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Tuesday, 27 August 2019

My Manuscript on Modular Manipulation otherwise known as: Modifications.

Oh, Just do it yourself then!

Gaming on the PC can be a troubling ordeal. One must keep on top of system requirements, driver updates, game patches and sometimes even the operating system itself. Oftentimes the hoops one has to jump through in order to get the base game itself to function makes the entire experience not worth your time. (Very few games are worth 8 straight hours of trolling through forums until you find an obscure fix on a necro-thread posted by the one games developers; Divinity 2.) But, as any PC elitist will parrot, the reward is the ability to enjoy the full breadth of what a game can offer, and what the community can offer.

Given the malady of humanity to crave the ever-elusive virtue of perpetuity, it should be of no surprise that many people never want to stop playing the games they love. Sometimes sequels can wane in quality or the direction can veer sharply from what you wanted, thus you are drawn back to your old faithful, content in the familiar. But what happens once you've done everything you can do with the product? What happens when there are no depths left to explore in your favourite game? Do you finally move on, or undergo a series of experimental medical procedures to alter your memory so that you may re-approach the game anew? Neither, you delve into the wonderful world of mods.

'Mods' is the term we coin to refer to modifications (get it?) to the base of the game. Different from User Generated Content, Mods can range from something as mundane as a retexturing to something as elaborate as a whole new DLC sized quest mod. (Not to knock any of those high-class retextures I see out there.) They are pieces of content developed and uploaded up members of the community with no ties to the studio who created the game and thus none of the limitations. Mods can stretch the limit of your imagination and fundamentally change the way that a game is played from the ground up. They can be that transformative if the right talent and passion is behind it.

In recent years the idea of 'modding' has started to catch on in the mainstream. Just look online and you'll find dozens of articles detailing 'the best mod to achieve this effect' or update articles following the crafting of some of the most ambitious mods ever like the, apparently soon to release, 'Skyblivion'. In fact, it is a little disingenuous to label mods as a PC phenomenon nowadays; during the marketing for Fallout 4, Todd Howard boasted at the Microsoft conference about how this game would be the first ever home console game to allow for modding. (Which wasn't entirely true, that year's Farming Simulator beat it out by a few months.) True, when Fallout 4 actually landed we saw that the implementation lacked the breadth of what was possible on PC, (Plus mods had to go through Bethesda so we didn't get anything truly outlandish) but this was a significant step to bringing this element of gaming to the masses.

But what is it that is alluring about the world of modding? Well if you ask people like Todd Howard, he claims that it all about the act of taking ownership of your game, filling it with content of your choosing and playing the way that you want to play. For some it can be the promise of a never ending story with constant adventures from now until the end of the Internet. Others may just like the idea of seeing something familiar shone in a whole new light that shifts the viewers perception. There is something deeply personal about the act of modding that makes it appeal to so many different people in so many different ways.

Of course, with how huge the world of modding is and litany of hosting platforms for those mods, there is no earthly way that I can provide an exhaustive list of mods, or even games that feature mods. I spend so much of my free time browsing through gaming forums from every type all over the Internet, and yet I still get surprised by a new one now and then. Therefore, I have instead chosen to focus on certain types of mods that each cater to a certain need from the community. This should help me rationalize this blog and provide something that is fairly coherent. (Although coherence is never certain when you're on this blog.)

Firstly, I will focus on the mods that attempt to fix certain aspects about the core game. These are the modifications that do not try to alter the creator's vision, but rather bolster it my delivering the much beloved 'unofficial patch'. Every now and then, time constraints or lack of resources can lead to corners being cut in the development process. Sometimes all this amounts to is a feature or area being trimmed down or cut, whilst othertimes this can be as serious as leaving huge bugs out in the open for players to deal with. Consumers may have to wait until a patch is released to address this issues, if that patch comes at all (Remember, developers must always be moving onto their next project.), or they could simply roll up their sleeves and get to it themselves.

