by ajay » Sun Nov 04, 2012 9:23 am
While it's hard, though not impossible, to argue with the logic of what you said, gb, I think you're over-simplifying the circumstances and reasons that drive why people make mods. For most, I'm guessing, even those currently professionally employed in game making, it's a hobby; a creative outlet and/or distraction. Therefore - and I realise I'm dangerously meandering into making the same mistake you did, by imposing my drives, reasons and decisions on to others - people will make their mods in the ways that they find both most rewarding and that fit into their life; that give them creatively the enjoyment they seek within the time and energy they have to devote to it.
It's easy, I guess, to see the reasons that someone like myself sticks with worldcraft for instance, as a reluctance to move from my comfort zone, and yes there's a degree of truth in that, but that hardly makes up the whole picture. Sticking with what you know isn't always a negative; there's an enjoyment in using familiar things; a positive effort-reward in getting tools to do new and challenging things. I can clearly see the sense in using different tools to make my mod, indeed I should be using external textures too, making my own models - in fact thinking about what I want the mod to be I should probably be using UE3 or CryEngine, I should definitely form a team, then maybe it might be finished before I'm 50...
My laboured point it is that logic and sanity doesn't really come in to it; what I like about Quake modding is that even with my megre skills and with some old, some new and some evolved tools and engines, I can still aspire to make the ideas I have in my head - that I could make maybe make it easier, or more sophisticated or "more like my vision" (ha!) may be rationale, but isn't necessarily a priority for me or something I find motivational