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{{Short description|Modification of a video game}}
] - replacement of original Banshee]]'''Mod''' or '''modification''' is a term generally applied to ]s, especially ]s and ] games. Mods are made by the general public, and can be entirely new games upon themselves. They can include new items, weapons, characters, enemies, models, modes, textures, levels, and story lines. They also usually take place in unique locations. They can be single-player or ].
{{Video game industry}}


'''Video game modding''' (short for "modifying") is the process of alteration by players or fans of one or more aspects of a ],<ref name=Poor>{{cite journal |last1=Poor |first1=Nathaniel |title=Computer game modders' motivations and sense of community: A mixed-methods approach |journal=] |date=24 September 2013 |volume=16 |issue=8 |pages=1249–1267 |doi=10.1177/1461444813504266|s2cid=39280896}}</ref> such as how it looks or behaves, and is a sub-discipline of general '']''. A set of modifications, commonly called a '''''mod''''', may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.
Games running on a PC are often designed with change in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. These mods can add an extra dimension of replayability and interest. The ] provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as ], ], and ] provide extensive tools and documentation to assist mod makers, leveraging the potential success brought in by a popular mod like '']''.


Modding a game can also be understood as the act of seeking and installing mods to the player's game,<ref>{{cite journal|last1=Olson|first1=Cheryl K.|last2=Kutner|first2=Lawrence A.|last3=Warner|first3=Dorothy E.|last4=Almerigi|first4=Jason B.|last5=Baer|first5=Lee|last6=Nicholi|first6=Armand M.|last7=Beresin|first7=Eugene V.|title=Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls|journal=]|date=July 2007|volume=41|issue=1|pages=77–83|doi=10.1016/j.jadohealth.2007.01.001|pmid=17577537}}</ref> but the act of tweaking pre-existing settings and preferences is not truly modding.<ref name=Poor/>
Mods can significantly outshine or continue the success of the original game. Playing a mod might even become more common than playing the unmodded original. When talking about playing a game, players might have to clarify that they are referring to "vanilla '']''", for example.


Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work,<ref name="auto3">{{cite journal|last1=Postigo|first1=Hector|title=Of Mods and Modders|journal=]|date=October 2007|volume=2|issue=4|pages=300–313|doi=10.1177/1555412007307955|s2cid=143727901}}</ref> and can be both fun for players playing the mods and as a means of self-expression for mod developers.<ref name=Olli2010/>
Recently, computer games have also been used as a digital-art medium. See ].

People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods.<ref name=Olli2010/> In cases where mods are very popular, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term '']'' is often used to make this distinction. "Vanilla '']''", for example, refers to the original, unmodified game.

As early as the 1980s, video game mods have also been used for the sole purpose of creating art, as opposed to an actual game. This can include recording in-game actions as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. This has led to the rise of ], as well as ] and the ].

Popular games can have tens of thousands of mods created for them.<ref>{{cite book |last1=Dey |first1=Tapajit |last2=Massengill |first2=Jacob Logan |last3=Mockus |first3=Audris |title=Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts |chapter=Analysis of Popularity of Game Mods |date=16 October 2016 |pages=133–139 |doi=10.1145/2968120.2987724 |isbn=978-1-4503-4458-6 |s2cid=12003615}}</ref>


==Development== ==Development==
], ] and ] in '']'' are a popular form of modification, allowing fans to come up with their own humorous ]s.]]
A great many mods do not progress very far and are abandoned without ever having a public release. One of the most famous ] mods was '']'', which was never released despite six years of development. Some are very limited and just include some gameplay changes or even a different loading screen, while others are ]s and can modify content and ] extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification.
Many mods are not publicly released to the gaming community by their creators.<ref name=Poor/> Some are very limited and just include some gameplay changes or even a different loading screen, while others are total conversions and can modify content and ] extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification, or in some cases a stand-alone title that does not require the original game to play.


Technical and social skills are needed to create a mod.<ref name="auto3"/> A group of mod developers may join to form a "mod team".
Mods are made for many ]s, most notably the series based on '']'', '']'', '']'', '']'', and '']''. ] games such as '']'', '']'', '']'' and the '']'' series also have many mods.


'']'' (1993) was the first game to have a large modding community.<ref name="auto"/> In exchange for the technical foundation to mod, ] insisted that mods should only work with the retail version of the game (not the demo), which was respected by the modders and boosted ''Doom''{{'}}s sales. Another factor in the popularity of ] was the ], which allowed modding communities to form.<ref name=":2">{{cite book |last=Lukkanen |first=Tero |year=2005 |title=Modding scenes: Introduction to user-created content in computer gaming |url=https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |archive-url=https://web.archive.org/web/20181128211333/https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |archive-date=28 November 2018 |publisher=] |place=Tampere |series=Hypermedia Laboratory Net Series |volume=9}}</ref> Mods for '']'' (1996) such as "]" and "Team Fortress" became standard features in later games in the shooter genre.<ref name="auto"/> While ]s are popular games to mod,<ref name=":2" /> the ] genre with games such as '']'' (1995) and '']'' (1996) fostered younger modders, particularly girls.<ref>{{cite news |last1=Denton |first1=Abby |title=Artificial life finds a way: the legacy of Creatures |url=https://www.rockpapershotgun.com/2018/01/12/creatures-fans-mods-artificial-life/ |access-date=27 November 2018 |work=] |date=12 January 2018}}</ref>
Among popular mods, none is more well known than the ''Half-Life'' multiplayer mod '']'', which was released shortly after the original game, and upwards of 1 million games per day are hosted on dedicated servers. ''Counter-Strike'' is probably the best example of a modification that turns into a retail game.


A recurring trend with video game mods is the creation of user-made skins and/or character models replacing the default ones that came with the game, the most popular of which are ] mods such as those of ] from '']'' and ],<ref name="Mathur">{{Cite web |last=Mathur |first=Moulik |date=2023-09-08 |title=Armored Core 6 Modders Thought It Was a Great Idea to Add Thomas the Tank Engine after CJ from GTA |url=https://in.ign.com/armored-core-vi-fires-of-rubicon/193571/news/armored-core-6-modders-thought-it-was-a-great-idea-to-add-thomas-the-tank-engine-after-cj-from-gta |archive-url=https://web.archive.org/web/20240324131802/https://in.ign.com/armored-core-vi-fires-of-rubicon/193571/news/armored-core-6-modders-thought-it-was-a-great-idea-to-add-thomas-the-tank-engine-after-cj-from-gta |archive-date=2024-03-24 |access-date=2024-07-26 |website=IGN India |language=en-in}}</ref> though at least one modder received legal action from ''Thomas'' franchise rights owner ] for their unauthorised use of the ''Thomas the Tank Engine'' intellectual property in a '']'' mod.<ref name="Hernandez">{{Cite web |last=Hernandez |first=Patricia |date=2019-05-15 |title=Thomas the Tank engine mod got Skyrim player in legal trouble |url=https://www.polygon.com/2019/5/15/18625132/skyrim-mod-thomas-the-tank-engine-fallout-nexus-mattel |archive-url=https://web.archive.org/web/20240712035801/https://www.polygon.com/2019/5/15/18625132/skyrim-mod-thomas-the-tank-engine-fallout-nexus-mattel |archive-date=2024-07-12 |access-date=2024-07-26 |website=Polygon |language=en-US}}</ref>
Mods in general are required to be non-commercial (free) when they include any parts from another mod, or the main game, which by their nature they always do. Some mods also become ] as well.


===Tools=== ===Tools===
Mod making tools are a variety of construction sets for creating mods for a game. An early mod making tool was the ''] Construction Set'', released in ], which allowed users to create game designs in that series. Much more successful among early mod making tools was the ] '']'' from ], which allowed users to construct games based on the game world that was launched with the '']'' game. Mod-making tools are a variety of construction sets for creating mods for a game. Early commercial mod-making tools were the '']'' (1986) and '']'' (1991), which allowed users to create game designs in those series. Much more successful among early mod-making tools was the 1992 '']'' from ], which allowed users to construct games based on the game world that was launched with the '']'' game.

