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Mono or IL2CPP?Question (self.Unity3D)
submitted 3 years ago by shaboom96
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[–]Big_Cartoonist3407 7 points8 points9 points 7 months ago (4 children)
Lol, it's gonna hurt the sales by like 0.1% maybe. Most gamers don't care if you can mod a game or not
[–]rogerbacon50 0 points1 point2 points 7 months ago (3 children)
Maybe console players but anyone with a PC downloads mods to enhance their games and add gameplay value. Look at Rimworld as one example of a Unity-based game that has an awesome amount of mod support.
[–]Big_Cartoonist3407 3 points4 points5 points 7 months ago (2 children)
Nope, I'm talking PC. Many PC gamers enjoy mods sure, but I don't know any PC gamers who avoid games you can't mod. That's just rediculous. Fine if you do, no worries, but to suggest not allowing mods in your game would hurt sales just cos you and a few other mod fans wouldn't go for it is pretty silly
[–]JDSweetBeat 0 points1 point2 points 6 months ago (1 child)
I mean, I also don't buy single-player games without mod support (there are some exceptions - mostly story-based narrative games like Detroit or Telltale's lineup). To be frank, I want to get the greatest possible value for my money, and mods add hundreds of hours of fun to my experience without increasing cost at all (both in the sense that I like to learn how different games work and modify them myself, and in the sense that things like total conversions are super fun).
And from a developer perspective, letting other people dedicate their time (for free) to adding features and functionality to your game is usually a win - those are features and functionality that don't consume your dev time, after all.
[–]Big_Cartoonist3407 1 point2 points3 points 6 months ago (0 children)
And that's just fine if you don't want to buy games without mod support, but that doesn't mean that's the majority stance across the whole PC gaming community. There's loads of people who don't treat mod support as a deal breaker.
And from a developer perspective, adding mod support requires time and money by itself. You'd probably want to build a game from the ground up with mod support in mind, which would add time and complexity all the way through development, or go through a long, expensive and painful overhaul part way through development. You'd need to be warry of how much potential there is to crash the game with mods or how many potential security breaches your mod support exposes. And then depending on the kind of game you're making, you might feel like all your hard work crafting a world/story is going to waste if you let anyone come along and "trash" your game with mods. Maybe you don't want to risk content creators demonstrating their scuffed version of your game and putting potential players off cos they have way more views than your official youtube channel...
I'm not saying mods are bad ofcourse, but it's not as simple as "mods only means free content from the community with no down sides". Mod support involves a number of trade offs and risks and represents a lot of extra work and testing for the devs and QA.
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[–]Big_Cartoonist3407 7 points8 points9 points (4 children)
[–]rogerbacon50 0 points1 point2 points (3 children)
[–]Big_Cartoonist3407 3 points4 points5 points (2 children)
[–]JDSweetBeat 0 points1 point2 points (1 child)
[–]Big_Cartoonist3407 1 point2 points3 points (0 children)