Sometimes these patches are so imperative that they become absolute must-haves in the community. 'Vampire the Masquerade: Bloodlines' Unofficial Patch is renowned as the only way one can feasibly run that game on modern consoles (With a modern resolution.) Saints Row 2 similarly suffers from poor PC optimization that can make the game unplayable; celebrated mod, Gentleman of the Row, fixes many of these core concerns whilst adding a bevy of new vehicles and customization options. Things don't even need to be that drastic either. When 'NeiR:Automata' released, it was sorely lacking in settings, one discerning modder fixed this with a helpful patch that provided everything one would require from a settings menu, removing the need to prowl through a volatile 'Ini' file.

Then there are the customization mods. When a developer offers the player customization options, the intent is obvious; they want to engage the player's creative side and have them create an avatar for themselves that they feel personally attached to. This can be difficult, however, if the tools available to you are not broad enough to create your ideal character. Normally, the only solution would be to scale back one's ambition, but with modding you can reach for the exact opposite. Any game with a character customizer is just patiently waiting for the community to supplement it with modding options.

Games like X-Com 2 launched out of the box with mod support to help accommodate for these kinds of mods. Members of your squad could be fashioned with a modular customization system, ideal for additional content, and even attributed a voice pack, which players could create. As such it wasn't too hard to create an entire force of your favourite pop culture/ Video game characters to help fight back against ADVENT. Even the GTA games have been met with hundreds of clothing mods, dating all the way back to San Andreas. Creating your perfect character is very important to some people.

Software in tech is a fickle mistress, just when you feel you've reached her full potential, she reconstructs the goal posts next year. As such, graphics that look top-of-the-line today will undoubtedly be outclassed tomorrow in our endless march towards 1:1 animation. Some of your favourite games from back in the day likely still look as perfect as the day you met in your head, but dig it out and you may start to notice the crease of wrinkles and the sag of skin. (This personification bit is going a tad awry.) modders have you covered, however, with all the tools you need to spruce your game back up and have it looking good as new.
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There are many examples of beautification projects in the modding community, such as the aforementioned retextures that one might find in the Fallout and Elder Scrolls world. This is when modders extract texture files and either do-them-up or just straight replace them with their own maps. Then there are lighting mods, volumetric mixers and texture blenders that all work together to blur the seams of the world to be imperceptible. ENB's bring all of these together to overhaul the visual atmosphere of your entire game world. And no, I don't know what 'ENB' stands for. (Best guess from me is 'Enhanced Natural Beauty')

Then there are the mods that bring something wholly unique and new to the game. Folk like me love the escapism of our favourite games so much that we never want the adventure to end, and with content mods it never has to. Modders have been adding new quests, lands and game modes to games ever since the days of Half Life and these are the types of mods that I personally live for. I find nothing more exciting then traversing back to familiar lands and finding things different, it's a new unknowable adventure every time.

There are countless dozens of examples of situations where modders have changed the fabric of a game with their content. I already mentioned Half Life and the slew of mods which comes from that  (One of which became a game of some reknown called: Counter Strike.) DOOM has it's several comprehensive level mods that put the Marine in whole new maps against hoards of monsters. Then there are total conversion mods like Oblivion's 'Nehrim', which uses the base game as a platform to tell a wholly original story in a modder crafted world. There are truly no limits to this kind of creativity.

Modding is one of those elements that I think best encapsulates passion that the gaming community inspires, a passion that few other communities do. How many pieces of art drive people to, not just take up the craft themselves, but actively modify that piece of art to make it their own? You find the odd dedicated fanbase who'll seek to re-edit movies (Like the famous Phantom Edit for the Star Wars Prequels), but nothing that rivals the sheer size and creativity of the modding community. I have dabbled in small, personal mods and I thus I can attest to the amount of love it takes to infuse some part of yourself into someone else's project. It's what transforms games from products into communities, and I look forward to see how it will evolve once it starts taking further root into the general gaming populace. Perhaps we'll start to see that next generation.

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