By the mid-1990s, modding tools were commonly offered with PC games,<ref>{{cite journal|last1=Burger-Helmchen |first1=Thierry|last2=Cohendet|first2=Patrick|title=User Communities and Social Software in the Video Game Industry |journal=Long Range Planning|date=October 2011|volume=44|issue=5–6|pages=317–343|doi=10.1016/j.lrp.2011.09.003}}</ref> and by the early 2000s, a game that launched with no modding tools was considered more worthy of note in a review than one that did.<ref name="auto2">{{cite journal |last1=Coleman |first1=Sarah |last2=Dyer-Witheford |first2=Nick |title=Playing on the digital commons: collectivities, capital and contestation in videogame culture |journal=] |date=2007 |volume=29 |issue=6 |pages=934–953 |doi=10.1177/0163443707081700|s2cid=154832086}}</ref> ] released the modding tools for '']'' (2000) before the game itself, resulting in a suite of fan-created mods being available at launch.<ref name=":2" /> The advertising campaign for '']'' (2002) focused on the included ].<ref name=":2" /> The ] for '']'' (2002) allowed a variety of custom scenarios or maps to be created for the game, such as a number of ] and ] maps, the most notable of which was '']''.<ref>{{Cite web|last=Walbridge|first=Michael|title=Analysis: Defense of the Ancients - An Underground Revolution|url=https://www.gamasutra.com/view/news/109814/Analysis_Defense_of_the_Ancients__An_Underground_Revolution.php|access-date=2020-09-07|website=www.gamasutra.com|date=12 June 2008|language=en}}</ref><ref>{{Cite web|title=How Warcraft 3's modding community paved the way for League of Legends and Dota 2|url=https://www.pcgamesn.com/warcraft-iii/warcraft-3-mods-dota-league-of-legends|access-date=2020-09-06|website=PCGamesN|date=26 March 2018 |language=en-GB}}</ref> The provision of tools is still seen as the most practical way that a company can signal to fans that its game is open for modding.<ref>{{cite book |last1=Poretski |first1=Lev |last2=Arazy |first2=Ofer |title=Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing |chapter=Placing Value on Community Co-creations: A Study of a Video Game 'Modding' Community |date=25 February 2017 |pages=480–491 |doi=10.1145/2998181.2998301 |publisher=ACM|isbn=978-1-4503-4335-0 |s2cid=18600910}}</ref> Fans may also use and create ] tools for modding games.<ref name="auto4">{{cite book |last1=Scacchi |first1=Walt |series=IFIP Advances in Information and Communication Technology |title=Open Source Systems: Grounding Research |chapter=Modding as an Open Source Approach to Extending Computer Game Systems |volume=365 |date=2011 |pages=62–74 |doi=10.1007/978-3-642-24418-6_5 |language=en|isbn=978-3-642-24417-9|s2cid=8934352 }}</ref> ] is expected to make developing for hobby projects easier,<ref>{{cite news |last1=Lumb |first1=David |title=Generative AI Is Coming for Video Games. Here's How It Could Change Gaming |url=https://www.cnet.com/tech/gaming/generative-ai-is-coming-for-video-games-heres-how-it-could-change-gaming/ |access-date=31 May 2024 |work=] |date=4 May 2024 |language=en}}</ref> particularly with assets such as textures and voice acting (which traditionally requires hiring capable voice actors, thereby presenting a ] for amateur mod teams), though this also led to ] over its use especially with voice actors who expressed concern regarding their characters' voices being cloned without their consent.<ref name="Stokes">{{Cite web |last=Stokes |first=Ian |date=2021-04-20 |title=Witcher 3 mod uses AI to create new voice lines without Geralt's original voice actor |url=https://www.gamesradar.com/witcher-3-mod-uses-ai-to-create-new-voice-lines-without-geralts-original-voice-actor/ |access-date=2024-06-05 |website=gamesradar |language=en}}</ref><ref name="Dinsdale">{{Cite web |last=Dinsdale |first=Ryan |date=2023-12-22 |title=The Witcher Voice Actor Doug Cockle Calls AI 'Inevitable' but 'Dangerous' |url=https://za.ign.com/the-witcher-3/188055/news/the-witcher-voice-actor-doug-cockle-calls-ai-inevitable-but-dangerous |access-date=2024-06-05 |website=IGN Africa |language=en-za}}</ref>

There are also free content delivery tools available that make playing mods easier. They help manage downloads, updates, and mod installation in order to allow people who are less technically literate to play. ] "]" service, for example, allows a user to easily download and install mods in supported games.<ref>{{cite news |last1=Letzter |first1=Rafi |title=Online communities are changing video games to make them better, weirder, and much more wonderful |url=https://www.businessinsider.com/video-game-modding-2015-7?r=US&IR=T |access-date=22 February 2019 |work=Business Insider Australia |date=21 July 2015 |language=en |archive-date=22 February 2019 |url-status=live |archive-url=https://web.archive.org/web/20190222152029/https://www.businessinsider.com.au/video-game-modding-2015-7?r=US&IR=T }}</ref>

===Game support for modifications===
<!-- Deleted image removed: ]'': a 2005 Audi A8L W12 car. Real-life makes and models are not included in the game but can be created and added by modders.]] -->
The potential for end-user change in game varies greatly, though it can have little correlation with the number and quality of mods made for a game.

In general the most modification-friendly games will define gameplay variables in text or other non proprietary format files<ref name=Sihvonen2011p37>{{cite book |last1=Sihvonen |first1=Tania |title=Players Unleashed!: Modding The Sims and the Culture of Gaming |pages=37–86 |date=2011 |publisher=] |location=Amsterdam |jstor=j.ctt46mt37.5 |chapter=Cultural and Commercial Appropriation|isbn=978-90-8964-201-1}}</ref> (for instance in the '']'' series one could alter the movement rate along roads and many other factors), and have graphics of a standard format such as ]s.<ref name=Sihvonen2011p37/> Publishers can also determine mod-friendliness in the way important source files are available, such as ''Doom'' having its art assets separate from the main program, which allows them to be shared and modified.<ref name=":2" />

Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is '']'' (2003), which requires the program ] to build new in-game objects. However, there are free versions of Maya and other advanced modeling software available. There are also free and even ] modeling programs (such as ]) that can be used as well.

For advanced mods such as '']'' that are total conversions, complicated modeling and texturing software are required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.

A game that allows modding is said to be "moddable". '']'' (2011) as well as its predecessors, '']'' (2002) and '']'' (2006), are examples of highly moddable games, with an official editor available for download from the developer. '']'' (1996) was much less moddable, but some people released their own modifications nevertheless. Some modifications such as ''Gunslingers Academy'' have deliberately made the game more moddable by adding in scripting support or externalizing underlying code. '']'' (2007) set out to be the 'most customisable game ever' and as such included a mod manager which allowed for modular modding, having several mods on at once.

The game industry is currently{{when|reason=reference is from 2005|date=August 2024}} facing the question of how much it should embrace the players' contribution in creating new material for the game or mod-communities as part of their structure within the game. Some software companies openly accept and even encourage such communities. Others though have chosen to enclose their games in heavily policed copyright or Intellectual Property regimes (IPR) and close down sites that they see as infringing their ownership of a game.<ref>Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an introduction (second edition), Oxford University Press, South Melbourne 101-114.</ref>

===Portability issues===
{{Unreferenced section|date=January 2011}}
For cross-platform games, mods written for the Windows version have not always been compatible with the Mac OS X and/or ] ports of the game. In large part, this is due to the publisher's concern with prioritizing the porting of the primary game itself, when allocating resources for fixing the porting of mod-specific functions may not be cost-effective for the smaller market share of alternate platforms. For example, '']'', ported by ] for Mac OS X, had file access issues specific to mods until the 1.61D patch. '']'' does not have a working community mods menu for the Mac OS X version and, until the 3369 patch, had graphics incompatibilities with several mods such as ''Red Orchestra'' and ''Metaball''.

Also, mods compiled into platform-specific libraries, such as those of '']'', are often only built for the Windows platform, leading to a lack of cross-platform compatibility even when the underlying game is highly portable. In the same line of reasoning, mod development tools are often available only on the Windows platform. ]'s Doom 3 Radiant tool and ]' ] are examples of this.

Mod teams that lack either the resources or know-how to develop their mods for alternate platforms sometimes outsource their code and art assets to individuals or groups who are able to port the mod.

The mod specialist site for Macs, ], has created GUI launchers and installers for many UT2004 mods, as well as solving cross-platform conversion issues for mods for other games.

===Unforeseen consequences or benefits of modding===
In January 2005, it was reported that in '']'' (2004) modifications that changed item and game behavior were unexpectedly being transferred to other players through the official website's ''exchange'' feature, leading to changed game behavior without advance warning.<ref>{{Cite web |last=Knight |first=Will |title=Supernatural powers become contagious in PC game |url=https://www.newscientist.com/article/dn6857-supernatural-powers-become-contagious-in-pc-game/ |access-date=2024-04-04 |website=New Scientist |language=en-US |date=7 January 2005}}</ref>

After the ], there were calls from the industry to better control modders.<ref name="auto"/> There is concern about mods that show ], and ] does not allow mods with such content to be uploaded on its website. Nexus allows for mods which allow nudity as long as nudity is not present in the preview image. One of the most popular mods of this type is Caliente's Beautiful Bodies Edition, which allows for body modification in Bethesda's ''Skyrim'' and '']'', and has been downloaded at least 8.2 million times.<ref name="auto8">{{cite journal |last1=Kretzschmar |first1=Mark |last2=Stanfill |first2=Mel |title=Mods as Lightning Rods |journal=] |date=17 July 2018 |page=096466391878722 |doi=10.1177/0964663918787221|s2cid=149824659}}</ref>

In 2015, members from the ''Grand Theft Auto'' fan site GTAForums reported instances of malware being circulated through modifications written for ''Grand Theft Auto V''.<ref name="Seppala">{{cite web|url=https://www.engadget.com/2015/05/15/gtav-pc-mods-malware/|title=A few 'GTA V' mods are installing malware on PCs|last=Seppala|first=Timothy|date=15 May 2015|work=]|access-date=16 May 2015}}</ref><ref>{{Cite web |last=Rad |first=Chloi |date=2015-05-14 |title=Grand Theft Auto 5 Mods 'Angry Planes' and 'NoClip' Infected With Virus |url=https://www.ign.com/articles/2015/05/14/grand-theft-auto-5-mods-angry-planes-and-noclip-infected-with-virus |access-date=2023-11-17 |website=] |language=en}}</ref> Two of the modifications in question, namely "Angry Planes" and "No Clip", came with code for loading a ], and a keylogger for stealing ] and ] account credentials.<ref name="Chalk">{{cite web|url=http://www.pcgamer.com/gta-5-mods-angry-planes-and-no-clip-contain-malware/|title=GTA 5 mods Angry Planes and No Clip contain malware |last=Chalk |first=Andy |date=14 May 2015 |work=]|access-date=16 May 2015}}</ref> The modifications in question have since been taken out of circulation, with affected players being advised to change their social media account passwords and disinfect their computers.

