooters are popular games to mod, [7] the virtual pet genre with games such as Petz (1995) and Creatures (1996) fostered younger modders, particularly girls. [8]

A recurring trend with video game mods is the creation of user-made skins and/or character models replacing the default ones that came with the game, the most popular of which are meme mods such as those of Carl Johnson from Grand Theft Auto: San Andreas and Thomas the Tank Engine, [9] though at least one modder received legal action from Thomas franchise rights owner Mattel for their unauthorised use of the Thomas the Tank Engine intellectual property in a The Elder Scrolls V: Skyrim mod. [10]

Tools

Mod-making tools are a variety of construction sets for creating mods for a game. Early commercial mod-making tools were the Boulder Dash Construction Kit (1986) and The Bard's Tale Construction Set (1991), which allowed users to create game designs in those series. Much more successful among early mod-making tools was the 1992 Forgotten Realms: Unlimited Adventures from Strategic Simulations, Inc., which allowed users to construct games based on the game world that was launched with the Pool of Radiance game.

By the mid-1990s, modding tools were commonly offered with PC games, [11] and by the early 2000s, a game that launched with no modding tools was considered more worthy of note in a review than one that did. [12] Maxis released the modding tools for The Sims (2000) before the game itself, resulting in a suite of fan-created mods being available at launch. [7] The advertising campaign for Neverwinter Nights (2002) focused on the included Aurora toolset. [7] The World Editor for Warcraft III (2002) allowed a variety of custom scenarios or maps to be created for the game, such as a number of tower defense and multiplayer online battle arena maps, the most notable of which was Defense of the Ancients . [13] [14] The provision of tools is still seen as the most practical way that a company can signal to fans that its game is open for modding. [15] Fans may also use and create open-source software tools for modding games. [16] Generative AI is expected to make developing for hobby projects easier, [17] particularly with assets such as textures and voice acting (which traditionally requires hiring capable voice actors, thereby presenting a barrier to entry for amateur mod teams), though this also led to ethical issues over its use especially with voice actors who expressed concern regarding their characters' voices being cloned without their consent. [18] [19]

There are also free content delivery tools available that make playing mods easier. They help manage downloads, updates, and mod installation in order to allow people who are less technically literate to play. Steam's "Workshop" service, for example, allows a user to easily download and install mods in supported games. [20]

Game support for modifications

The potential for end-user change in game varies greatly, though it can have little correlation with the number and quality of mods made for a game.

In general the most modification-friendly games will define gameplay variables in text or other non proprietary format files [21] (for instance in the Civilization series one could alter the movement rate along roads and many other factors), and have graphics of a standard format such as bitmaps. [21] Publishers can also determine mod-friendliness in the way important source files are available, such as Doom having its art assets separate from the main program, which allows them to be shared and modified. [7]

Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is Homeworld 2 (2003), which requires the program Maya to build new in-game objects. However, there are free versions of Maya and other advanced modeling software available. There are also free and even open-source modeling programs (such as Blender) that can be used as well.

For advanced mods such as Desert Combat that are total conversions, complicated modeling and texturing software are required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.

A game that allows modding is said to be "moddable". The Elder Scrolls V: Skyrim (2011) as well as its predecessors, Morrowind (2002) and Oblivion (2006), are examples of highly moddable games, with an official editor available for download from the developer. Daggerfall (1996) was much less moddable, but some people released their own modifications nevertheless. Some modifications such as Gunslingers Academy have deliberately made the game more moddable by adding in scripting support or externalizing underlying code. Supreme Commander (2007) set out to be the 'most customisable game ever' and as such included a mod manager which allowed for modular modding, having several mods on at once.

The game industry is currently[ when? ] facing the question of how much it should embrace the players' contribution in creating new material for the game or mod-communities as part of their structure within the game. Some software companies openly accept and even encourage such communities. Others though have chosen to enclose their games in heavily policed copyright or Intellectual Property regimes (IPR) and close down sites that they see as infringing their ownership of a game. [22]

Portability issues

For cross-platform games, mods written for the Windows version have not always been compatible with the Mac OS X and/or Linux ports of the game. In large part, this is due to the publisher's concern with prioritizing the porting of the primary game itself, when allocating resources for fixing the porting of mod-specific functions may not be cost-effective for the smaller market share of alternate platforms. For example, Battlefield 1942 , ported by Aspyr for Mac OS X, had file access issues specific to mods until the 1.61D patch. Unreal Tournament 2004 does not have a working community mods menu for the Mac OS X version and, until the 3369 patch, had graphics incompatibilities with several mods such as Red Orchestra and Metaball.

Also, mods compiled into platform-specific libraries, such as those of Doom 3 , are often only built for the Windows platform, leading to a lack of cross-platform compatibility even when the underlying game is highly portable. In the same line of reasoning, mod development tools are often available only on the Windows platform. id Software's Doom 3 Radiant tool and Epic Games' UnrealEd are examples of this.

Mod teams that lack either the resources or know-how to develop their mods for alternate platforms sometimes outsource their code and art assets to individuals or groups who are able to port the mod.

