Gargaune
Arcane
- Joined
- Mar 12, 2020
- Messages
- 3,619
I think you're understating it. Sure, there can be a material incentive for developers to shut modders out of the loop, but that's not the only factor here, Aurora's authoring facilities go well beyond being just open to "fan competition" and they'd have been a difficult and expensive undertaking at the time.I honestly don't think it is that hard, if you make ease of use your goal, rather than trying to make a dev tool. There are plenty of big games that provide the technology to do it, they just put in hard-coded limitations because they clearly don't want their users competing with them when they want to sell DLC. For example, Doom's level editor was in the same vein. The problems with the NWN MMO's level editor were all down to specific design decisions rather than a limitation of their capabilities. It was quite easy to use and good in level-construction regards... but intentionally sabotaged because they didn't want it to compete with them as developers for the main content, so you couldn't have actual loot or equipment rewards, and they eventually removed all XP rewards at all and removed it altogether. It's not a matter of "we haven't figured out how to do this" it's a matter of "we know how to do this, but we don't want to".
For another angle of this, look at first person shooter modding like CS:GO. Obviously, if you allow modding, why would anyone pay 10s of dollars or even HUNDREDS of dollars for a recolor of a gun that already exists? That's literally 1 second of work in a mod tool for any amateur, but it makes companies hundreds of thousands of dollars per "high value" gun.
The easy comparison is to that other flagship open toolkit (so far), Bethesda's Creation Kit. They're both similarly open and powerful, the mostly complete pipelines that were used to make their games' playable content, but Bethesda's was designed for a team whereas BioWare's was built from the ground up with the solo hobbyist in mind (even though it can and was also used by pro teams). The CK is far less ergonomic and more labour-intensive, intended for a crew of developers filling (somewhat) specialised positions, while Aurora enables a single amateur to make a complete adventure from his bedroom in a fathomable timeline. Stuff like having basic automatic script generators or the UI being only two layers deep or how the Lego block levels take manual navmeshing out of the equation addresses that weekend designer (unlike, say, CDPR's Aurora-powered Witcher 1 importing levels directly from Max), and it takes thought, it takes time and it takes money.
Ultimately, the difference is that while Bethesda releasing tools has become a staple for their fan community, it's just an added bonus supplied "as-is", if you can learn it, great, if you can't, screw you. The Aurora Toolset, however, was an integral customer-oriented feature of Neverwinter Nights, as much as co-op or the DM client, as part of BioWare's attempt to bring the full scope of D&D to your computer and the basic tutorial's a half hour affair. Other developers not supplying tools with the same power and accessibility isn't just them fencing their income (or not dealing with third party licensing), a user-friendly solution like Aurora is a major project in and of itself.
But anyway, I see my review isn't faring much better than the other times I've brought up TotM - the discussion will focus on anything NWN except TotM.