The National Crime Agency of the UK has indicated that modding can act as a pathway to cybercrime for some people.<ref>{{cite web |url=https://www.nationalcrimeagency.gov.uk/who-we-are/publications/6-pathways-into-cyber-crime-1/file|title=Pathways Into Cyber Crime|author=National Crime Agency|year=2017}}</ref>

===Motivations of modders===
The ] provides an inexpensive medium to promote and distribute ] like mods, an aspect commonly known as ]. Video game modding was described as remixing of games and can be therefore seen as part of the ] as described by ],<ref name="auto6">{{cite journal |last1=Scacchi |first1=Walt |title=Computer game mods, modders, modding, and the mod scene |journal=First Monday |date=3 May 2010 |volume=15 |issue=5 |doi=10.5210/fm.v15i5.2965|doi-access=free}}</ref> or as a successor to the playful ] that produced the first video games.<ref name="auto2"/>

Mods can be both useful to players and a means of self-expression.<ref name=Olli2010>{{cite journal |last1=Sotamaa |first1=Olli |title=When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture |journal=] |date=July 2010 |volume=5 |issue=3 |pages=239–255 |doi=10.1177/1555412009359765|s2cid=59364177}}</ref> Three motivations have been identified by Olli Sotamaa for fans to create mods: to patch the game, to express themselves, and to get a foot in the door of the ].<ref name=Olli2010/> It has been noted that these motivations encompass ].<ref>{{cite book |last1=Thiel |first1=Sarah-Kristin |last2=Lyle |first2=Peter |title=Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities |chapter=Malleable Games - A Literature Review on Communities of Game Modders |date=3 June 2019 |pages=198–209 |doi=10.1145/3328320.3328393|isbn=978-1-4503-7162-9 |s2cid=150367691 |chapter-url=https://pure.au.dk/ws/files/177771828/C_T19_IdentifyingGameModdingCommunities_cr.pdf}}</ref> Poor suggests becoming a professional is not a major motivation of modders, noting that they tend to have a strong sense of community, and that older modders, who may already have established careers, are less motivated by the possibility of becoming professional than younger modders.<ref name=Poor/>

==History==
One of the first games that supported user modifications as packaged was '']'' (1983), which included a ] which users could make and save levels to share with other players on the same computer.<ref name="routledge chp31">{{cite book | title = The Routledge Companion to Video Game Studies | editor-first = Bernard | editor-last = Perron | publisher = ] | date = 2014 | isbn = 978-1-136-29050-3 | chapter = Chapter 31: Shooting | first = Gerald | last = Voorhees | pages=251–258}}</ref>


]'s '']'' (1992), one of the earliest ], was released in a form that did not intend for users to be able to mod the game, but users were able to find ways to manipulate the game's files after scouring them for data locations to create their own levels and graphics. Because of this, when id developed their next game, '']'', they purposely separated the game engine and other aspects related to the game's operation from the game levels and graphics, placing these into a WAD file, "WAD" short for "Where's All the Data?" In this manner, modders only needed to change the WAD file to mod the game, launching numerous ].<ref name="routledge chp31"/> id's approach of separating data file from execution files became essential for modding of video games in the future.<ref name="routledge chp31"/>
Later mod making tools include '']'' which shipped with '']'', the ] which was included with '']'', and the ] which is used to create maps for '']'' and its sequel, '']''.


===Mod-Friendliness of Games=== ==Official status of mods==
Mods can extend the shelf life of games, such as '']'' (1998), which increased its sales figures over the first three years of its release. According to the director of marketing at Valve, a typical shelf-life for a game would be 12 to 18 months, even if it was a "mega-hit".<ref>{{cite web |last1=Hyman |first1=Paul |title=Video game companies encourage 'modders' |url=http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956 |website=] |archive-url=https://web.archive.org/web/20080506004712/http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956 |archive-date=May 6, 2008 |date=April 9, 2004}}</ref> In early 2012, the '']'' modification for '']'' was released and caused a massive increase in sales for the three-year-old game, putting it in the top spot for online game sales for a number of months and selling over 300,000 units for the game.<ref name="CinemaBlend_1Jul12">{{cite news|url=http://www.cinemablend.com/games/DayZ-Helps-Arma-2-Rack-Up-More-Than-300-000-Sales-44161.html|title=DayZ Helps Arma 2 Rack Up More Than 300,000 In Sales|publisher=Cinema Blend|last=Usher |first=William|date=1 July 2012|access-date=2012-07-03}}</ref> In some cases, modders who are against ] have created mods that enforce the use of a legal game copy.<ref>{{cite news|last=Orland|first=Kyle|date=May 11, 2017|title=Pirates upset that popular graphics mod won't work for them|url=https://arstechnica.com/gaming/2017/05/popular-mod-re-adds-piracy-protection-to-cracked-game/|work=]|access-date=November 27, 2018}}</ref>


''Half-Life'' had a Valve-run annual mod expo which began in 1999, showcasing the new games built using the ].<ref>{{cite news |last1=Walker |first1=Trey |title=Half-Life Mod Expo mods announced |url=https://www.gamespot.com/articles/half-life-mod-expo-mods-announced/1100-2875097/ |access-date=27 November 2018 |work=] |date=17 May 2006}}</ref>
The potential for end-user change in game varies greatly, though it can have little correlation the number and quality of mods made for a game. For instance the '']'' computer game executable was essentialy an interpreter for the in-game scripting language, and could potentially have allowed almost any 2d game to be build upon its basis. Other games, such as '']'', will allow modification to certain aspects, such as adding new items and clothes, but not others, such as altering a character's skills or occupation.


Due to the increasing popularity and quality of modding, some developers, such as ], have included ] mods in official releases of expansion packs. A similar case is that of ], when they hired '']'' lead designer ] in developing '']''.
In general the most modification friendly games will define gameplay variables in text or other non proprietary format files (for instance in the '']'' series one could alter the movement rate along roads and many other factors), and have graphics of a standard format such as ]. Publishers can also determine mod-friendliness in the way important source files are available (some programs collect their source material into large proprietary archives, while others make the files available in folders).


For example, a number of fan-made maps, scenarios and mods, such as the "Best of the Net" collection and "Double Your Pleasure", were included in the ''Civilization II'' expansion ''Fantastic Worlds'' and the ''Civilization III'' expansion '']'',<ref>{{cite web|url=http://reviews.cnet.com/pc-games/civilization-iii-play-the/4505-9696_7-30742336.html|title=Civilization III: Play the World Overview|website=CNET|access-date=2 October 2017}}</ref> and in the ''Civilization IV'' expansion '']'', two existing mods, '']''<ref>{{cite web|url=http://rhye.civfanatics.net/pages/civ4-RFC-description.php|title=Sid Meier's Civilization Mods by Rhye - Rhye's and Fall of Civilization|website=rhye.civfanatics.net|access-date=2 October 2017}}</ref> and ''Fall from Heaven'' were included with the expansion (the latter through a spin-off called ''Age of Ice''<ref>{{cite web|url=http://kael.civfanatics.net/Ice.shtml|title=Fall from Heaven|website=kael.civfanatics.net|access-date=2 October 2017}}</ref>). ], who had opposed supporting mods in ''Civilization II'', said that "the strength of the modding community is ... the very reason the series survived".<ref name="jahromi20210922">{{Cite magazine |last=Jahromi |first=Neima |date=2021-09-22 |title=Sid Meier and the Meaning of "Civilization" |url=https://www.newyorker.com/books/under-review/sid-meier-and-the-meaning-of-civilization |magazine=The New Yorker |language=en-US |access-date=2021-09-23}}</ref>
Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is '']'', which requires the industrial-strength program ] to build new in-game objects. However, there is a free version available of Maya and other advanced modeling software. There are also free and even open source modeling programs that can be used as well.


