I have some food for more thought on this discussion.
That is, with certain games, I have to mod them in order to play them. That is,
with my hearing problems, sometimes I need to silence a crowd or turn up a beep
sound. Sometimes I have to turn down music in a menu where many developers
seem to forget to allow it to be turned down or off.
I'm not trying to argue against the prevention of modding, just wanted to throw
that out there for people to know about.
On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:
> Hi Jim,
> Yeah, I do know what you mean and understand your point of view.
> That's my feeling as well. If I wanted the game to be modded or to
> allow end users to customize it I would make available the proper
> tools or ability to do so.
> Since I don't intend Mysteries of the Ancients to be modified, to be a
> stand alone game, etc I'm going to have to begin encrypting sounds and
> taking care that people can't modify it without serious effort. That
> way I know that what I create stays in tact and the game I sell my
> customers is the one they are playing.
> On 8/23/11, Jim Kitchen <j...@kitchensinc.net> wrote:
>> Hi Thomas,
>> I totally agree with you about the modding of games. But I also believe
>> that it applies to free games as well. Even if I do not pay for the sound
>> files that I use, I spend allot of time finding or recording and editing the
>> sounds for my games. And put the games out as my creation, you know the
>> concept, the code, thus the way that the game plays and the sounds of the
>> game. Now if I intend for the game to be modded such as Quake I would build
>> tools into the game for that. You know like I have for games such as
>> monopoly, golf, baseball, football, coupling and the trivia game engine.
>> I did devise a simple check to see if my game sounds have been modded. But
>> some people have found a way around that. Just irritates me a bit that
>> people take my creations and change them.
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