How Modding Made
Bethesda Better
Joel Burgess, Senior Designer
A Note About This Presentation
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In the meantime, please enjoy!
(This is Steve)
Epiphany: Cross-Discipline Tools
● I cannot program, therefore:
I cannot make games.
Epiphany: Cross-Discipline Tools
● Programmers can create tools that
empower other creators
Player
Consumption Modder
Tinkering
Developer
Creation
Overview
● This talk is about:
● The history and significance of modding
● Modern relevance of modding
● How Bethesda is intertwined w/modding
● The hidden benefits modding has provided
Modding?
● Mod = User Modification
● Total Conversion, HD Assets, Unofficial Patch,
Tweaks, New Levels, etc…
● In General: Any user content
Historical Context
● Mod Scene of 90’s PC era
Historical Context
● Mod Scene of 90’s PC era
● Attractive to aspiring creators
● Junction of Cutting Edge and Accessibility
Silicon Graphics Octane 2
• OpenGL chip
• Dual 550mHz processors
• 8GB SDRAM
• 1920 x 1200 max resolution
MSRP $75,000 (1997)
3Ds Max R2
$3,495 (1997)
Unreal
• Fully 3D Environments
• Free Level Editing Tools/Documentation
• Compatible w/Consumer-grade hardware
• ~$1,000 - $5,000
Retail $50 (1998)
Historical Context
● Mod Scene of 90’s PC era
● Attractive to aspiring creators
● Junction of Cutting Edge and Accessibility
● Brought together vocal/active communities
Historical Context
● Similar to the Indie scene of today
● Unity:2010 as Hammer/Unreal Ed:1998
● Attracts vocal, driven creators
What Mods Can Do
Past, Present, Future
Mods Blaze Trails
● Mods attempt what “Big” games may not
● Experimental, Unusual, Risky
Mods Become “Real” Games
● Blurred lines between mod and new game
● Can become standalone games
Mods Launch Careers
● Mods & Individual Creators
Mods Found Studios
● Mod Teams can become “Pro” teams
Mods Create Whole Genres
Mods & Modern Dev
Are Mods Relevant Today?
“User-Generated Content”
● The hot Buzzword of GDC 2015?
Recent Games Supporting UGC
● Far Cry 4
● Disney Infinity
● Minecraft
● LittleBigPlanet
● Project Spark
● Mario Maker
● Halo’s Forge
User Generated Content
● Buzzword implies new concept
● But creation as play goes way back
2008 2011 2014
2009 2012
Warioware DIY
(2008)
Timesplitters 2
(2002)
Tenchu 2: Stealth Assassins
(2000)
High Heat Baseball 2000
(1999)
Myth II: Soulblighter
(1998)
The Incredible
Machine
(1992)
Excitebike
(1984)
Pinball
Construction Set
(1983)
Adventure
Construction Set
(1984)
Player
Consumption Modder
Tinkering
Developer
Creation
Bethesda & Modding
An abbreviated history
Bethesda Games Modding History
Morrowind
2002
Oblivion
2005
Fallout 3
2008 Skyrim
2011
Steam
Workshop
2012
Benefits of Mod Support
(The Obvious Stuff)
Mod Support Benefits
● Obvious Benefits:
● Develop Community (social)
Mods as Expression
● Enthusiasm can extend beyond the game
● Fans want to express this enthusiasm
● Streaming
● Online discussion & Forums
● Fan-Created Music/Video
● Cosplay, Fan-fiction, etc
● Making & Playing Mods!
Mod Support Benefits
● Obvious Benefits:
● Develop online community (social)
● Extends lifespan of games (sales)
Mods Can Sell Games
Typical PC/Console Sales Pattern
PC Console
Launch
Sale
Price Drop Bundle
Long-Term Sales Taper Off Over Time
PC Console
Launch
Mods Can Sell Games
• Long-term replay value
Mods Can Sell Games
• Long-term replay value
• Notable mods keep game in public eye
Mods Can Sell Games
• Long-term replay value
• Notable mods keep game in public eye
• Game becomes platform for mod(s)
Benefits of Mod Support
(The Less Obvious Stuff)
Less Obvious Benefits:
● Modular Data Format for ease of integration
Collaborative Data Format
Plugin
ESM
Plugin
ESM
PluginESMPlugin
Base Game
Master File
(ESM)
Mod integration w/Base Game
Base
Game
ESM
Mod 3
Mod 2
Mod 1
Less Obvious Benefits:
● Data format cleanly adapted to DLC delivery
DLC!
DLWTF?
Mod/DLC integration w/Base Game
Base
Game
Mod 1
DLC 1
Mod 2
Mod 3
Figuring Out DLC
● Modular Pipeline as Head Start, but…
● What do we make?
● What deployment issues exist?
● What should we charge?
Yup. Horse Armor.
Yup. Horse Armor.
● Proved DLC deployment pipeline
● Led way for more complex DLC
● Gave internet something to make fun of
DLC: The “New” Mods?
● Love it or Hate it… DLC is here to stay
Post-Release Choices
● 1985: Sequels
● 1998: Sequels, Mods, Expansions
● 2015: Sequels, Mods, DLC, UGC, IAP, Updates
Modders & Paid Mods
● Modders Get Paid
● Games Live Longer
● Direct Fan Support
● Everyone wins
Mod Support Benefits
● Less Obvious Benefits:
● Observe “alternate realities” of your game
●Like: What if Fallout 3 had greenery?
Alternate Realities
● Ideas we avoided, cut, scaled back etc
● Less polish required, no canon restrictions
● Able to reveal unexplored paths
Alternate Realities
Oscuro’s Overhaul
Influenced Fallout 3 level systems
Deadly Reflex
Inspired Skyrim archery feel
Open Cities
Attempted prohibitive layout concepts
Mod Support Benefits
● Less Obvious Benefits:
● Community Documentation & Practices
Mod Support Benefits
● Less Obvious Benefits:
● Publically-accessible training tool
Mod Support Benefits
● Less Obvious Benefits:
● Influence on internal tools design
Eat Your Own Dog Food
● Temptation for just-good-enough tools
Responsibilities:
• Editor Tools
• Data Loading Systems
• ESM Optimization
• Visibility Systems
• Actor Template Systems
Responsibilities:
• Editor Tools
• Interface
• Facial data
• Material properties
Eat Your Own Dog Food
● Temptation for just-good-enough tools
● “Will modders use this?” test
● How Intuitive is the workflow?
● What are typical mod use cases?
● How frequently is this feature used?
Mod Support Benefits
● Community/Social
● Sales Lifespan
● Versatile Data Format
● DLC Pipeline
● “Alternate Realities”
● Documentation & Tools Design
● Hiring & Training
The “Modder Mentality”
● Resourcefulness
● Prioritizing Intent
● Swiss Army Knife Developers
● Professional Finishers
Thanks!
Questions?
@joelburgess
joel@joelburgess.com

How Modding Made Bethesda Better: GDC 2015 Level Design in a Day