If they pull this off like Bethesda did all those years ago with Morrowind, BG3 could become an eternal classic. Thank goodness they stood up to the plate given Bethesda’s abysmal fall from grace.
Making a game mod friendly is a pretty challenging task IMO. I understand why its not a priority for day 1 because first it adds no value on day 1 generally, since it takes time for people to play and then design and implement mods. Second, if your game is barely getting over the finish line, as many AAA games lately seem to be, then you should probably have allocated those resources to making sure basic functioning is good before you add mods.
If they pull this off like Bethesda did all those years ago with Morrowind, BG3 could become an eternal classic. Thank goodness they stood up to the plate given Bethesda’s abysmal fall from grace.
Oh nooo, I just thought of all those modding projects aaaaalmost done, and the inevitable rewrite to this latest engine when mod support is added.
“SkyWind has now renamed the project to Baldur’s Wind and is rewriting for new engine.”
“SkyBlivion has now renamed the project to OblivionGate and is rewriting for the new engine”
Seriously though, if they add mod support, god damn, I can’t to see what the community comes up with.
You just know that they won’t launch before TES:VI and the inevitable shift to the NEXT engine… oh man.
It will likely be the same as Divinity
Which if you play DnD online your group should have
It blows my mind that mod support isn’t a top, day 1 priority.
It massively increases the replayability and longevity of a game.
You also get bug fixes for free from the community.
Making a game mod friendly is a pretty challenging task IMO. I understand why its not a priority for day 1 because first it adds no value on day 1 generally, since it takes time for people to play and then design and implement mods. Second, if your game is barely getting over the finish line, as many AAA games lately seem to be, then you should probably have allocated those resources to making sure basic functioning is good before you add mods.
The engines often have most of the features already as they are used by the team when making the game.
Level, quest etc. creation isn’t generally done in code. So it’s likely there’s already tooling to achieve this.
Scripting of some sort is also often used by the engines to prevent the need for full rebuilds when changing things beyond the core engine components.
BG3 really needs a “With fewer shitty puzzles and traps” edition for the main campaign.