The mod specialist site for Macs, Macologist, has created GUI launchers and installers for many UT2004 mods, as well as solving cross-platform conversion issues for mods for other games.

Unforeseen consequences or benefits of modding

In January 2005, it was reported that in The Sims 2 (2004) modifications that changed item and game behavior were unexpectedly being transferred to other players through the official website's exchange feature, leading to changed game behavior without advance warning. [23]

After the "Hot Coffee" mod incident, there were calls from the industry to better control modders. [6] There is concern about mods that show nudity, and Bethesda does not allow mods with such content to be uploaded on its website. Nexus allows for mods which allow nudity as long as nudity is not present in the preview image. One of the most popular mods of this type is Caliente's Beautiful Bodies Edition, which allows for body modification in Bethesda's Skyrim and Fallout 4 , and has been downloaded at least 8.2 million times. [24]

In 2015, members from the Grand Theft Auto fan site GTAForums reported instances of malware being circulated through modifications written for Grand Theft Auto V. [25] [26] Two of the modifications in question, namely "Angry Planes" and "No Clip", came with code for loading a remote access tool, and a keylogger for stealing Facebook and Steam account credentials. [27] The modifications in question have since been taken out of circulation, with affected players being advised to change their social media account passwords and disinfect their computers.

The National Crime Agency of the UK has indicated that modding can act as a pathway to cybercrime for some people. [28]

Motivations of modders

The Internet provides an inexpensive medium to promote and distribute user created content like mods, an aspect commonly known as Web 2.0. Video game modding was described as remixing of games and can be therefore seen as part of the remix culture as described by Lawrence Lessig, [29] or as a successor to the playful hacker culture that produced the first video games. [12]

Mods can be both useful to players and a means of self-expression. [4] Three motivations have been identified by Olli Sotamaa for fans to create mods: to patch the game, to express themselves, and to get a foot in the door of the video game industry. [4] It has been noted that these motivations encompass intrinsic and extrinsic motivations. [30] Poor suggests becoming a professional is not a major motivation of modders, noting that they tend to have a strong sense of community, and that older modders, who may already have established careers, are less motivated by the possibility of becoming professional than younger modders. [1]

History

One of the first games that supported user modifications as packaged was Lode Runner (1983), which included a level editor which users could make and save levels to share with other players on the same computer. [31]

id Software's Wolfenstein 3D (1992), one of the earliest first-person shooters, was released in a form that did not intend for users to be able to mod the game, but users were able to find ways to manipulate the game's files after scouring them for data locations to create their own levels and graphics. Because of this, when id developed their next game, Doom , they purposely separated the game engine and other aspects related to the game's operation from the game levels and graphics, placing these into a WAD file, "WAD" short for "Where's All the Data?" In this manner, modders only needed to change the WAD file to mod the game, launching numerous Doom modding efforts. [31] id's approach of separating data file from execution files became essential for modding of video games in the future. [31]

Official status of mods

Mods can extend the shelf life of games, such as Half-Life (1998), which increased its sales figures over the first three years of its release. According to the director of marketing at Valve, a typical shelf-life for a game would be 12 to 18 months, even if it was a "mega-hit". [32] In early 2012, the DayZ modification for ARMA 2 was released and caused a massive increase in sales for the three-year-old game, putting it in the top spot for online game sales for a number of months and selling over 300,000 units for the game. [33] In some cases, modders who are against piracy have created mods that enforce the use of a legal game copy. [34]

Half-Life had a Valve-run annual mod expo which began in 1999, showcasing the new games built using the Half-Life engine. [35]

Due to the increasing popularity and quality of modding, some developers, such as Firaxis, have included fan-made mods in official releases of expansion packs. A similar case is that of Valve, when they hired Defense of the Ancients lead designer IceFrog in developing Dota 2 .

For example, a number of fan-made maps, scenarios and mods, such as the "Best of the Net" collection and "Double Your Pleasure", were included in the Civilization II expansion Fantastic Worlds and the Civilization III expansion Play the World , [36] and in the Civilization IV expansion Beyond the Sword , two existing mods, Rhye's and Fall of Civilization [37] and Fall from Heaven were included with the expansion (the latter through a spin-off called Age of Ice [38] ). Sid Meier, who had opposed supporting mods in Civilization II, said that "the strength of the modding community is ... the very reason the series survived". [39]

Copyright law, as it relates to video games and mod packs, is an evolving and largely unsettled legal issue. The legal uncertainty revolves around which party is legally the 'copyright owner' of the mods within the pack—the company that produced the game, the end-user that created the compilation, or the creators of the individual mods. [40] Video games are protected by copyright law as a "literary work". [41] In the United States context, the mechanisms of how the modder gets into the code of the game to mod it may violate the Digital Millennium Copyright Act or the Computer Fraud and Abuse Act or even simply the end-user license agreement (EULA). [24] Most EULAs forbid modders from selling their mods. [42] A particular concern of companies is the use of copyrighted material by another company in mods, such as a Quake "Aliens vs. Predator" mod, which was legally contested by 20th Century Fox. [12] Some companies, such as Nintendo, discourage modding through aggressive litigation, strict EULAs and Terms and Conditions for their property. [43] Mods themselves may introduce other copyrighted elements into video games which further complicate matters.[ citation needed ]

