Had some interesting thoughts that were sparked off by reading some other discussion that mentioned rFactor...
First of all, I am not asking for modding in LFS - it's not time yet (if ever). However, I want to air these thoughts before they fade into oblivion (where they probably belong)
#1 One of the most often requested features for LFS over the years is for modding of cars and tracks to be supported. Scawen suggested back in the dim and distant past that when the final stage of LFS was released they would probably release some design tools to the community so that we could develop our own content.
#2 There are well known and significant negative side-effects that come with opening a sim to modders: controlling quality of content; fracturing of the community; huge complexity for users
#3 Probably the best thing about LFS is the innovation. Stuff like 'instant' online racing, unique features of the physiscs engine and the amazing concept of LFSWorld.
It seems like Scavier are not happy to just do their version of whats already been done. They first analyse existing concepts and then try to find solutions for existing problems.
Putting these things all together got me wondering how Scavier might add modding to LFS and avoid the problems.
I imagine some sort of central mod database and a requirement that all mods must be 'registered'.
For on-line play, LFS would only allow registered mods to be loaded - the master server would be contacted for validation every time a client or server tried to run a modded online game. This would mean only registered mod content could be used. If a mod had been locked of banned, the master server would close or refuse to accept a server trying to use it.
We cannot expect the devs to test and rate every mod, but there would be rules about download availability and some sort of reporting mechanism so that bad mods can be reported and locked/removed.
A user rating system would also be useful - a mod with enough votes and a low rating might cause a warning to be displayed to the user.
What about dealing with the complexity?
A centralized system like this makes it possible to turn the end user nightmare of setting up a massively modded game into a walk in the park!
The ingame server lists could have mod related filtering
Mods would be required to maintain a working download link in the central database or risk being automatically 'locked' (as soon as any players' LFS client fails to download a mod, it can be auto-locked to ensure that it can only be used if everyone has access).
When a player tries to join a server that requires a mod they don't have, or a more recent version than they have, LFS would tell them about the mod/update, with a description, some other info (maybe some sort of user rating) and a file size. Then ask if they want to download the required components.
Streamlining the installation process in this way would make modding way more accessible. It would also help to prevent all the issues of everyone having different versions of a mod, or not being able to find a download.
Sure there are problems with these ideas: potential security issues with third party download links; problems with arbitration for 'unfairly' locked mods.. and others that I've not considered, but it seems like it should be possible to add modding to LFS in the future without all the huge problems that it has caused for other games.
So what are the other problems, and what other features would a central mod server make possible?
(apologies in advance if these ideas already exist in some other game and I'm just an ignorant fool )
cheers
Col
First of all, I am not asking for modding in LFS - it's not time yet (if ever). However, I want to air these thoughts before they fade into oblivion (where they probably belong)
#1 One of the most often requested features for LFS over the years is for modding of cars and tracks to be supported. Scawen suggested back in the dim and distant past that when the final stage of LFS was released they would probably release some design tools to the community so that we could develop our own content.
#2 There are well known and significant negative side-effects that come with opening a sim to modders: controlling quality of content; fracturing of the community; huge complexity for users
#3 Probably the best thing about LFS is the innovation. Stuff like 'instant' online racing, unique features of the physiscs engine and the amazing concept of LFSWorld.
It seems like Scavier are not happy to just do their version of whats already been done. They first analyse existing concepts and then try to find solutions for existing problems.
Putting these things all together got me wondering how Scavier might add modding to LFS and avoid the problems.
I imagine some sort of central mod database and a requirement that all mods must be 'registered'.
For on-line play, LFS would only allow registered mods to be loaded - the master server would be contacted for validation every time a client or server tried to run a modded online game. This would mean only registered mod content could be used. If a mod had been locked of banned, the master server would close or refuse to accept a server trying to use it.
We cannot expect the devs to test and rate every mod, but there would be rules about download availability and some sort of reporting mechanism so that bad mods can be reported and locked/removed.
A user rating system would also be useful - a mod with enough votes and a low rating might cause a warning to be displayed to the user.
What about dealing with the complexity?
A centralized system like this makes it possible to turn the end user nightmare of setting up a massively modded game into a walk in the park!
The ingame server lists could have mod related filtering
Mods would be required to maintain a working download link in the central database or risk being automatically 'locked' (as soon as any players' LFS client fails to download a mod, it can be auto-locked to ensure that it can only be used if everyone has access).
When a player tries to join a server that requires a mod they don't have, or a more recent version than they have, LFS would tell them about the mod/update, with a description, some other info (maybe some sort of user rating) and a file size. Then ask if they want to download the required components.
Streamlining the installation process in this way would make modding way more accessible. It would also help to prevent all the issues of everyone having different versions of a mod, or not being able to find a download.
Sure there are problems with these ideas: potential security issues with third party download links; problems with arbitration for 'unfairly' locked mods.. and others that I've not considered, but it seems like it should be possible to add modding to LFS in the future without all the huge problems that it has caused for other games.
So what are the other problems, and what other features would a central mod server make possible?
(apologies in advance if these ideas already exist in some other game and I'm just an ignorant fool )
cheers
Col