===Legal status of mods===
For advanced mods such as '']'', that are total conversions, complicated modeling and texturing software is required to make original content. Advanced mods can rival the complexity and work of making the original game content(short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having a engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on if mods are created for the game by users.
{{see also|Copyright and video games}}
Copyright law, as it relates to video games and mod packs, is an evolving and largely unsettled legal issue. The legal uncertainty revolves around which party is legally the 'copyright owner' of the mods within the pack—the company that produced the game, the end-user that created the compilation, or the creators of the individual mods.<ref>{{cite web|url=http://blog.jipel.law.nyu.edu/2016/02/the-ip-implications-of-video-game-mods/|title=The IP Implications of Video Game Mods - JIPEL Blog|website=blog.jipel.law.nyu.edu|date=17 October 2016 |access-date=2 October 2017}}</ref> Video games are protected by copyright law as a "literary work".<ref name="auto1">{{cite journal |last1=Kow |first1=Yong Ming |last2=Nardi |first2=Bonnie |title=Who owns the mods? |journal=First Monday |date=3 May 2010 |volume=15 |issue=5 |doi=10.5210/fm.v15i5.2971 |language=en |doi-access= free}}</ref> In the United States context, the mechanisms of how the modder gets into the code of the game to mod it may violate the ] or the ] or even simply the ] (EULA).<ref name="auto8"/> Most EULAs forbid modders from selling their mods.<ref name="auto5">{{cite journal |last1=Joseph |first1=Daniel James |title=The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam |journal=Games and Culture |volume=13 |issue=7 |date=27 February 2018 |pages=690–707 |doi=10.1177/1555412018756488|s2cid=149293423 |url=https://e-space.mmu.ac.uk/625212/3/Joseph%20-%20The%20Discourse%20of%20Digital%20Dispossession%20.pdf}}</ref> A particular concern of companies is the use of copyrighted material by another company in mods, such as a ''Quake'' "]" mod, which was legally contested by 20th Century Fox.<ref name="auto2"/> Some companies, such as ], discourage modding through aggressive litigation, strict EULAs and Terms and Conditions for their property.<ref>{{cite journal |last1=Lee |first1=C. A. |title=Video game modding in the U.S. intellectual property law: Controversial issues and gaps |journal=Digital Law Journal |date=30 December 2022 |volume=3 |issue=4 |pages=8–31 |doi=10.38044/2686-9136-2022-3-4-8-31|s2cid=255586687|doi-access=free }}</ref> Mods themselves may introduce other copyrighted elements into video games which further complicate matters.{{Cn|date=April 2023}}


Some regard the fan use of copyrighted material in mods to be part of a "]", and develop norms about the reuse of this material,<ref>{{cite journal|last1=Postigo|first1=H.|title=Video Game Appropriation through Modifications: Attitudes Concerning Intellectual Property among Modders and Fans|journal=]|date=1 February 2008|volume=14|issue=1|pages=59–74|doi=10.1177/1354856507084419|s2cid=154247452}}</ref> often settling on a system of shared ownership, where mods and code are freely shared with the common good in mind.<ref name="auto1"/> It has been argued that total conversion mods may be covered in the ] under the concept of ].<ref>{{cite journal |title=SPARE THE MOD: IN SUPPORT OF TOTAL-CONVERSION MODIFIED VIDEO GAMES |journal=] |date=January 2012 |volume=125 |issue=3 |pages=789–810 |url=https://harvardlawreview.org/wp-content/uploads/pdfs/vol125_spare_the_mod.pdf |access-date=2018-07-25 |archive-date=2016-12-02 |archive-url=https://web.archive.org/web/20161202024332/http://harvardlawreview.org/wp-content/uploads/pdfs/vol125_spare_the_mod.pdf }}</ref>
===Unexpected consequences of modding===


Modding can be compared with the ] and ] development.<ref name="auto4"/><ref>{{cite web|url=http://www.gamasutra.com/blogs/JedrzejCzarnota/20130807/197775/Brief_overview_of_the_differences_and_similarities_between_open_source_software_development_and_cocreation_in_digital_games.php|title=Brief overview of the differences and similarities between open source software development and co-creation in digital games|first=Jedrzej|last=Czarnota|website=]|date=2013-08-07|access-date=2023-03-11}}</ref>
In January 2005, it was reported that in '']'' modified items created by hard-core players to provide additional benefits were unexpectedly being transfered to other players through the exchange feature, leading to some apparently supernatural effects.


In 2006, part of the reason that '']'' generated interest was how user-generated content (mods) was central to the experience, and how the ] rights remained with the creator-player. This was developed by the publisher into a market.<ref>{{cite book |last1=van der Graaf |first1=Shenja |title=ComMODify |chapter=Designing for Mod Development |pages=1–2 |date=2018 |publisher=Palgrave Macmillan, Cham |isbn=978-3-319-61499-1 |language=en-gb|doi=10.1007/978-3-319-61500-4}}</ref>
==Example mods for selected games==


===Controversy surrounding paid mods===
==='']''===
{{update-section|date=July 2024}}
Since its release in 2002, ''Battlefield 1942'' has spawned a large number of modifications, especially total conversions. Battlefield mods tend to focus on changing the theme and balance (such as more realistic) rather than changing the game mission (conquest game mode). The highlight of most mods are unique vehicles and their use. (See ''']''' and ''']''' for a longer listing.)
In April 2015, ] implemented a "paid mod" feature onto ]; the first game to implement this feature was '']''.<ref>{{cite web | url = https://www.wired.co.uk/news/archive/2015-04/24/steam-workshop-paid-mods | title = Skyrim is first game to allow paid game mods on Steam | first = Matt | last = Kamen | date = 24 April 2015 | access-date = May 4, 2015 | work = ] | archive-url = https://web.archive.org/web/20150505192753/http://www.wired.co.uk/news/archive/2015-04/24/steam-workshop-paid-mods | archive-date = 5 May 2015}}</ref> The move resulted in a swift backlash from the modding community, and after an enormous influx of complaints of overpriced mods, content that had been published without its creator's consent, and concerns over mods that contained third-party copyrighted content (i.e., material that neither Valve nor the mod creator owned),{{citation needed|date=September 2021}} Valve discontinued the 'paid mod' feature entirely and agreed to refund those that spent money to purchase a mod.<ref>{{cite web | url= http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ | title = Valve has removed paid mods functionality from Steam Workshop | first = Shaun | last = Prescott | date = April 27, 2015 | access-date = May 4, 2015 | work = ]}}</ref><ref>{{cite web | url= http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218 | title = Removing Payment Feature From Skyrim Workshop | date = April 28, 2015 | access-date = May 4, 2015 | work = ]}}</ref> Other concerns identified included that being able to mod the game was a reason why players bought the game on PC in the first place, a worry that ] modders would not be able to ] by modding pre-existing mods, and that mod teams would become unworkable.<ref name="auto5"/> The removal of the system itself was also criticized.<ref>{{cite web | archive-url=https://web.archive.org/web/20181029183110/https://steamed.kotaku.com/some-people-are-pissed-that-skyrims-paid-mods-are-gone-1700837400 | archive-date=2018-10-29 | url= http://steamed.kotaku.com/some-people-are-pissed-that-skyrims-paid-mods-are-gone-1700837400 | title = Some People Are Pissed That Skyrim's Paid Mods Are Gone | first = Nathan | last = Grayson | date = April 28, 2015 | access-date = May 4, 2015 | work = ]}}</ref>


==Types==
*'']''
===Total conversion===<!-- This section is linked from ] -->
*'']''
{{main|List of video games derived from mods}}
*'']''
A ''total conversion'' is a mod of an existing game that replaces virtually all of the artistic assets in the original game, and sometimes core aspects of gameplay.<ref name=":0">{{Cite news|url=http://www.escapistmagazine.com/articles/view/features/galleryoftheday/13909-8-of-the-Best-Total-Conversion-Mods-of-All-Time|title=8 of the Coolest Total Conversion Mods Ever Made|work=The Escapist|access-date=2017-07-19|archive-date=2020-01-21|archive-url=https://web.archive.org/web/20200121205708/http://www.escapistmagazine.com/articles/view/features/galleryoftheday/13909-8-of-the-Best-Total-Conversion-Mods-of-All-Time}}</ref> Total conversions can result in a completely different ] from the original.
*'']''
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*'']''


The ''Half-Life'' modding community splintered across the different total conversions available, often modding for a particular total conversion rather than ''Half-Life'' in general.<ref name=":2" /> Examples of famous total conversions include '']'' (1999), whose developers were hired by ] to turn it into a commercial product,<ref name=":1">{{Cite journal|url=https://www.rockpapershotgun.com/2017/02/10/best-total-conversion-mods/|title=Best total conversion mods|last=Donnelly|first=Joe|date=2017-02-10|journal=Rock, Paper, Shotgun|language=en-US|access-date=2017-07-19}}</ref> '']'' (2003), which was the first ] to have sponsored tournaments,<ref name=":0" /> and '']'' (2006), for which fans created thousands of game modes over its decade-long development.<ref name=":1" />
==='']]''===
''Main article: ]''


Many popular total conversions are later turned into standalone games, replacing any remaining original assets to allow for commercial sale without ]. Some of these mods are even approved for sale despite using the ] of the original game, such as '']''.<ref>{{Cite web|url=http://www.eurogamer.net/articles/2013-11-20-valve-gives-black-mesa-permission-to-be-a-commercial-product|title=Valve gives Black Mesa permission to be a commercial product|last=Matulef|first=Jeffrey|date=2013-11-20|website=Eurogamer|language=en-UK|access-date=2017-07-19}}</ref>
Mods for ''Doom'' and ''Doom II'' that add or modify game content are often referred to as ''WADs'' due to using the ]. The ''idgames'' archive contains over 10,000 WADs created from 1994 to present.