Some regard the fan use of copyrighted material in mods to be part of a "moral economy", and develop norms about the reuse of this material, [44] often settling on a system of shared ownership, where mods and code are freely shared with the common good in mind. [41] It has been argued that total conversion mods may be covered in the United States under the concept of fair use. [45]

Modding can be compared with the open-source-software movement and open-source video game development. [16] [46]

In 2006, part of the reason that Second Life generated interest was how user-generated content (mods) was central to the experience, and how the intellectual property rights remained with the creator-player. This was developed by the publisher into a market. [47]

Controversy surrounding paid mods

In April 2015, Valve implemented a "paid mod" feature onto Steam; the first game to implement this feature was The Elder Scrolls V: Skyrim . [48] The move resulted in a swift backlash from the modding community, and after an enormous influx of complaints of overpriced mods, content that had been published without its creator's consent, and concerns over mods that contained third-party copyrighted content (i.e., material that neither Valve nor the mod creator owned),[ citation needed ] Valve discontinued the 'paid mod' feature entirely and agreed to refund those that spent money to purchase a mod. [49] [50] Other concerns identified included that being able to mod the game was a reason why players bought the game on PC in the first place, a worry that newbie modders would not be able to stand on the shoulders of giants by modding pre-existing mods, and that mod teams would become unworkable. [42] The removal of the system itself was also criticized. [51]

Types

Total conversion

A total conversion is a mod of an existing game that replaces virtually all of the artistic assets in the original game, and sometimes core aspects of gameplay. [52] Total conversions can result in a completely different genre from the original.

The Half-Life modding community splintered across the different total conversions available, often modding for a particular total conversion rather than Half-Life in general. [7] Examples of famous total conversions include Counter-Strike (1999), whose developers were hired by Valve to turn it into a commercial product, [53] Defense of the Ancients (2003), which was the first MOBA to have sponsored tournaments, [52] and Garry's Mod (2006), for which fans created thousands of game modes over its decade-long development. [53]

Many popular total conversions are later turned into standalone games, replacing any remaining original assets to allow for commercial sale without copyright infringement. Some of these mods are even approved for sale despite using the IP of the original game, such as Black Mesa . [54]

Overhaul

An overhaul mod significantly changes an entire game's graphics and gameplay, usually with the intent to improve on the original, but not going as far as being a completely different experience. This can also include adding revised dialog and music.

Examples of overhaul mods include Deus Ex: Revision, which was given permission from publisher Square Enix to release on Steam alongside the original game, [55] and GTA 5 Redux, which not only improves the original game's textures, but also adds a new weather system, visual effects, and adjusts the wanted system, weapons, and vehicle handling. [56]

Randomizer

Randomizers are a type of user mod, typically atop games of the 8-bit and 16-bit generations, that keep the fundamental gameplay but randomize elements of the game to make it more of a challenge. Randomizers came out of the speedrunning community which had exhausted the challenge of racing through the game with one of the earliest being for The Legend of Zelda around 2015. In the Zelda randomizer, the mod moved the location of the dungeons, the layout of these dungeons, and the location of enemies in a random but procedurally generated manner (similar to roguelikes) based on a numerical seed, so that speedrunners would have to overcome these new changes. [57] Their popularity grew as randomizer playthroughs were popular with streaming media. [58] Some games have offered official randomizer modes in the game itself, such as Cassette Beasts in 2023, [59] or in downloadable content, including Bloodstained: Ritual of the Night in 2020, [60] and Axiom Verge in 2021. [61]

Add-on

An add-on or addon is a typically small mod which adds to the original content of a specific game. In most cases, an add-on will add one particular element to a game, such as a new weapon in a shooting game, a new unit or map in a strategy game, a new vehicle or track in a racing game, items in a game like Minecraft or Terraria , or additional contents in simulation games (such as new pilotable airplanes, e.g., the Airbus A330 or Boeing 787 Dreamliner). An example of a mod that adds functionality to augment or enhance a players experience is ComputerCraft; a Minecraft mod that adds programmable computers and robots to allow the player to automate tasks in-game. This can be accomplished without changing any of the original game's existing content. Many games are flexible and allow this, however that is not always the case. Some add-ons occasionally have to replace in-game content, due to the nature of a peculiar game engine. It may be the case, for example, that in a game which does not give a player the option to choose their character, modders wishing to add another player model will simply have to overwrite the old one. A famous example of this type of mod can be found for the Grand Theft Auto series wherein modders may use downloadable tools to replace content (such as models) in the game's directory. The Left 4 Dead series can also be modded with individual add-ons which are stored in a .VPK format, so that a player may choose to activate a given mod or not.

