GeForce
02-16-2008, 08:40 PM
<div>A very well known modder, <i>Requiem</i>, is back today with a new article about what we should know about modding for <b><i>Battlefield 3</i></b>. Check it out:<br />
<blockquote>Many of you have probably seen the Battlefield 3 Screenshots floating around the net and they definitely look up to par with today’s technology. A lot more freedom is made available through increased use of indoor environments as well as destructible assets. With what seems to be the theme title, Battlefield: Bad Company or for us just BF3, the game will also once again open up the modding circuit for various willing teams. Although this is a great opportunity to work with a fresh engine within a successful franchise, there are a couple of items Mod Teams must be aware of before embarking on this long crusade.<br />
<br />
<b><u>Official Support</u></b><br />
From our experiences as the most played Battlefield 2 mod (Project Reality), the support from the publisher (Electronic Arts) and the studio (DICE – Digital Illusions CE) has left a lot to be desired. We did receive some free BF2 copies and were very thankful to have been invited to the Mod Day in the UK, but these are all items which just barely touch the surface of the work we do. From updated mod tools to newsletter mentions, or infrastructure support, it’s all been non-existent during the life of BF2. Small efforts from the publisher such as a link from an article on the official page would have produced stunning results, but alas being the most played mod only gets us 2-3% of the online player population for BF2. So you can imagine what it’s like to be part of an average sized-mod. Unless you’re one of the top three, you’ll hardly have any player momentum which will ultimately lead to a flat player population soon after release.</blockquote>To check out the rest of this informative article be sure to visit <a href="http://www.requiem2d.net/engines/2008/what-everybody-ought-to-know-about-modding-battlefield-3/" target="_blank"><b>here</b></a>.</div>
<blockquote>Many of you have probably seen the Battlefield 3 Screenshots floating around the net and they definitely look up to par with today’s technology. A lot more freedom is made available through increased use of indoor environments as well as destructible assets. With what seems to be the theme title, Battlefield: Bad Company or for us just BF3, the game will also once again open up the modding circuit for various willing teams. Although this is a great opportunity to work with a fresh engine within a successful franchise, there are a couple of items Mod Teams must be aware of before embarking on this long crusade.<br />
<br />
<b><u>Official Support</u></b><br />
From our experiences as the most played Battlefield 2 mod (Project Reality), the support from the publisher (Electronic Arts) and the studio (DICE – Digital Illusions CE) has left a lot to be desired. We did receive some free BF2 copies and were very thankful to have been invited to the Mod Day in the UK, but these are all items which just barely touch the surface of the work we do. From updated mod tools to newsletter mentions, or infrastructure support, it’s all been non-existent during the life of BF2. Small efforts from the publisher such as a link from an article on the official page would have produced stunning results, but alas being the most played mod only gets us 2-3% of the online player population for BF2. So you can imagine what it’s like to be part of an average sized-mod. Unless you’re one of the top three, you’ll hardly have any player momentum which will ultimately lead to a flat player population soon after release.</blockquote>To check out the rest of this informative article be sure to visit <a href="http://www.requiem2d.net/engines/2008/what-everybody-ought-to-know-about-modding-battlefield-3/" target="_blank"><b>here</b></a>.</div>