===Overhaul===
There also exist several ]s which significantly modify the ] to add support for new modes of gameplay.
An ''overhaul'' mod significantly changes an entire game's graphics and gameplay, usually with the intent to improve on the original, but not going as far as being a completely different experience. This can also include adding revised dialog and music.


Examples of overhaul mods include '']: Revision'', which was given permission from publisher ] to release on ] alongside the original game,<ref>{{Cite web|url=https://www.theverge.com/2015/10/13/9521011/deus-ex-revision-mod-release-steam|title=A massive overhaul for the original Deus Ex is now available on Steam|last=Robertson|first=Adi|date=2015-10-13|website=The Verge|access-date=2017-07-19}}</ref> and ''] Redux'', which not only improves the original game's textures, but also adds a new weather system, visual effects, and adjusts the wanted system, weapons, and vehicle handling.<ref>{{Cite web|url=https://www.gamespot.com/articles/that-gorgeous-gta-5-graphics-overhaul-mod-is-final/1100-6443721/|title=That Gorgeous GTA 5 Graphics Overhaul Mod Is Finally Available|last=Pereira|first=Chris|date=2016-09-20|website=GameSpot|language=en-US|access-date=2017-07-19}}</ref>
==='']''===
''Half-Life'' has the largest number of mods. Mods range from simple mutators to total conversions that feature extensive game engine modifications. Many mods have significantly different gameplay and features beyond thematic changes.
(See ''']''' for a longer listing.)
*'']''
*'']''
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*'']''


==='']''=== ===Randomizer===
Randomizers are a type of user mod, typically atop games of the 8-bit and 16-bit generations, that keep the fundamental gameplay but randomize elements of the game to make it more of a challenge. Randomizers came out of the ] community which had exhausted the challenge of racing through the game with one of the earliest being for '']'' around 2015. In the ''Zelda'' randomizer, the mod moved the location of the dungeons, the layout of these dungeons, and the location of enemies in a random but procedurally generated manner (similar to ]) based on a numerical seed, so that speedrunners would have to overcome these new changes.<ref>{{cite web | url = https://kotaku.com/what-happens-when-you-randomize-the-legend-of-zelda-1758777271 | title = What Happens When You Randomize The Legend Of Zelda | first = John | last = Harris | date = February 2, 2016 | access-date = December 7, 2019 | work = ]}}</ref> Their popularity grew as randomizer playthroughs were popular with streaming media.<ref>{{cite web | url = https://arstechnica.com/gaming/2019/12/how-randomizers-are-breathing-new-life-into-old-games/ | title = How "randomizers" are breathing new life into old games | first = Scott | last = White | date = December 3, 2019 | access-date = December 7, 2019 | work = ]}}</ref> Some games have offered official randomizer modes in the game itself, such as '']'' in 2023,<ref name="RPGFan review">{{Cite web |last=Miller |first=Des |date=2023-04-26 |title=''Cassette Beasts'' Review |url=https://www.rpgfan.com/review/cassette-beasts/ |access-date=2023-04-30 |website=RPG Fan |language=en-US}}</ref> or in ], including '']'' in 2020,<ref>{{cite web|url=https://www.usgamer.net/articles/bloodstained-zangetsu-randomizer-mode-release-news|title=Bloodstained Adds a New Character and Randomizer Mode, But Switch Players Have to Wait|last=Van Allen|first=Eric|date=4 May 2020|work=US Gamer|access-date=25 September 2021|archive-date=25 September 2021|archive-url=https://web.archive.org/web/20210925180150/https://www.usgamer.net/articles/bloodstained-zangetsu-randomizer-mode-release-news}}</ref> and '']'' in 2021.<ref>{{cite web|url=https://www.pcgamer.com/axiom-verge-just-got-a-surprise-randomizer-mode/|last=Prescott|first=Shaun|date=14 January 2021|work=PC Gamer|title=Axiom Verge just got a surprise Randomizer mode}}</ref>
Some impressive mods for the Quake III engine.
*''] (also referred to as ])'' - A competition oriented deathmatch mod, adding the best elements from all the games of the Quake series to ''Quake III Arena''.
*'']'' - A '']'' style martial arts combat game.
*'''' - A team-based total conversion, based on the popular '']'' modification, ].
*'']'' - Team based combat with modern firearms.
*'''' - A class-based modification in the spirit of the original ''Generations'' mod for ''Quake II'', which allows players to fight as a character from previous ] games using its own weapons and more.
*'']'' - A mod in which you can train your trickjump skills and compete against other people by completing all kinds of parcours with this trickjump skills.
*'''' - An excessive clone that allows admins to change weapon firing rate, damage, projectile speed and more while still keeping the look and feel of the original excessive.


===Add-on===
==='']''===
{{Unreferenced section|date=January 2011}}
An ''add-on'' or ''addon'' is a typically small mod which adds to the original content of a specific game. In most cases, an add-on will add one particular element to a game, such as a new weapon in a shooting game, a new unit or map in a strategy game, a new vehicle or track in a racing game, items in a game like '']'' or '']'', or additional contents in simulation games (such as new pilotable airplanes, e.g., the ] or ]). An example of a mod that adds functionality to augment or enhance a players experience is ComputerCraft; a ] that adds programmable computers and robots to allow the player to automate tasks in-game. This can be accomplished without changing any of the original game's existing content. Many games are flexible and allow this, however that is not always the case. Some add-ons occasionally have to replace in-game content, due to the nature of a peculiar game engine. It may be the case, for example, that in a game which does not give a player the option to choose their character, modders wishing to add another player model will simply have to overwrite the old one. A famous example of this type of mod can be found for the '']'' series wherein modders may use downloadable tools to replace content (such as models) in the game's directory. The '']'' series can also be modded with individual add-ons which are stored in a {{Not a typo|.VPK}} format, so that a player may choose to activate a given mod or not.


===Unofficial patch===
*'']'' A "Last Man Standing", objective oriented total modification.
An '']'' can be a mod of an existing game that fixes ] not fixed by an official patch or that unlocks content present in the released game's files but is inaccessible in official gameplay. Such patches are usually created by members of the game's fan base when the original developer is unwilling or unable to supply the functionality officially. '']'' has an unofficial patch which adds and fixes many of its features.<ref>{{cite web|url=http://www.jazz2online.com/jcf/showthread.php?t=19489|access-date=15 March 2014 |title=JJ2+ (last updated October 30, 2013) |date=2013-11-01}}</ref> One effect of this type of mod is that hidden or partially deleted content can be revealed. An example is the ] for '']'', which unlocks a sexually explicit minigame.<ref name="auto">{{cite journal|last1=Sotamaa|first1=Olli|title=On modder labour, commodification of play, and mod competitions|journal=]|date=3 September 2007|volume=12|issue=9|doi=10.5210/fm.v12i9.2006|doi-access=free}}</ref> The ] changed the rating of ''GTA:SA'' from ''Mature'' (M) to ''Adults Only'' (AO).<ref name="RerateToAORating">{{cite web | url = http://www.gamespot.com/news/6129500.html | title = San Andreas rated AO, Take-Two suspends production | work = ] | publisher=] | access-date = July 1, 2006 | date = 2005-12-14}}</ref> In the fourth quarter of 2005, Rockstar released a "clean" version of the game with the "Hot Coffee" scenes removed (''Grand Theft Auto: San Andreas'' 1.01), allowing the rating of the game to be reverted to its original ''Mature'' rating.<ref name="RevertToMRating">{{cite web|url=http://www.gamespot.com/news/6152490.html |title=FTC Hot Coffee ruling scalds, but doesn't burn Take-Two |work=] |publisher=CNET Networks |access-date=July 1, 2006 |archive-url=https://web.archive.org/web/20060708231006/http://www.gamespot.com/news/6152490.html |archive-date=July 8, 2006 |date=2006-06-08}}</ref> In May 2006, a similar event occurred with '']''.<ref name="auto"/>
==='']''===
In ''Thief'', mods come in the form of 'fan missions'. There are over 500 fan missions currently available. Most fan missions are original in design in regards to layout of a town, the landscape, buildings, interiors, the placement of characters and items and storyline. Many include objects, characters, music and special effects that are original with the fan mission authors. A typical fan mission will take up to 4 hours to play to fulfill the mission objectives, and they are usually replayable at higher difficulty settings.