Unofficial patch

An unofficial patch can be a mod of an existing game that fixes bugs not fixed by an official patch or that unlocks content present in the released game's files but is inaccessible in official gameplay. Such patches are usually created by members of the game's fan base when the original developer is unwilling or unable to supply the functionality officially. Jazz Jackrabbit 2 has an unofficial patch which adds and fixes many of its features. [62] One effect of this type of mod is that hidden or partially deleted content can be revealed. An example is the Hot Coffee mod for Grand Theft Auto: San Andreas , which unlocks a sexually explicit minigame. [6] The ESRB changed the rating of GTA:SA from Mature (M) to Adults Only (AO). [63] In the fourth quarter of 2005, Rockstar released a "clean" version of the game with the "Hot Coffee" scenes removed (Grand Theft Auto: San Andreas 1.01), allowing the rating of the game to be reverted to its original Mature rating. [64] In May 2006, a similar event occurred with Elder Scrolls IV: Oblivion . [6]

Art mod

An art mod is a mod that is created for artistic effect. Art mods are most frequently associated with video game art. However, modified games that retain their playability and are subject to more extensive mods (i.e. closer to total conversions) may also be classified as art games. [65] Art mods are usually designed to subvert the original game experience. One example is the Velvet-Strike mod for Counter Strike in which the players spray-paint anti-violence messages in multiplayer games as a form of performance art. Another example is Robert Nideffer's Tomb Raider I and II patches which were designed to subvert the unofficial Nude Raider patch of the late 1990s by altering Lara Croft's sexual orientation. [66] The origins of the art mod can be traced to the classic 1983 mod Castle Smurfenstein (a humorous subversion of Castle Wolfenstein which replaces the Nazi guards with Smurfs). [67] The very first art mod, however, is generally considered to be Iimura Takahiko's 1993 AIUEOUNN Six Features (a modification of Sony's "System G"). [65] [66]

Support continuation by mod

After EA lost its license with Major League Baseball and ended support for MVP Baseball 2005 , the game's modding community has continued to support it by releasing updated roster lists and graphics every year, along with creating alternative baseball leagues (e.g. MVP Caribe, a total conversion) in the game. [68] [69] [70]

IL-2 Sturmovik: Cliffs of Dover , released in 2011, received mixed reviews due to bugs and other issues. Modders fixed the game over time and received source code access, which led to an official re-release under the name IL-2 Sturmovik: Cliffs of Dover BLITZ Edition. [71]

Following the closure of Ion Storm the source code to Daikatana was released to a select group of modders by John Romero, leading the version 1.3 patch, which also ported the game to MacOS, Linux and FreeBSD. [72]

Some online video games are made playable after their discontinuation by modders. Examples include BattleForge, Need for Speed: World, and The Crew.

User interface mod

A user interface mod changes parts of how players interact with the game, [16] and commonly, mods to the UI reveal information that the player or modder believes is helpful in playing the game. [29]

Mod packs

Mod packs are groups of mods put into one package for download, often with an auto-installer. A mod pack's purpose is to make it easier for the player to install and manage multiple mods. [73] Mod packs may be created with the purpose of making the original game more accessible to new players or to make the game harder for veterans to enjoy.

See also

Related Research Articles

Modding is the act of modifying hardware, software, or anything else to perform a function not originally intended by the designer, or to achieve bespoke specification or appearance. The term is often used in reference to video game modding, particularly in regard to creating new or altered content and sharing that via the web. It may be applied to the overclocking of computers in order to increase the frequency at which the CPU operates. Case modding is a popular activity amongst many computer enthusiasts which involves the customization of a computer case or the installation of water cooling technology. In connection with automobiles, modding can connote engine tuning, remapping of a vehicle's engine control unit or customization of the coachwork.

<span class="mw-page-title-main">Case modding</span> Modifications to a computer to add or remove extra hardware

Case modification, commonly referred to as case modding, is the modification of a computer case or a video game console chassis. Modifying a computer case in any non-standard way is considered a case mod. Modding is done, particularly by hardware enthusiasts, to show off a computer's apparent power by showing off the internal hardware, and also to make it look aesthetically pleasing to the owner.

Doom WAD is the default format of package files for the video game Doom and its sequel Doom II: Hell on Earth, that contain sprites, levels, and game data. WAD stands for Where's All the Data?. Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own mods for WAD files—packages containing new levels or graphics—and played a vital part in spawning the mod-making culture which is now commonplace for first-person shooter games. Thousands of WADs have been created for Doom, ranging from single custom levels to full original games; most of these can be freely downloaded over the Internet. Several WADs have also been released commercially, and for some people the WAD-making hobby became a gateway to a professional career as a level designer.

<i>Freedom Force vs the 3rd Reich</i> Real-time tactical role-playing game

Freedom Force vs the 3rd Reich is a real-time tactical role-playing game developed and published by Irrational Games. The sequel to Freedom Force, the player guides a team of superheroes as they travel back in time, and help overthrow Nazi Germany and its allies during World War II. In the game, players take control of a team of up to four characters and battle their way through completely destructible 3D maps in a series of missions based on classic superhero comics.

