Neglecting the mod scene is just 'silly', says dev whose team went from making mods to officially wo
By Dr. Eleanor Vance | Published on January 01, 0001
Modding is often held up as one of the best things about PC gaming. Mods keep games like Skyrim and Minecraft perpetually vital, and plenty of developers, from Bethesda to Paradox, hire modders from their respective communities to become full-time game designers.
Yet modders sometimes live in fear of having all their hard work by overly protective publishers, and plenty of companies have been [[link]] that have sprouted up around their games—though this is certainly less the case than it used to be.
"The industry neglect of the mod scene is just silly," former Splash Damage writer and designer Ed Stern tells us. "Modding isn’t just a vital route for bedroom devs to gain skills and experience, it’s also an ideal way for the industry to find and develop talent. It’s so short-sighted not to support it."
"Hell, the first three IPs we got to work with were Doom (Doom 3 multiplayer), Wolfenstein (Enemy Territory) and Quake (Enemy Territory: Quake Wars)," says Stern. "None of us had made a game before. It’s bonkers. We had no clue how lucky we were."
"We weren’t really thinking in terms of high-value commercial IP at that point," says Stern. "It was more just 'FFS, we get to make a real Quake game? In Bromley!?' The idea that we got to help define the canonical backstory of the Strogg and Quake still seems deeply weird. Id gave us a pretty free hand to play with one of their crown jewels, they were very generous creatively."
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