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I had one thought forming while reading this piece, then read to Carmack's quote in the footnote which encapsulated it. I learned how to program modding games
by russnewcomer 6y ago
I had one thought forming while reading this piece, then read to Carmack's quote in the footnote which encapsulated it. I learned how to program modding games as a teenager, and as an adult now looking back on it, I realize how rough and ready the game engines were in 1996-1998, and how that rough and ready state, combined with my teenager's imbalance between time and money, led to a bunch of what Graham is calling early work where my bad 3d modeling skills, terrible art sense, and ability to sling values around in text files and use tools that other community members made, allowed me to make an entire faction for Total Annihilation that was clearly lower quality than the originals, but really not that much worse. Contrast that to about 2017 when I looked into what it would take to make a very small mod for XCOM, and boy oh boy, so much more work. What advantages I gained from being in that place at that time...
- AndrewKemendo 6y agoI had the same experience except modding Motocross Madness and Carmageddon. Carmageddon was especially easy to mod because it was all self-documented data files in .txt format [1] and you could mess with literally everything from graphics to physics. The huge difference between this and now is that if I wanted to mess around with any kind of game I would need an IDE - which for a kid without a technical parent/mentor/friend would be a non-starter. [1] https://carmageddon.fandom.com/wiki/Data_file https://carmageddon.fandom.com/wiki/Data_file
- meheleventyone 6y agoModding is definitely one of those things that has become harder. Often due to lack of availability but definitely in terms of skill level to get near a similar quality bar. But at the same time it's never been easier to make a game from scratch in a whole host of different and easy to use engines.
- musingsole 6y agoI've never heavily modded anything, but I made some mods for Skyrim and Fallout 4. In that case, the game engine is anticipating the extensions, so it's a bit easier. Add in community tools and it was stupid easy to do any sort of scripting alterations to a game. I can only imagine the complexity you have to grapple with when wading into a modern game not built to enable it.
- munificent 6y ago> but really not that much worse. This is an important and often overlooked aspect to creativity. When people get into some thing, they naturally compare themselves to the people out there that are best at that thing. In Ye Olden days before the Internet and social media meant literally the world's best examples of every single thing were right at your fingertips, the "best" often meant "the best in your town" and the level of difference between your novice skill and that was not so great as to be disheartening. But now, the first day you ever decide to fry an egg, you can watch Gordon Ramsey and Jacques Pépin do it and watch your soul die with the realization that you'll never reach that level. Or you pick up a guitar, then go to YouTube and see some kid who's been practicing twelve hours a day since infancy and lose all hope. A somewhat perverse trick to combat that is what I think of as low ceilings. If the thing you get into has some limit to how good you can be at it, then the difference between you and the world's best isn't so great that it kills your motivation. I'm an ex-game developer, and I've seen how many people really love PICO-8 and other deliberately constrained game making environments. I think a big part of that is because when you're making a PICO-8 game, you aren't comparing yourself to the world's best games, but just to the best PICO-8 games. Those can be surprisingly impressive too, but they don't feel so unattainably distant from your own first steps. If you don't want to choose a medium that is instrinsically limited, another approach is to find a scene. Find a group of like-minded individuals at roughly the same skill level as you. Enough better than you to inspire you, but not so far that you don't feel you could ever reach their level. Immerse yourself in that group, an you'll naturally compare yourself to them and not the world at large. Back when I used to be in a band, we played shows in small venues with other local bands. I knew we were never going to be the next Oasis or Tom Petty, but "Orlando's third-best rock band" was close enough within reach to be worth striving for, and it really helped keep me going.
- bluedino 6y ago>> Or you pick up a guitar, then go to YouTube and see some kid who's been practicing twelve hours a day since infancy and lose all hope. On the other hand, that same thing can inspire you. I was never a musically inclined kid in any way, shape or form. Nobody in my family played, I never had an instrument as a child, but when I heard Days of the New for the first time, I ran to Guitar Center and bought an acoustic. For about a month, I practiced and played and played. I never got anywhere, gave up after a month, and looking back on it, I should have realized that level of playing was going to be years away, even if I had a professional teacher. But I didn't care at the time.