===Art mod===
'']'' (]) has about 100 fan missions available. Thief Gold (an updated version of the first) has about 40 fan missions available.
An ''art mod'' is a mod that is created for artistic effect. Art mods are most frequently associated with ]. However, modified games that retain their playability and are subject to more extensive mods (i.e. closer to total conversions) may also be classified as ]s.<ref name=cannon>Cannon, Rebecca. "Meltdown" from ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007. {{ISBN|978-1-84150-142-0}}</ref> Art mods are usually designed to subvert the original game experience. One example is the ''Velvet-Strike'' mod for ''Counter Strike'' in which the players spray-paint anti-violence messages in multiplayer games as a form of ]. Another example is Robert Nideffer's ''Tomb Raider I and II'' patches which were designed to subvert the unofficial '']'' patch of the late 1990s by altering Lara Croft's sexual orientation.<ref name="stalker">{{Cite thesis |last=Stalker |first=Phillipa Jane |date=2006-11-15 |title=Gaming in art: A case study of two examples of the artistic appropriation of computer games and the mapping of historical trajectories of "Art Games" versus mainstream computer games |url=http://ljudmila.org/~selectparks/dl/PippaStalker_GamingInArt.pdf |degree=MSc |language=en}}</ref> The origins of the art mod can be traced to the classic 1983 mod ''Castle Smurfenstein'' (a humorous subversion of '']'' which replaces the Nazi guards with ]).<ref>{{citation |last=Bogacs |first=Hannes |url=https://www.academia.edu/2317114 |title=Game Mods: Design, Theory and Criticism |publisher=]|date=February 2008}}</ref> The very first art mod, however, is generally considered to be ]'s 1993 ''AIUEOUNN Six Features'' (a modification of Sony's "System G").<ref name=cannon/><ref name=stalker/>
'']'' (]) has over 250 fan missions available.
After the release of the third game - '']'' (]), an editor has been released and it is expected that fan missions will be created for that game as well.


=== Support continuation by mod ===
A few examples of some of the best fan missions available:
After EA lost its license with ] and ] for '']'', the game's modding community has continued to support it by releasing updated roster lists and graphics every year, along with creating alternative baseball leagues (e.g. MVP Caribe, a total conversion) in the game.<ref>{{Cite web |date=2013-12-22 |title=Nine Years Later, Latin America's Leagues Keep MVP Baseball Alive |url=https://kotaku.com/nine-years-later-latin-americas-leagues-keep-mvp-base-1488236659 |access-date=2024-04-04 |website=Kotaku |language=en}}</ref><ref>{{cite web|url=http://grantland.com/the-triangle/mvp-baseball-2005-mod-community-mlb-video-games/ |title='MVP Baseball … 2015'? How the Best Baseball Video Game Ever Has Refused to Retire for 10 Years |date=April 14, 2015 |first=Ben |last=Lindbergh |publisher=] |quote=Another factor in MVP's favor: The game allows greater access to its innards than most titles. 2K's failure to match MVP's approval rating despite several years of running unopposed on the PC market, made MVP the go-to game for modders even as it lost its looks relative to 2K and The Show. The community's support peaked from 2005 through the first PC edition of 2K in 2009, tailed off for a time, and then ramped up again once Take-Two abandoned the PC market in 2013 and canceled 2K entirely last year. A decade of EA development made MVP the best baseball game on the PC market in 2005, and a decade of amateur development has helped it keep that title in 2015.}}</ref><ref>{{Cite web |title=Open Source Breathes New Life Into 'MVP Baseball 2005' Video Game |url=http://info.protecode.com/bid/74171/Open-Source-Breathes-New-Life-Into-MVP-Baseball-2005-Video-Game|archive-url=https://web.archive.org/web/20160131164345/http://info.protecode.com/bid/74171/Open-Source-Breathes-New-Life-Into-MVP-Baseball-2005-Video-Game |archive-date=2016-01-31 }}</ref>


'']'', released in 2011, received mixed reviews due to bugs and other issues. Modders fixed the game over time and received ] access, which led to an official re-release under the name ''IL-2 Sturmovik: Cliffs of Dover BLITZ Edition''.<ref>{{cite web|url=https://kotaku.com/mods-saved-a-game-so-theyre-now-an-official-product-1823409264|title=Mods Saved A Game, So They're Now An Official Product|author=Luke Plunkett|date=2018-02-28|publisher=]}}</ref>
* Calendra's Cistern
* Calendra's Legacy
* Equilibrium
* Gathering at the Inn
* The Inverted Manse
* Raid on Washout Central
* Ranstall Keep
* The 7th Crystal


Following the closure of ] the source code to '']'' was released to a select group of modders by ], leading the version 1.3 patch, which also ported the game to ], ] and ].<ref>{{cite web | last=Dawe | first=Liam | date=2016-07-20 | title=You can play controversial FPS 'Daikatana' on Linux now, thanks to a fan patch endorsed by John Romero | url=https://www.gamingonlinux.com/2016/07/you-can-play-controversial-fps-daikatana-on-linux-now-thanks-to-a-fan-patch-endorsed-by-john-romero/ | website=GamingOnLinux | access-date=2023-02-09}}</ref>
For a complete listing of fan missions available, visit .
To acquire all available fan missions without having to download them, check .


Some online video games are made playable after their discontinuation by modders. Examples include ], ], and ].
==='']]''===


===User interface mod===
''Star Wars: Knights of the Old Republic'' (KOTOR) modding began when a user of the StarWarsKnights forums, named Fred Tetra created KOTOR tool which allowed access and extraction of KOTOR's textures, models, scripts, etc this allowed people edit these files and create mods. KOTOR's override folder allows easy activation of these edited files because when those files are put into the override folder the folder (as the name suggests) overrides the games original files
A ] mod changes parts of how players interact with the game,<ref name="auto4"/> and commonly, mods to the UI reveal information that the player or modder believes is helpful in playing the game.<ref name="auto6"/>
and uses the edited files if the file is the same name and type that the original is.


==='']''=== ===Mod packs===
Mod packs are groups of mods put into one package for download, often with an auto-installer. A mod pack's purpose is to make it easier for the player to install and manage multiple mods.<ref>{{cite web|url=https://glosbe.com/en/en/modpack|title=modpack - definition - English |website=Glosbe |access-date=2 October 2017}}</ref> Mod packs may be created with the purpose of making the original game more accessible to new players or to make the game harder for veterans to enjoy.
''Total Annihilation'' (TA) is one of the most moddable games there is, with already over 2,400 custom units, one hundred mods, and a dozen custom races available for download. Some well-known TA mods and total conversions: (See ''']''' for a longer listing.)


==See also==
*'''' - Compilation of elements from Uberhack, XTA, GMTA, TAUIP, UTASP, Evolva and others.
{{div col|colwidth=30em}}
*'']'' - First and most popular mod.
* ], one of the earliest games for which user-created content was widely made and distributed.
*'''' - Replace original TA's 3D models with more detailed ones.
* ] which modifies a game with often unpredictable effects.
*'''' - Replacing TA units with extremely accurate ] units and structures.
* ]
*'''' - Massive ] total conversion.
* ]
*'''' - Space total conversion featuring the ''Arm Space Navy'' and ''Corespace''.
* ]
*'''' - Space total conversion featuring ''The Federation'', ''The Corporation'', ''The Raiders'', and ''The Aliens''.
* ]
*'''' - Massive race with over 100 units
* ]
*''''
* ]
*'''' - A pack of ] units.
* ]
* ]
* ], for more information on the GTA modding scene
* ]
* ]
* ], unofficial modding on consoles
* ]
* ]
* ]
{{div col end}}


==Fox'ing== ==References==
{{reflist|30em}}
Some total conversions and mods were based off of copyrighted franchises, like ] or Aliens, which soon lead to companies taking a harsh stance towards modders. ] was in particularly aggressive in sending to mod projects, which soon led to the creation of a new verb: being foxed.


==External link== ==Further reading==
* Sihvonen, Tania. (2011). ''Players Unleashed!: Modding The Sims and the Culture of Gaming''. Amsterdam: ]. Retrieved from
* , lists mods for many games
* {{cite magazine |last1=Futter |first1=Mike |title=The Fallacy Of Free Mods - Paying Creators, Developers, And Valve Is The Right Move (And May Return) |url=https://www.gameinformer.com/b/features/archive/2015/05/04/the-fallacy-of-free-mods-why-paying-creators-developers-and-valve-is-the-right-move.aspx |archive-url=https://web.archive.org/web/20150505004522/http://www.gameinformer.com/b/features/archive/2015/05/04/the-fallacy-of-free-mods-why-paying-creators-developers-and-valve-is-the-right-move.aspx |url-status=dead |archive-date=May 5, 2015 |access-date=27 November 2018 |magazine=] |date=May 4, 2015 |language=en}}
* Thousands of mods (many with reviews and screenpics), total conversions and megawads for Doom and Doom 2
* {{cite book |last1=van der Graaf |first1=Shenja |title=ComMODify |date=2018 |publisher=Palgrave Macmillan, Cham |isbn=978-3-319-61499-1 |language=en-gb|doi=10.1007/978-3-319-61500-4}}
]
{{Independent production}}


{{DEFAULTSORT:Mod (Computer Gaming)}}
]
]
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Latest revision as of 13:20, 8 January 2025

Modification of a video game
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Video game modding (short for "modifying") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. A set of modifications, commonly called a mod, may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.

Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding.

Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, and can be both fun for players playing the mods and as a means of self-expression for mod developers.

People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. In cases where mods are very popular, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term vanilla is often used to make this distinction. "Vanilla Minecraft", for example, refers to the original, unmodified game.

As early as the 1980s, video game mods have also been used for the sole purpose of creating art, as opposed to an actual game. This can include recording in-game actions as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. This has led to the rise of artistic video game modification, as well as machinima and the demoscene.

Popular games can have tens of thousands of mods created for them.

Development

Custom character models such as Kratos, Carl Johnson and Snow White in Guitar Hero World Tour are a popular form of modification, allowing fans to come up with their own humorous fictional crossovers.

