so you quoted random sentence from my post just to legitimate your shit that doesn't correspond anyhow to what i was talking about. Seems legit.
I dont see what from your post was questioned by me. So next time you want to do in-depth comparsion between d2 and sc2 modding don't put my quotations in there okay.
The motivation is a subjective thing. The golden rule of life is you get as much as you invest. So it's stupid to be afraid to give something (like your labor) for free. That thing will pay off in some form soon or later. When Blizzard started working on first starcraft they just wanted to create cool game and they didn't knew for sure if it will be a profitable thing to do or not. When you do something right and enjoy what you're doing it will most likely be rewarded as i noticed from my own life experience.
The main problem is people want to get exactly money from their modding work and immediately. I think for now thats not how it works at least for sc2. It still pretty hobby-kind-of activity. Even arcade contests don't change that thing. I personaly don't regret any time i invest in sc2 editor even though i didnt manage to finish any project or gain some money from donation or whatever. Because it helped to develop my critical thinking even further. Solving some issues or problems, finding the logical connections between things is realy fun imo.
Here is my thoughts why sc2 custom scene failed:
- The sc2 editor is a professional tool that pretty much stands with software like 3dsmax, adobe illustrator or unity in terms of complexity (+/-). That tools in opposite to the game editor could provide you with a work that will give you food for life and money to pay the bills.
Basicaly that means you need to have a full time work AND also invest time in the modding but level of complexity and learning curve doesn't fit with people's demand for a casual tool for playing with gameplay ideas and stuff, it basicaly drains your life instead.
- There is too much time and efforts must be invested to hit the bar of "Personal Achievement" as a moder.
I realy want to emphasise this. I think a lot of people making mods to create something unique, bring some mechanics that noone else think of or implement some genius gameplay system or whatever. In starcraft 1 for example someone developed a cargo-based dialogs and inventory and that was cool and interesting but also pretty simple. In starcraft 2 a lot of systems are given by default and modder need to investigate another areas where he can break the limits of the tool to impress himself and the others, because i think this exactly what makes modding fun and satisfying. And there is much harder to do so because this editor basicaly have presets for everything and your creativity is somewhat limited. You basicaly need to do a routine work within a given framework (editing data fields) instead of inventing a bicycle. But inventing your own bicycle is the main fun factor, even if it has square wheels it still cool just because it's unique.
Basicaly what i'm trying to say that some hobby-modding-oriented people would prefer to work with limited toolset and utilize that few lego bricks to create some simple but unique systems which will also satisfy their need for "Personal Achievement" in a timely manner. I think this is the main reason why some people are using wc3 editor and even sc1 editor even nowadays.
Agreed, i've convinced a dozen players that play different games to install SC2. We played a few maps but they still didn't seem too interested. They're just comfortable with the other games they play now. oh well, end of story.
Reading those comments were just cringing...
I already rised this issue some time ago. Blizzard doing too much emphasis on cybersport. I don't know though if they making more money from cybersport events and marketing sponsors than they lose from sales drops due to sc2 being a game for asian "pro-24/7-players" , thus making a bad perception of a product. Despite the fact that sc2 has great high-budget singleplayer blockbuster which a lot of people could value more than silly APM competitions.
modding for dota 2 is a time waste in my opinion. Because if you are about programming you'd better grab Unity and make money from google market, doing at least live walpapers and whatnot.
I dont see any good reason for programmer to use dota 2 instead of direct tool for commercial products. The assets which dota 2 offers worth much less than sc2. Mediocre freelance modeller will be able to make similiar quality stuff on demand whenever needed.
@w00bz: Go
so you quoted random sentence from my post just to legitimate your shit that doesn't correspond anyhow to what i was talking about. Seems legit.
I dont see what from your post was questioned by me. So next time you want to do in-depth comparsion between d2 and sc2 modding don't put my quotations in there okay.
The motivation is a subjective thing. The golden rule of life is you get as much as you invest. So it's stupid to be afraid to give something (like your labor) for free. That thing will pay off in some form soon or later. When Blizzard started working on first starcraft they just wanted to create cool game and they didn't knew for sure if it will be a profitable thing to do or not. When you do something right and enjoy what you're doing it will most likely be rewarded as i noticed from my own life experience.
The main problem is people want to get exactly money from their modding work and immediately. I think for now thats not how it works at least for sc2. It still pretty hobby-kind-of activity. Even arcade contests don't change that thing. I personaly don't regret any time i invest in sc2 editor even though i didnt manage to finish any project or gain some money from donation or whatever. Because it helped to develop my critical thinking even further. Solving some issues or problems, finding the logical connections between things is realy fun imo.
Here is my thoughts why sc2 custom scene failed:
- The sc2 editor is a professional tool that pretty much stands with software like 3dsmax, adobe illustrator or unity in terms of complexity (+/-). That tools in opposite to the game editor could provide you with a work that will give you food for life and money to pay the bills.
Basicaly that means you need to have a full time work AND also invest time in the modding but level of complexity and learning curve doesn't fit with people's demand for a casual tool for playing with gameplay ideas and stuff, it basicaly drains your life instead.
- There is too much time and efforts must be invested to hit the bar of "Personal Achievement" as a moder.
I realy want to emphasise this. I think a lot of people making mods to create something unique, bring some mechanics that noone else think of or implement some genius gameplay system or whatever. In starcraft 1 for example someone developed a cargo-based dialogs and inventory and that was cool and interesting but also pretty simple. In starcraft 2 a lot of systems are given by default and modder need to investigate another areas where he can break the limits of the tool to impress himself and the others, because i think this exactly what makes modding fun and satisfying. And there is much harder to do so because this editor basicaly have presets for everything and your creativity is somewhat limited. You basicaly need to do a routine work within a given framework (editing data fields) instead of inventing a bicycle. But inventing your own bicycle is the main fun factor, even if it has square wheels it still cool just because it's unique.
Basicaly what i'm trying to say that some hobby-modding-oriented people would prefer to work with limited toolset and utilize that few lego bricks to create some simple but unique systems which will also satisfy their need for "Personal Achievement" in a timely manner. I think this is the main reason why some people are using wc3 editor and even sc1 editor even nowadays.
I already rised this issue some time ago. Blizzard doing too much emphasis on cybersport. I don't know though if they making more money from cybersport events and marketing sponsors than they lose from sales drops due to sc2 being a game for asian "pro-24/7-players" , thus making a bad perception of a product. Despite the fact that sc2 has great high-budget singleplayer blockbuster which a lot of people could value more than silly APM competitions.
nailed it
modding for dota 2 is a time waste in my opinion. Because if you are about programming you'd better grab Unity and make money from google market, doing at least live walpapers and whatnot.
I dont see any good reason for programmer to use dota 2 instead of direct tool for commercial products. The assets which dota 2 offers worth much less than sc2. Mediocre freelance modeller will be able to make similiar quality stuff on demand whenever needed.