Worms W.M.D

Worms W.M.D

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Jub Jul 12, 2016 @ 7:25pm
What will the extent of modding be?
Just wondering
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Showing 1-6 of 6 comments
Nadiya Jul 12, 2016 @ 7:40pm 
I had Rubberworm and SuperFrontEnd in Worms Armageddon. :) I was wondering too.
76561198201737249 Jul 13, 2016 @ 1:39am 
Hey |TAW| Jacob_Jub,

We won't we be launching with Steam Workshop integration for mods but it is something that we'll be looking into post release. We'll be supporting this game post launch with updates to work in community feedback
Radical Russian Jul 14, 2016 @ 10:46am 
I believe you could gain quite a lot from adding modding tools where the community can create gamemodes, weapons (with designs/sprites or models if this game runs on 3D!) like in the good old days.

Unfortunately that is ultimately too much to expect from any release these days even if it would mean a purchase on my end.
A X I Aug 3, 2016 @ 1:09am 
Originally posted by Danny_Team17:
Hey |TAW| Jacob_Jub,

We won't we be launching with Steam Workshop integration for mods but it is something that we'll be looking into post release. We'll be supporting this game post launch with updates to work in community feedback
Can you tell us if things like skins will be possible? I get the idea of wanting to limit community content as to sell dlc, however there is a way to do both. Not all content needs to be moddable.

Selling special edition cosmetics, physics weapons, updates is one method that other games employ but the current emerging trend is drawing from the community itself to add content. This game being 2D invites a wholly new kind of designer. We are talking the online cartoon talent pool. There must be a way to monetize this game without avoiding mods due to competition.

Can we get an honest discussion about this? If the claims about wanting to keep this game ongoing as the definitive title are honest then it should make sense that the game desires the benefits of modding beyond simply maps. The popularity of Steam Workshop is truly astonishing, so many games with persistent 5 figure player counts hold this in part due to the mods.

DOTA2 has a concept where there is a 2-way incentive for content creation, perhaps WMD could draw from its "family friendly" marketing and reach out to the wealth of talent on creative sites. Catering the best overhaul mods and making them official would invite competition to make better content by which T17 could profit and prolong the game. Ideas like this would basically confirm your commitment to rebuilding a community estranged by too many titles.
Last edited by A X I; Aug 3, 2016 @ 1:12am
-)b(- Aug 3, 2016 @ 2:26pm 
Originally posted by AXI:
I get the idea of wanting to limit community content as to sell dlc

I never thought about that. Do developers tend to do that alot?

I remember in early 2000s when everything was open and free people used all kinds of tools outside the game to create great content. That doesn't happen much now.
Last edited by -)b(-; Aug 3, 2016 @ 2:26pm
A X I Aug 3, 2016 @ 5:10pm 
Originally posted by zBeanz:
Originally posted by AXI:
I get the idea of wanting to limit community content as to sell dlc

I never thought about that. Do developers tend to do that alot?

I remember in early 2000s when everything was open and free people used all kinds of tools outside the game to create great content. That doesn't happen much now.
Absolutely. Its why some games such as KF2 only allow community content but not direct modding like Blade Symphony. It allows companies to cut back on their employees and get a product at the same time, the modder gets a pittance but them pittances add up. I hope that T17 can learn from Blizzard and from other PC games and really allow modding. It will keep people around to see/make mods which will keep YouTubers uploading, which will keep people coming.
Last edited by A X I; Aug 3, 2016 @ 5:13pm
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Date Posted: Jul 12, 2016 @ 7:25pm
Posts: 6