<span class="mw-page-title-main">Hot Coffee (minigame)</span> Minigame in Grand Theft Auto: San Andreas

"Hot Coffee" is the unofficial name for a minigame in the 2004 action-adventure video game Grand Theft Auto: San Andreas by Rockstar Games. While it was not playable in the official game release, the modding community discovered hidden code that, when enabled, allows protagonist Carl "CJ" Johnson to have animated sexual intercourse with his in-game girlfriend.

bit-tech is an online magazine for computer hardware enthusiasts, gamers and case modders, based in the UK. It was founded in 2000, became a fully professional online publication in 2005, and announced its acquisition by Dennis Publishing in October 2008. Dennis Publishing then partnered the site with existing monthly publication Custom PC magazine, making Bit-Tech the online version of the magazine. At this point the two editorial teams were totally integrated. However, due to a restructure in January 2012 the website and magazine had separate editors again, although several of the writers still contributed material to both publications. It is owned by The Media Team.

<span class="mw-page-title-main">Mod DB</span> Video game modding website

Mod DB is a website that focuses on general video game modding. It was founded in 2002 by Scott "INtense!" Reismanis. As of September 2015, the Mod DB site has received over 604 million views, has more than 12,500 modifications registered, and has hosted more than 108 million downloads. A spin-off website, Indie DB, was launched in 2010 and focuses on indie games and news.

A fan game is a video game that is created by fans of a certain topic or IP. They are usually based on one, or in some cases several, video game entries or franchises. Many fan games attempt to clone or remake the original game's design, gameplay, and characters, but it is equally common for fans to develop a unique game using another as a template. Though the quality of fan games has always varied, recent advances in computer technology and in available tools, e.g. through open source software, have made creating high-quality games easier. Fan games can be seen as user-generated content, as part of the retrogaming phenomena, and as expression of the remix culture.

<i>Jailbreak: Source</i> 2007 video game

Jailbreak: Source is a multiplayer team-based first-person action video game, developed as a total conversion modification on the Valve's proprietary Source engine. The game was in beta development stages before it was abandoned, with its first public release on 14 February 2007. 0.2 followed a week later as a patch. The third major public version was released two months later on April 21, 2007. The next release was made available just over a year later, on May 3, 2008 with the latest version (0.6) being released on 15 January 2010.

An unofficial patch, sometimes alternatively called community patch, is a patch for a piece of software, created by a third party such as a user community without the involvement of the original developer. Similar to an ordinary patch, it alleviates bugs or shortcomings. Unofficial patches do not usually change the intended usage of the software, in contrast to other third-party software adaptions such as mods or cracks.

<i>Micro Star v. FormGen Inc.</i> 1998 American court case on copyright

Micro Star v. FormGen Inc. 154 F.3d 1107 is a legal case applying copyright law to video games, stopping the sales of a compilation of user-generated levels that infringed the copyright of Duke Nukem 3D. Micro Star downloaded the Duke Nukem 3D levels and re-packaged them as Nuke It, after seeing their popularity on the internet. Micro Star filed suit in the United States District Court for the Southern District of California, asking for declaratory judgment that they had not infringed any copyright. Game publisher FormGen counter-sued, claiming that Micro Star created a derivative work based on Duke Nukem 3D and infringed their copyright.

<i>The Elder Scrolls V: Skyrim</i> 2011 video game

The Elder Scrolls V: Skyrim is a 2011 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth main installment in The Elder Scrolls series, following The Elder Scrolls IV: Oblivion (2006), and was released worldwide for Microsoft Windows, PlayStation 3, and Xbox 360 on November 11, 2011.

<span class="mw-page-title-main">Nexus Mods</span> Website for sharing computer game modifications

Nexus Mods is a website that hosts computer game mods and other user-created content related to video game modding. It is one of the largest gaming mod sites on the web, with 30 million registered members and 3146 supported games as of October 2024, with a single forum and a wiki for site- and mod-related topics.

<i>Grand Theft Auto</i> modding Modification in the video game series

User modification, or modding, of video games in the open world sandbox Grand Theft Auto series is a popular trend in the PC gaming community. These unofficial modifications are made by altering gameplay logic and asset files within a user's game installation, and can change the player's experience to varying degrees. Frequently created by anonymous modders, modifications are presented in the form of downloadable files or archives. Third-party software has been indispensable for building Grand Theft Auto mods, due to the lack of official editing tools from the developer, Rockstar Games. Mods for Grand Theft Auto are generally developed for use on the PC versions of the games, since the platform does not prevent modifications to installed software; however, similar content for console and mobile phone versions does exist to an extent.

Long War is a fan-made partial conversion mod for the turn-based tactics video game XCOM: Enemy Unknown and its expansion, XCOM: Enemy Within. It was first released in early 2013, and it exited beta at the end of 2015. Almost every aspect of the original game is altered, creating a longer, more complex campaign that presents players with more strategic choices and customization options. Long War adds a significant number of new soldier classes, abilities, weapons, armors, and usable items, and also introduces new features, including soldier fatigue and improvements to alien units over the course of the game.

A Minecraft mod is a mod that changes aspects of the sandbox game Minecraft. Minecraft mods can add additional content to the game, make tweaks to specific features, and optimize performance. Thousands of mods for the game have been created, with some mods even generating an income for their authors. While Mojang Studios does not provide an API for modding, community tools exist to help developers create and distribute mods. The popularity of Minecraft mods has been credited for helping Minecraft become one of the best-selling video games of all time.

Based on id Software's open stance towards game modifications, their Quake series became a popular subject for player mods beginning with Quake in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into Quake, including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like Team Fortress, whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.