Many mods are not publicly released to the gaming community by their creators. Some are very limited and just include some gameplay changes or even a different loading screen, while others are total conversions and can modify content and gameplay extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification, or in some cases a stand-alone title that does not require the original game to play.

Technical and social skills are needed to create a mod. A group of mod developers may join to form a "mod team".

Doom (1993) was the first game to have a large modding community. In exchange for the technical foundation to mod, id Software insisted that mods should only work with the retail version of the game (not the demo), which was respected by the modders and boosted Doom's sales. Another factor in the popularity of modding Doom was the increasing popularity of the Internet, which allowed modding communities to form. Mods for Quake (1996) such as "Capture the Flag" and "Team Fortress" became standard features in later games in the shooter genre. While first-person shooters are popular games to mod, the virtual pet genre with games such as Petz (1995) and Creatures (1996) fostered younger modders, particularly girls.

A recurring trend with video game mods is the creation of user-made skins and/or character models replacing the default ones that came with the game, the most popular of which are meme mods such as those of Carl Johnson from Grand Theft Auto: San Andreas and Thomas the Tank Engine, though at least one modder received legal action from Thomas franchise rights owner Mattel for their unauthorised use of the Thomas the Tank Engine intellectual property in a The Elder Scrolls V: Skyrim mod.

Tools

Mod-making tools are a variety of construction sets for creating mods for a game. Early commercial mod-making tools were the Boulder Dash Construction Kit (1986) and The Bard's Tale Construction Set (1991), which allowed users to create game designs in those series. Much more successful among early mod-making tools was the 1992 Forgotten Realms: Unlimited Adventures from Strategic Simulations, Inc., which allowed users to construct games based on the game world that was launched with the Pool of Radiance game.

By the mid-1990s, modding tools were commonly offered with PC games, and by the early 2000s, a game that launched with no modding tools was considered more worthy of note in a review than one that did. Maxis released the modding tools for The Sims (2000) before the game itself, resulting in a suite of fan-created mods being available at launch. The advertising campaign for Neverwinter Nights (2002) focused on the included Aurora toolset. The World Editor for Warcraft III (2002) allowed a variety of custom scenarios or maps to be created for the game, such as a number of tower defense and multiplayer online battle arena maps, the most notable of which was Defense of the Ancients. The provision of tools is still seen as the most practical way that a company can signal to fans that its game is open for modding. Fans may also use and create open-source software tools for modding games. Generative AI is expected to make developing for hobby projects easier, particularly with assets such as textures and voice acting (which traditionally requires hiring capable voice actors, thereby presenting a barrier to entry for amateur mod teams), though this also led to ethical issues over its use especially with voice actors who expressed concern regarding their characters' voices being cloned without their consent.

There are also free content delivery tools available that make playing mods easier. They help manage downloads, updates, and mod installation in order to allow people who are less technically literate to play. Steam's "Workshop" service, for example, allows a user to easily download and install mods in supported games.

Game support for modifications

The potential for end-user change in game varies greatly, though it can have little correlation with the number and quality of mods made for a game.

In general the most modification-friendly games will define gameplay variables in text or other non proprietary format files (for instance in the Civilization series one could alter the movement rate along roads and many other factors), and have graphics of a standard format such as bitmaps. Publishers can also determine mod-friendliness in the way important source files are available, such as Doom having its art assets separate from the main program, which allows them to be shared and modified.

Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is Homeworld 2 (2003), which requires the program Maya to build new in-game objects. However, there are free versions of Maya and other advanced modeling software available. There are also free and even open-source modeling programs (such as Blender) that can be used as well.

For advanced mods such as Desert Combat that are total conversions, complicated modeling and texturing software are required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.

A game that allows modding is said to be "moddable". The Elder Scrolls V: Skyrim (2011) as well as its predecessors, Morrowind (2002) and Oblivion (2006), are examples of highly moddable games, with an official editor available for download from the developer. Daggerfall (1996) was much less moddable, but some people released their own modifications nevertheless. Some modifications such as Gunslingers Academy have deliberately made the game more moddable by adding in scripting support or externalizing underlying code. Supreme Commander (2007) set out to be the 'most customisable game ever' and as such included a mod manager which allowed for modular modding, having several mods on at once.

The game industry is currently facing the question of how much it should embrace the players' contribution in creating new material for the game or mod-communities as part of their structure within the game. Some software companies openly accept and even encourage such communities. Others though have chosen to enclose their games in heavily policed copyright or Intellectual Property regimes (IPR) and close down sites that they see as infringing their ownership of a game.

Portability issues

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For cross-platform games, mods written for the Windows version have not always been compatible with the Mac OS X and/or Linux ports of the game. In large part, this is due to the publisher's concern with prioritizing the porting of the primary game itself, when allocating resources for fixing the porting of mod-specific functions may not be cost-effective for the smaller market share of alternate platforms. For example, Battlefield 1942, ported by Aspyr for Mac OS X, had file access issues specific to mods until the 1.61D patch. Unreal Tournament 2004 does not have a working community mods menu for the Mac OS X version and, until the 3369 patch, had graphics incompatibilities with several mods such as Red Orchestra and Metaball.

Also, mods compiled into platform-specific libraries, such as those of Doom 3, are often only built for the Windows platform, leading to a lack of cross-platform compatibility even when the underlying game is highly portable. In the same line of reasoning, mod development tools are often available only on the Windows platform. id Software's Doom 3 Radiant tool and Epic Games' UnrealEd are examples of this.

Mod teams that lack either the resources or know-how to develop their mods for alternate platforms sometimes outsource their code and art assets to individuals or groups who are able to port the mod.

The mod specialist site for Macs, Macologist, has created GUI launchers and installers for many UT2004 mods, as well as solving cross-platform conversion issues for mods for other games.

Unforeseen consequences or benefits of modding

In January 2005, it was reported that in The Sims 2 (2004) modifications that changed item and game behavior were unexpectedly being transferred to other players through the official website's exchange feature, leading to changed game behavior without advance warning.

After the "Hot Coffee" mod incident, there were calls from the industry to better control modders. There is concern about mods that show nudity, and Bethesda does not allow mods with such content to be uploaded on its website. Nexus allows for mods which allow nudity as long as nudity is not present in the preview image. One of the most popular mods of this type is Caliente's Beautiful Bodies Edition, which allows for body modification in Bethesda's Skyrim and Fallout 4, and has been downloaded at least 8.2 million times.

In 2015, members from the Grand Theft Auto fan site GTAForums reported instances of malware being circulated through modifications written for Grand Theft Auto V. Two of the modifications in question, namely "Angry Planes" and "No Clip", came with code for loading a remote access tool, and a keylogger for stealing Facebook and Steam account credentials. The modifications in question have since been taken out of circulation, with affected players being advised to change their social media account passwords and disinfect their computers.

The National Crime Agency of the UK has indicated that modding can act as a pathway to cybercrime for some people.

Motivations of modders

The Internet provides an inexpensive medium to promote and distribute user created content like mods, an aspect commonly known as Web 2.0. Video game modding was described as remixing of games and can be therefore seen as part of the remix culture as described by Lawrence Lessig, or as a successor to the playful hacker culture that produced the first video games.

Mods can be both useful to players and a means of self-expression. Three motivations have been identified by Olli Sotamaa for fans to create mods: to patch the game, to express themselves, and to get a foot in the door of the video game industry. It has been noted that these motivations encompass intrinsic and extrinsic motivations. Poor suggests becoming a professional is not a major motivation of modders, noting that they tend to have a strong sense of community, and that older modders, who may already have established careers, are less motivated by the possibility of becoming professional than younger modders.

History

One of the first games that supported user modifications as packaged was Lode Runner (1983), which included a level editor which users could make and save levels to share with other players on the same computer.

id Software's Wolfenstein 3D (1992), one of the earliest first-person shooters, was released in a form that did not intend for users to be able to mod the game, but users were able to find ways to manipulate the game's files after scouring them for data locations to create their own levels and graphics. Because of this, when id developed their next game, Doom, they purposely separated the game engine and other aspects related to the game's operation from the game levels and graphics, placing these into a WAD file, "WAD" short for "Where's All the Data?" In this manner, modders only needed to change the WAD file to mod the game, launching numerous Doom modding efforts. id's approach of separating data file from execution files became essential for modding of video games in the future.

Official status of mods

Mods can extend the shelf life of games, such as Half-Life (1998), which increased its sales figures over the first three years of its release. According to the director of marketing at Valve, a typical shelf-life for a game would be 12 to 18 months, even if it was a "mega-hit". In early 2012, the DayZ modification for ARMA 2 was released and caused a massive increase in sales for the three-year-old game, putting it in the top spot for online game sales for a number of months and selling over 300,000 units for the game. In some cases, modders who are against piracy have created mods that enforce the use of a legal game copy.

Half-Life had a Valve-run annual mod expo which began in 1999, showcasing the new games built using the Half-Life engine.

Due to the increasing popularity and quality of modding, some developers, such as Firaxis, have included fan-made mods in official releases of expansion packs. A similar case is that of Valve, when they hired Defense of the Ancients lead designer IceFrog in developing Dota 2.

