Why do some game companies allow modding, but some don't?

Intellivision

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It seems Bethesda never cares about modding. Actually, they encourage it as they seem to give out the code.

I can understand some games not wanting to be modded as they are annual milked franchises, but aside from them why are some devs so secretive, but some give out code?
 
It seems Bethesda never cares about modding. Actually, they encourage it as they seem to give out the code.

I can understand some games not wanting to be modded as they are annual milked franchises, but aside from them why are some devs so secretive, but some give out code?

The pessimistic side of me wants to say that some companies don't want their games modded because modders would in turn make those companies look bad.
I mean most of the amazing mods out there fix problems that the core game shipped with and the developer never addressed.

Now the passive side of me will say that developers who don't want their games modded simply do so because they want the 'state' of the game to remain vanilla and unchanged.
They want to preserve the core experience. I think it is a little of both answers TBH.

Either way some games should be modded and some should stay unchanged.
 
Its their work and they don't want people messing with it would be one reason.
 
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Game developers are too precious about their work these days to allow you to alter the experience they have set out for you., same reason cheats aren't in games anymore.

It you buy a game and end up not enjoying it, cheats came make that game playable again. but no, can't have that.
 
I would say devs have artistic visions for their games and don't want people messing with that vision.
 
I believe what's more important is whether the code itself is open to modding or not. Usually, games that support modding are based on older technology. Like, Skyrim was still based on the old Gamebryo engine, and many codes of even the most recent Total War game dates back to around 2005-2006. Older codes allow huge expandability and modability, but prevents some of the more advanced technology to be applied, and allows the same flaws that plague the series to remain. So making a moddable game means making a game based on a very old technology and being able to hide that really well. Skyrim opted for this old code while being very good at hiding some of its antiquaties, but others decided to go other ways. Companies like id, DICE or Bioware, companies known for making games with some great modding community in the past, chose to use more complex engines where users will have a hard time making a mod out of them.
 
Does Bethesda not use their own in house engine? If so it's easer on them that way they don't have to worry about copyright and other BS like that.

Call me crazy but if you make your game with exp UE4 I think Epic would be a bit pissed if you give out their tools for free at least I guess.
 
I think a big part of it is, ever since paid "DLC" became more prevalent, less and less companies are allowing modding. Example, Battlfield. The last BF you could mod in was BF2142, ever since then Paid DLC went on the rise and ended that escapade.
 
Time, money and expertise are the primary drivers.

Every game that allows any sort of UGC runs the risk of people creating giant penises, butts, religiously offensive materials, and more. It's a huge, huge risk to make something allow UGC (on console, especially).

It's not easy to design, build, test, and iterate on modding tools either. When you ship to multiple regions, you have to be aware of the regional restraints/laws/rules around customer created content. You have to ensure that naming conventions for user generated content are safe (usually these days, devs & publishers just go for a time/date stamp as the name of the UGC content, so people can call it, "Dis $HIT is Fukng BOMB!"), you have to ensure that the mechanisms you build don't allow people to build content that can cause photosensitivity seizures (imagine if you gave people the tools to make textures flicker at any rate, people could abuse that to create visuals which would cause wide-spread seizures)... not to mention, there are all the functional issues that come along with allowing people to build their own content... and of course, there are also political/contractual difficulties in some cases. For example, as Topdawg mentioned, if you built a game in UE4, and you essentially gave your audience simplified UE4 tools to use to mod your own experience, you're potentially building something somewhat competitive with the engine you're licensing, and that opens you to litigation from the owners of the tools you licensed...

Honestly, no one really cares at all about "modders making the team look bad", or "Devs and publishers don't want people messing with their vision" - none of that really matters. That's just pretentiousness. Sure it might exist in a handful of cases, but by in large it's just expensive and risky to enable UGC in your game... and some people are more willing than others to take that risk... but the bigger an entity you are, the bigger target you become for lawsuits... and one missed problem which offends, or which allows users to do something "bad" could cost you all of your profit from that game's release... or worse, drive your whole company to bankruptcy.

If a company wants to enable UGC, they have to be willing to accept the many risks, they have to have the expertise to be able to design the tools properly, and then they need the resources to build and test those tools... and many companies simply aren't willing to take the risk (large publishers), or don't have the expertise to make it happen (too small of a dev house).

Sadly, business is business, and when a potential risk (if encountered) would substantially negatively impact the monetary prospects of a title, then that's a risk that's best to simply avoid.
 