Skyrimmodding refers to the community-made modifications for the 2011 fantasy role-playing video game The Elder Scrolls V: Skyrim. One of the most modded video games of all time, it has nearly 70,000 mod submissions on Nexus Mods and 28,000 in the Steam Workshop. Many of these mods were created for utility reasons, patching numerous bugs left in the game by Bethesda Softworks, while also improving the game's usability and character movement. Other mods add new quests and characters, or update the game's graphics and animations. As the vanilla game has a reputation for outdated mechanics, it is common for players to mod Skyrim even prior to their first playthrough.

Playbour is a hybrid form of play and labour, specifically in the digital games industry.

Skyblivion is an upcoming open world action role-playing video game. It is a fan remake of The Elder Scrolls IV: Oblivion (2006) developed in Bethesda Game Studios' Creation Engine as a total conversion mod for The Elder Scrolls V: Skyrim (2011). It is scheduled to be released in 2025.

References

  1. 1 2 3 4 Poor, Nathaniel (24 September 2013). "Computer game modders' motivations and sense of community: A mixed-methods approach". New Media & Society . 16 (8): 1249–1267. doi:10.1177/1461444813504266. S2CID   39280896.
  2. Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.; Almerigi, Jason B.; Baer, Lee; Nicholi, Armand M.; Beresin, Eugene V. (July 2007). "Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls". Journal of Adolescent Health . 41 (1): 77–83. doi:10.1016/j.jadohealth.2007.01.001. PMID   17577537.
  3. 1 2 Postigo, Hector (October 2007). "Of Mods and Modders". Games and Culture . 2 (4): 300–313. doi:10.1177/1555412007307955. S2CID   143727901.
  4. 1 2 3 4 Sotamaa, Olli (July 2010). "When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture". Games and Culture . 5 (3): 239–255. doi:10.1177/1555412009359765. S2CID   59364177.
  5. Dey, Tapajit; Massengill, Jacob Logan; Mockus, Audris (16 October 2016). "Analysis of Popularity of Game Mods". Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. pp. 133–139. doi:10.1145/2968120.2987724. ISBN   978-1-4503-4458-6. S2CID   12003615.
  6. 1 2 3 4 5 Sotamaa, Olli (3 September 2007). "On modder labour, commodification of play, and mod competitions". First Monday . 12 (9). doi: 10.5210/fm.v12i9.2006 .
  7. 1 2 3 4 5 6 Lukkanen, Tero (2005). Modding scenes: Introduction to user-created content in computer gaming (PDF). Hypermedia Laboratory Net Series. Vol. 9. Tampere: University of Tampere. Archived from the original (PDF) on 28 November 2018.
  8. Denton, Abby (12 January 2018). "Artificial life finds a way: the legacy of Creatures". Rock Paper Shotgun . Retrieved 27 November 2018.
  9. Mathur, Moulik (2023-09-08). "Armored Core 6 Modders Thought It Was a Great Idea to Add Thomas the Tank Engine after CJ from GTA". IGN India. Archived from the original on 2024-03-24. Retrieved 2024-07-26.
  10. Hernandez, Patricia (2019-05-15). "Thomas the Tank engine mod got Skyrim player in legal trouble". Polygon. Archived from the original on 2024-07-12. Retrieved 2024-07-26.
  11. Burger-Helmchen, Thierry; Cohendet, Patrick (October 2011). "User Communities and Social Software in the Video Game Industry". Long Range Planning. 44 (5–6): 317–343. doi:10.1016/j.lrp.2011.09.003.
  12. 1 2 3 Coleman, Sarah; Dyer-Witheford, Nick (2007). "Playing on the digital commons: collectivities, capital and contestation in videogame culture". Media, Culture & Society . 29 (6): 934–953. doi:10.1177/0163443707081700. S2CID   154832086.
  13. Walbridge, Michael (12 June 2008). "Analysis: Defense of the Ancients - An Underground Revolution". www.gamasutra.com. Retrieved 2020-09-07.
  14. "How Warcraft 3's modding community paved the way for League of Legends and Dota 2". PCGamesN. 26 March 2018. Retrieved 2020-09-06.
  15. Poretski, Lev; Arazy, Ofer (25 February 2017). "Placing Value on Community Co-creations: A Study of a Video Game 'Modding' Community". Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing. ACM. pp. 480–491. doi:10.1145/2998181.2998301. ISBN   978-1-4503-4335-0. S2CID   18600910.
  16. 1 2 3 Scacchi, Walt (2011). "Modding as an Open Source Approach to Extending Computer Game Systems". Open Source Systems: Grounding Research. IFIP Advances in Information and Communication Technology. Vol. 365. pp. 62–74. doi:10.1007/978-3-642-24418-6_5. ISBN   978-3-642-24417-9. S2CID   8934352.
  17. Lumb, David (4 May 2024). "Generative AI Is Coming for Video Games. Here's How It Could Change Gaming". CNET . Retrieved 31 May 2024.
