[EMAIL PROTECTED] wrote:
Open http://www.steampowered.com/v/index.php?area=stats and click on "View
detailed statistics by game". No mod reaches higher than 0.5% of the
official mod's playercount a short time after launch. The release of TF2
will not change this for the better or worse I'm sure.
There are many good reasons to make a mod for Source, but popularity or
playercount is not one of them and it will never be ;) Steam is a
commercial success already, so Valve has no interest in giving modders the
promotion they'd need to get the same order of magnitude of players as
their games, rather on the contrary, it'd compete with their real steam
clients ( ID etc ). Don't read an insult into this Mike, from a business
point of view, it's only logical; it's just that many modders start(ed)
out with (too) high hopes ( partly fed by Valve's promises though ).
<sarcasm>Yeah, I'm sure the modders that made Counter Strike and Day of
Defeat would agree with you there.</sarcasm>
The success or failure of a mod depends on many things including;
gameplay, quality, frequent updates and bug fixes and others.
Release early and release often. Don't set your sights too high for the
initial release (you can always add more features later and fine tune
the ones that need adjustment). Make sure your team is willing to stick
it out for the long haul (find people who are dedicated and are going to
stick around for a while). Find people who really care about what they
are working on and not just people who want to make "teh best mod evar!!!"
Success comes to those who are willing to do the hard work, be
innovative, and take criticism and learn from it.
--
Jeffrey "botman" Broome
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