For example, a number of fan-made maps, scenarios and mods, such as the "Best of the Net" collection and "Double Your Pleasure", were included in the Civilization II expansion Fantastic Worlds and the Civilization III expansion Play the World, and in the Civilization IV expansion Beyond the Sword, two existing mods, Rhye's and Fall of Civilization and Fall from Heaven were included with the expansion (the latter through a spin-off called Age of Ice). Sid Meier, who had opposed supporting mods in Civilization II, said that "the strength of the modding community is ... the very reason the series survived".

Legal status of mods

See also: Copyright and video games

Copyright law, as it relates to video games and mod packs, is an evolving and largely unsettled legal issue. The legal uncertainty revolves around which party is legally the 'copyright owner' of the mods within the pack—the company that produced the game, the end-user that created the compilation, or the creators of the individual mods. Video games are protected by copyright law as a "literary work". In the United States context, the mechanisms of how the modder gets into the code of the game to mod it may violate the Digital Millennium Copyright Act or the Computer Fraud and Abuse Act or even simply the end-user license agreement (EULA). Most EULAs forbid modders from selling their mods. A particular concern of companies is the use of copyrighted material by another company in mods, such as a Quake "Aliens vs. Predator" mod, which was legally contested by 20th Century Fox. Some companies, such as Nintendo, discourage modding through aggressive litigation, strict EULAs and Terms and Conditions for their property. Mods themselves may introduce other copyrighted elements into video games which further complicate matters.

Some regard the fan use of copyrighted material in mods to be part of a "moral economy", and develop norms about the reuse of this material, often settling on a system of shared ownership, where mods and code are freely shared with the common good in mind. It has been argued that total conversion mods may be covered in the United States under the concept of fair use.

Modding can be compared with the open-source-software movement and open-source video game development.

In 2006, part of the reason that Second Life generated interest was how user-generated content (mods) was central to the experience, and how the intellectual property rights remained with the creator-player. This was developed by the publisher into a market.

Controversy surrounding paid mods

This section needs to be updated. Please help update this article to reflect recent events or newly available information. (July 2024)

In April 2015, Valve implemented a "paid mod" feature onto Steam; the first game to implement this feature was The Elder Scrolls V: Skyrim. The move resulted in a swift backlash from the modding community, and after an enormous influx of complaints of overpriced mods, content that had been published without its creator's consent, and concerns over mods that contained third-party copyrighted content (i.e., material that neither Valve nor the mod creator owned), Valve discontinued the 'paid mod' feature entirely and agreed to refund those that spent money to purchase a mod. Other concerns identified included that being able to mod the game was a reason why players bought the game on PC in the first place, a worry that newbie modders would not be able to stand on the shoulders of giants by modding pre-existing mods, and that mod teams would become unworkable. The removal of the system itself was also criticized.

Types

Total conversion

Main article: List of video games derived from mods

A total conversion is a mod of an existing game that replaces virtually all of the artistic assets in the original game, and sometimes core aspects of gameplay. Total conversions can result in a completely different genre from the original.

The Half-Life modding community splintered across the different total conversions available, often modding for a particular total conversion rather than Half-Life in general. Examples of famous total conversions include Counter-Strike (1999), whose developers were hired by Valve to turn it into a commercial product, Defense of the Ancients (2003), which was the first MOBA to have sponsored tournaments, and Garry's Mod (2006), for which fans created thousands of game modes over its decade-long development.

Many popular total conversions are later turned into standalone games, replacing any remaining original assets to allow for commercial sale without copyright infringement. Some of these mods are even approved for sale despite using the IP of the original game, such as Black Mesa.

Overhaul

An overhaul mod significantly changes an entire game's graphics and gameplay, usually with the intent to improve on the original, but not going as far as being a completely different experience. This can also include adding revised dialog and music.

Examples of overhaul mods include Deus Ex: Revision, which was given permission from publisher Square Enix to release on Steam alongside the original game, and GTA 5 Redux, which not only improves the original game's textures, but also adds a new weather system, visual effects, and adjusts the wanted system, weapons, and vehicle handling.

Randomizer

Randomizers are a type of user mod, typically atop games of the 8-bit and 16-bit generations, that keep the fundamental gameplay but randomize elements of the game to make it more of a challenge. Randomizers came out of the speedrunning community which had exhausted the challenge of racing through the game with one of the earliest being for The Legend of Zelda around 2015. In the Zelda randomizer, the mod moved the location of the dungeons, the layout of these dungeons, and the location of enemies in a random but procedurally generated manner (similar to roguelikes) based on a numerical seed, so that speedrunners would have to overcome these new changes. Their popularity grew as randomizer playthroughs were popular with streaming media. Some games have offered official randomizer modes in the game itself, such as Cassette Beasts in 2023, or in downloadable content, including Bloodstained: Ritual of the Night in 2020, and Axiom Verge in 2021.

Add-on

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An add-on or addon is a typically small mod which adds to the original content of a specific game. In most cases, an add-on will add one particular element to a game, such as a new weapon in a shooting game, a new unit or map in a strategy game, a new vehicle or track in a racing game, items in a game like Minecraft or Terraria, or additional contents in simulation games (such as new pilotable airplanes, e.g., the Airbus A330 or Boeing 787 Dreamliner). An example of a mod that adds functionality to augment or enhance a players experience is ComputerCraft; a Minecraft mod that adds programmable computers and robots to allow the player to automate tasks in-game. This can be accomplished without changing any of the original game's existing content. Many games are flexible and allow this, however that is not always the case. Some add-ons occasionally have to replace in-game content, due to the nature of a peculiar game engine. It may be the case, for example, that in a game which does not give a player the option to choose their character, modders wishing to add another player model will simply have to overwrite the old one. A famous example of this type of mod can be found for the Grand Theft Auto series wherein modders may use downloadable tools to replace content (such as models) in the game's directory. The Left 4 Dead series can also be modded with individual add-ons which are stored in a .VPK format, so that a player may choose to activate a given mod or not.

Unofficial patch

An unofficial patch can be a mod of an existing game that fixes bugs not fixed by an official patch or that unlocks content present in the released game's files but is inaccessible in official gameplay. Such patches are usually created by members of the game's fan base when the original developer is unwilling or unable to supply the functionality officially. Jazz Jackrabbit 2 has an unofficial patch which adds and fixes many of its features. One effect of this type of mod is that hidden or partially deleted content can be revealed. An example is the Hot Coffee mod for Grand Theft Auto: San Andreas, which unlocks a sexually explicit minigame. The ESRB changed the rating of GTA:SA from Mature (M) to Adults Only (AO). In the fourth quarter of 2005, Rockstar released a "clean" version of the game with the "Hot Coffee" scenes removed (Grand Theft Auto: San Andreas 1.01), allowing the rating of the game to be reverted to its original Mature rating. In May 2006, a similar event occurred with Elder Scrolls IV: Oblivion.

Art mod

An art mod is a mod that is created for artistic effect. Art mods are most frequently associated with video game art. However, modified games that retain their playability and are subject to more extensive mods (i.e. closer to total conversions) may also be classified as art games. Art mods are usually designed to subvert the original game experience. One example is the Velvet-Strike mod for Counter Strike in which the players spray-paint anti-violence messages in multiplayer games as a form of performance art. Another example is Robert Nideffer's Tomb Raider I and II patches which were designed to subvert the unofficial Nude Raider patch of the late 1990s by altering Lara Croft's sexual orientation. The origins of the art mod can be traced to the classic 1983 mod Castle Smurfenstein (a humorous subversion of Castle Wolfenstein which replaces the Nazi guards with Smurfs). The very first art mod, however, is generally considered to be Iimura Takahiko's 1993 AIUEOUNN Six Features (a modification of Sony's "System G").

Support continuation by mod

After EA lost its license with Major League Baseball and ended support for MVP Baseball 2005, the game's modding community has continued to support it by releasing updated roster lists and graphics every year, along with creating alternative baseball leagues (e.g. MVP Caribe, a total conversion) in the game.

IL-2 Sturmovik: Cliffs of Dover, released in 2011, received mixed reviews due to bugs and other issues. Modders fixed the game over time and received source code access, which led to an official re-release under the name IL-2 Sturmovik: Cliffs of Dover BLITZ Edition.

Following the closure of Ion Storm the source code to Daikatana was released to a select group of modders by John Romero, leading the version 1.3 patch, which also ported the game to MacOS, Linux and FreeBSD.

Some online video games are made playable after their discontinuation by modders. Examples include BattleForge, Need for Speed: World, and The Crew.

User interface mod

A user interface mod changes parts of how players interact with the game, and commonly, mods to the UI reveal information that the player or modder believes is helpful in playing the game.

Mod packs

Mod packs are groups of mods put into one package for download, often with an auto-installer. A mod pack's purpose is to make it easier for the player to install and manage multiple mods. Mod packs may be created with the purpose of making the original game more accessible to new players or to make the game harder for veterans to enjoy.

See also

References

  1. ^ Poor, Nathaniel (24 September 2013). "Computer game modders' motivations and sense of community: A mixed-methods approach". New Media & Society. 16 (8): 1249–1267. doi:10.1177/1461444813504266. S2CID 39280896.
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