  18. Stokes, Ian (2021-04-20). "Witcher 3 mod uses AI to create new voice lines without Geralt's original voice actor". gamesradar. Retrieved 2024-06-05.
  19. Dinsdale, Ryan (2023-12-22). "The Witcher Voice Actor Doug Cockle Calls AI 'Inevitable' but 'Dangerous'". IGN Africa. Retrieved 2024-06-05.
  20. Letzter, Rafi (21 July 2015). "Online communities are changing video games to make them better, weirder, and much more wonderful". Business Insider Australia. Archived from the original on 22 February 2019. Retrieved 22 February 2019.
  21. 1 2 Sihvonen, Tania (2011). "Cultural and Commercial Appropriation". Players Unleashed!: Modding The Sims and the Culture of Gaming. Amsterdam: Amsterdam University Press. pp. 37–86. ISBN   978-90-8964-201-1. JSTOR   j.ctt46mt37.5.
  22. Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an introduction (second edition), Oxford University Press, South Melbourne 101-114.
  23. Knight, Will (7 January 2005). "Supernatural powers become contagious in PC game". New Scientist. Retrieved 2024-04-04.
  24. 1 2 Kretzschmar, Mark; Stanfill, Mel (17 July 2018). "Mods as Lightning Rods". Social & Legal Studies : 096466391878722. doi:10.1177/0964663918787221. S2CID   149824659.
  25. Seppala, Timothy (15 May 2015). "A few 'GTA V' mods are installing malware on PCs". Engadget . Retrieved 16 May 2015.
  26. Rad, Chloi (2015-05-14). "Grand Theft Auto 5 Mods 'Angry Planes' and 'NoClip' Infected With Virus". IGN . Retrieved 2023-11-17.
  27. Chalk, Andy (14 May 2015). "GTA 5 mods Angry Planes and No Clip contain malware". PC Gamer . Retrieved 16 May 2015.
  28. National Crime Agency (2017). "Pathways Into Cyber Crime".
  29. 1 2 Scacchi, Walt (3 May 2010). "Computer game mods, modders, modding, and the mod scene". First Monday. 15 (5). doi: 10.5210/fm.v15i5.2965 .
  30. Thiel, Sarah-Kristin; Lyle, Peter (3 June 2019). "Malleable Games - A Literature Review on Communities of Game Modders" (PDF). Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities. pp. 198–209. doi:10.1145/3328320.3328393. ISBN   978-1-4503-7162-9. S2CID   150367691.
  31. 1 2 3 Voorhees, Gerald (2014). "Chapter 31: Shooting". In Perron, Bernard (ed.). The Routledge Companion to Video Game Studies. Taylor & Francis. pp. 251–258. ISBN   978-1-136-29050-3.
  32. Hyman, Paul (April 9, 2004). "Video game companies encourage 'modders'". The Hollywood Reporter . Archived from the original on May 6, 2008.
  33. Usher, William (1 July 2012). "DayZ Helps Arma 2 Rack Up More Than 300,000 In Sales". Cinema Blend. Retrieved 2012-07-03.
  34. Orland, Kyle (May 11, 2017). "Pirates upset that popular graphics mod won't work for them". Ars Technica . Retrieved November 27, 2018.
  35. Walker, Trey (17 May 2006). "Half-Life Mod Expo mods announced". GameSpot . Retrieved 27 November 2018.
  36. "Civilization III: Play the World Overview". CNET. Retrieved 2 October 2017.
  37. "Sid Meier's Civilization Mods by Rhye - Rhye's and Fall of Civilization". rhye.civfanatics.net. Retrieved 2 October 2017.
  38. "Fall from Heaven". kael.civfanatics.net. Retrieved 2 October 2017.
  39. Jahromi, Neima (2021-09-22). "Sid Meier and the Meaning of "Civilization"". The New Yorker. Retrieved 2021-09-23.
  40. "The IP Implications of Video Game Mods - JIPEL Blog". blog.jipel.law.nyu.edu. 17 October 2016. Retrieved 2 October 2017.
  41. 1 2 Kow, Yong Ming; Nardi, Bonnie (3 May 2010). "Who owns the mods?". First Monday. 15 (5). doi: 10.5210/fm.v15i5.2971 .
  42. 1 2 Joseph, Daniel James (27 February 2018). "The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam" (PDF). Games and Culture. 13 (7): 690–707. doi:10.1177/1555412018756488. S2CID   149293423.
  43. Lee, C. A. (30 December 2022). "Video game modding in the U.S. intellectual property law: Controversial issues and gaps". Digital Law Journal. 3 (4): 8–31. doi: 10.38044/2686-9136-2022-3-4-8-31 . S2CID   255586687.
  44. Postigo, H. (1 February 2008). "Video Game Appropriation through Modifications: Attitudes Concerning Intellectual Property among Modders and Fans". Convergence: The International Journal of Research into New Media Technologies . 14 (1): 59–74. doi:10.1177/1354856507084419. S2CID   154247452.
  45. "SPARE THE MOD: IN SUPPORT OF TOTAL-CONVERSION MODIFIED VIDEO GAMES" (PDF). Harvard Law Review . 125 (3): 789–810. January 2012. Archived from the original (PDF) on 2016-12-02. Retrieved 2018-07-25.
