Wild speculations about the future of modding!
Apr 18, 2018 11:11:09 GMT -5
Post by mistercornbread on Apr 18, 2018 11:11:09 GMT -5
Just did a copy/paste from DW because I think this would be a great topic to explore here as well:
A few thoughts about how the community might evolve during the next 15-20 years:
• The sequel to Doom '16 has a far more robust editor, with a "pro" mode that gives experienced users additional modules to work with, which could be adjusted in a very algorithmic way, allowing for new materials, props and architecture to be generated with ease.
• This same editor pioneers the development of a much larger SnapMap community, which is taken more seriously by the OG Doom community.
• Economic paradigm shifts make it easier for large, global teams to create extensive, professional grade mods, and even get paid for it.
• Because of said shift, ambitious mods such as Doom Ascension, cart racing, voxels, HD sprites, large scale total conversions, etc., finally come to fruition.
• Another positive result is that mods take far less time to complete, particularly with the monetary incentive. A lofty project like Doom 3's Phobos would be completed in months, rather than years.
• Classic Doom modding enters the VR sphere as users create and modify content in a robust 3D (and possibly holographic, as an option) environment. Thought-based computing and gesturing is used in conjunction with a communal environment allowing for multiple users to work together simultaneously, in one gigantic virtual workspace.
• AI software reaches a level of complexity that it can beat not only the original Doom games, but some of the trickier user maps as well.
• Robots with advanced AI are able to physically play and beat Doom.
• AIs beat the top human players across all multiplayer Doom games.
• AIs build their own levels of increasing complexity as they gain understanding of level design, and even create their own textures, weapon mods and other unique details.
• Software with intuitive algorithms allow users to create mods with heavy AI assistance, like having an experienced modder working beside you.
A few thoughts about how the community might evolve during the next 15-20 years:
• The sequel to Doom '16 has a far more robust editor, with a "pro" mode that gives experienced users additional modules to work with, which could be adjusted in a very algorithmic way, allowing for new materials, props and architecture to be generated with ease.
• This same editor pioneers the development of a much larger SnapMap community, which is taken more seriously by the OG Doom community.
• Economic paradigm shifts make it easier for large, global teams to create extensive, professional grade mods, and even get paid for it.
• Because of said shift, ambitious mods such as Doom Ascension, cart racing, voxels, HD sprites, large scale total conversions, etc., finally come to fruition.
• Another positive result is that mods take far less time to complete, particularly with the monetary incentive. A lofty project like Doom 3's Phobos would be completed in months, rather than years.
• Classic Doom modding enters the VR sphere as users create and modify content in a robust 3D (and possibly holographic, as an option) environment. Thought-based computing and gesturing is used in conjunction with a communal environment allowing for multiple users to work together simultaneously, in one gigantic virtual workspace.
• AI software reaches a level of complexity that it can beat not only the original Doom games, but some of the trickier user maps as well.
• Robots with advanced AI are able to physically play and beat Doom.
• AIs beat the top human players across all multiplayer Doom games.
• AIs build their own levels of increasing complexity as they gain understanding of level design, and even create their own textures, weapon mods and other unique details.
• Software with intuitive algorithms allow users to create mods with heavy AI assistance, like having an experienced modder working beside you.