I agree with half of your post, everything except the releasing soon and setting low sights part. I'm tired of the release soon argument though, or the comparisons with earlier mods like CS or DOD. The modding & gaming scenes have changed so drastically between the early halflife days and Source, if not only for the release of CS (and to lesser extent DOD) itself. The principles that were valid then are no longer now imho.
But anyway, this list is not the place for that old discussion, and I was wrong in starting it in the first place, for which my apologies. If anyone feels compelled to tell me just how wrong I am feel free to do so off-list ;) > [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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