  46. Czarnota, Jedrzej (2013-08-07). "Brief overview of the differences and similarities between open source software development and co-creation in digital games". Gamasutra . Retrieved 2023-03-11.
  47. van der Graaf, Shenja (2018). "Designing for Mod Development". ComMODify. Palgrave Macmillan, Cham. pp. 1–2. doi:10.1007/978-3-319-61500-4. ISBN   978-3-319-61499-1.
  48. Kamen, Matt (24 April 2015). "Skyrim is first game to allow paid game mods on Steam". Wired.com . Archived from the original on 5 May 2015. Retrieved May 4, 2015.
  49. Prescott, Shaun (April 27, 2015). "Valve has removed paid mods functionality from Steam Workshop". PC Gamer . Retrieved May 4, 2015.
  50. "Removing Payment Feature From Skyrim Workshop". Steam . April 28, 2015. Retrieved May 4, 2015.
  51. Grayson, Nathan (April 28, 2015). "Some People Are Pissed That Skyrim's Paid Mods Are Gone". Kotaku . Archived from the original on 2018-10-29. Retrieved May 4, 2015.
  52. 1 2 "8 of the Coolest Total Conversion Mods Ever Made". The Escapist. Archived from the original on 2020-01-21. Retrieved 2017-07-19.
  53. 1 2 Donnelly, Joe (2017-02-10). "Best total conversion mods". Rock, Paper, Shotgun. Retrieved 2017-07-19.
  54. Matulef, Jeffrey (2013-11-20). "Valve gives Black Mesa permission to be a commercial product". Eurogamer. Retrieved 2017-07-19.
  55. Robertson, Adi (2015-10-13). "A massive overhaul for the original Deus Ex is now available on Steam". The Verge. Retrieved 2017-07-19.
  56. Pereira, Chris (2016-09-20). "That Gorgeous GTA 5 Graphics Overhaul Mod Is Finally Available". GameSpot. Retrieved 2017-07-19.
  57. Harris, John (February 2, 2016). "What Happens When You Randomize The Legend Of Zelda". Kotaku . Retrieved December 7, 2019.
  58. White, Scott (December 3, 2019). "How "randomizers" are breathing new life into old games". Ars Technica . Retrieved December 7, 2019.
  59. Miller, Des (2023-04-26). "Cassette Beasts Review". RPG Fan. Retrieved 2023-04-30.
  60. Van Allen, Eric (4 May 2020). "Bloodstained Adds a New Character and Randomizer Mode, But Switch Players Have to Wait". US Gamer. Archived from the original on 25 September 2021. Retrieved 25 September 2021.
  61. Prescott, Shaun (14 January 2021). "Axiom Verge just got a surprise Randomizer mode". PC Gamer.
  62. "JJ2+ (last updated October 30, 2013)". 2013-11-01. Retrieved 15 March 2014.
  63. "San Andreas rated AO, Take-Two suspends production". GameSpot . CNET Networks. 2005-12-14. Retrieved July 1, 2006.
  64. "FTC Hot Coffee ruling scalds, but doesn't burn Take-Two". GameSpot . CNET Networks. 2006-06-08. Archived from the original on July 8, 2006. Retrieved July 1, 2006.
  65. 1 2 Cannon, Rebecca. "Meltdown" from Videogames and Art (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007. ISBN   978-1-84150-142-0
  66. 1 2 Stalker, Phillipa Jane (2006-11-15). Gaming in art: A case study of two examples of the artistic appropriation of computer games and the mapping of historical trajectories of "Art Games" versus mainstream computer games (PDF) (MSc thesis).
  67. Bogacs, Hannes (February 2008), Game Mods: Design, Theory and Criticism, Vienna University of Technology - Design and Assessment of Technologies Institute
  68. "Nine Years Later, Latin America's Leagues Keep MVP Baseball Alive". Kotaku. 2013-12-22. Retrieved 2024-04-04.
  69. Lindbergh, Ben (April 14, 2015). "'MVP Baseball … 2015'? How the Best Baseball Video Game Ever Has Refused to Retire for 10 Years". Grantland.com. Another factor in MVP's favor: The game allows greater access to its innards than most titles. [...] 2K's failure to match MVP's approval rating despite several years of running unopposed on the PC market, made MVP the go-to game for modders even as it lost its looks relative to 2K and The Show. The community's support peaked from 2005 through the first PC edition of 2K in 2009, tailed off for a time, and then ramped up again once Take-Two abandoned the PC market in 2013 and canceled 2K entirely last year. A decade of EA development made MVP the best baseball game on the PC market in 2005, and a decade of amateur development has helped it keep that title in 2015.
  70. "Open Source Breathes New Life Into 'MVP Baseball 2005' Video Game". Archived from the original on 2016-01-31.
  71. Luke Plunkett (2018-02-28). "Mods Saved A Game, So They're Now An Official Product". kotaku.com.
  72. Dawe, Liam (2016-07-20). "You can play controversial FPS 'Daikatana' on Linux now, thanks to a fan patch endorsed by John Romero". GamingOnLinux. Retrieved 2023-02-09.
  73. "modpack - definition - English". Glosbe. Retrieved 2 October 2017.

Further reading