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Flynn's long winded BS is just that, BS.

It's about controlling the money, PERIOD. It's not about penises, swastikas or baby killing. It's about money. Who in their right mind is going to buy a $50 season pass to a game and get a miniscule amount of mediocre content when they can download hundreds, if not thousands of hours of FREE content? I'll tell you who, fans of a game that deserves it, like Skyrim, Fallout 3 and Fallout New Vegas. Those are amazing games with some great developer made DLC so fans buy it, because it's worth it and they want to support the developers. Then they play it and go on to mod it along with the base content.

And guess what? They add penises, swastikas and child killing. Also? I've yet to see any backlash against Bethesda for these player created works other than people saying "that's sick and I won't be using that mod". At last count Nexus Mods supports 114 games and those are just the games they directly support, many others are moddable.

So when people try to rationalize it to be about anything other than the money I have to laugh, because it IS all about the money.

And only about the money.
 
Flynn's long winded BS is just that, BS.

It's about controlling the money, PERIOD. It's not about penises, swastikas or baby killing. It's about money. Who in their right mind is going to buy a $50 season pass to a game and get a miniscule amount of mediocre content when they can download hundreds, if not thousands of hours of FREE content? I'll tell you who, fans of a game that deserves it, like Skyrim, Fallout 3 and Fallout New Vegas. Those are amazing games with some great developer made DLC so fans buy it, because it's worth it and they want to support the developers. Then they play it and go on to mod it along with the base content.

And guess what? They add penises, swastikas and child killing. Also? I've yet to see any backlash against Bethesda for these player created works other than people saying "that's sick and I won't be using that mod". At last count Nexus Mods supports 114 games and those are just the games they directly support, many others are moddable.

So when people try to rationalize it to be about anything other than the money I have to laugh, because it IS all about the money.

And only about the money.

Two things:

1. Yes, it's all about money; but generally, it's not the money they'd lose in DLC sales by allowing customer content... it's the money it would cost to build, test, manage the risk, potential lawsuits, etc.
2. UGC in the console world is rarely anywhere near as good as content created by the teams who built the game in the first place.

Idle, if you think consumers make all these incredible experiences on consoles - please - point me to one. Show me where users have made an impressive experience in the console space with MODDING tools.

I see project Spark, and I see an incredible tool which gives users extensive power, and have they created anything worth playing? Well, not really. I haven't found one consumer-built project in Spark that I thought was good at all. Mostly what I'm seeing are half-assed recreations of other games which are never as good a the original. I've seen some experiences that were created by professionals which are pretty amazing in Spark, but consumers? I haven't seen anything of interest. Not one experience which seems worth my time.

I think you're grossly overestimating the kind of quality that generally comes from consumers in the console space.
 
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Does Bethesda not use their own in house engine? If so it's easer on them that way they don't have to worry about copyright and other BS like that.

Call me crazy but if you make your game with exp UE4 I think Epic would be a bit pissed if you give out their tools for free at least I guess.

It was not their own engine, it's called Gamebryo and many others used it. Most games based on Gamebryo (ex: Fallout 3, Civilization 4...) were heavy on modding, but it created lots and lots of technical limitation... Those wooden animation in Bethesda games, general buggy status of the game and the way the game just stays that way, the reason they could not make any ladder to work in the game, etc. The limitation comes from that old tech. Skyrim claimed to having opted for this new propriety 'Creation' engine, but it was just a massive modification to the old engine, which let Oblivion mods to be applied immediately into Skyrim.

Speaking of UE4, it was released at a very low cost for individual developers, so technically, modding UE games have never been easier ... except not. Most of the modern engines seem very hard to make a mod with, and the very few remaining just turns out to be a completely new game that takes years in the making. Some engines like Frostbite for example, even changing the text inside the game is impossible without a full fledged dev kit which would be too overbearing for most modders.
 
I'd assume it would be like painting over the Mona Lisa. Games are artwork to these developers and most want them experienced through their vision. Some don't care but others do. I can't say i fault them.
 
I'd assume it would be like painting over the Mona Lisa. Games are artwork to these developers and most want them experienced through their vision. Some don't care but others do. I can't say i fault them.

I'd say it's more time and money. Most games are aimed at console players now. Very few games are aimed at PC gamers where you will see mods on top of mods. Most devs simply won't see any economic return by opening up their game to mods on the PC.