Top 10 Warning Signs of Failure
If you've been avidly following the progress of a promising game modification project, or are yourself working on such a project, see how many following list of "Top 10 Warning Signs of Failure" apply to it:
#10: The mod puts "Source", "Doom", "Far Cry", or any other engine name anywhere in the name.
If you have to emphasize the fact that you're using a specific engine more than your actual mod name, chances are your idea isn't well-formed enough to develop. Doesn't apply to every mod that fit this mold, but certainly fits for most.
#9: The mod developers spend more time detailing "story" than developing anything practical like learning how to get models in-game.
Everyone has ideas. Everyone thinks their story idea is the best ever. This is not unique. It's not special. It's not even particularly useful in mod development. Story doesn't mean anything if you can't back up your storyline with matching gameplay, artwork, and effects.
#8: The developers used Poser to generate their character models.
Poser is a program which creates really lovely character models, really fast. The stillframe images produced by Poser are exquisitely detailed and intricate, and it's very easy to spot them if you know what to look for. The problem is that the models produced by Poser have hundreds of thousands of polygons that no engine in the universe can render - and bringing the complexity of the models down to something an engine can render is more work than creating the model from scratch. If modellers are using Poser and asking their coders to import them into the game, they should be fired on the spot and replaced for sheer incompetence.
#7: The mod says "realism" is one of its strengths.
Most FPS games are plenty realistic enough as it is - adding more tends to detract from playability. This in turn reduces the fun factor. Realism does not directly equate to quality. It boosts immersion slightly, but immersion at the cost of annoyance is stupid (for instance, if your "realistic" weapon can't hit the broad side of a barn at 20 feet).
#6: The developers have more untextured renders of objects than functional in-game objects.
Modelling is a tricky art. Getting those models into a game engine and working is a much trickier art. All the models and textures in the universe won't do you any good if you haven't a clue how to make them do what you want once you kick up the game.
#5: The project does not have at least one competent coder.
Let's face it, almost everything that is fun and cool in a mod requires changes beyond what the basic editors can do. Without a coder, you can't get any new gameplay, effects, or much of anything else working.
#4: The project wants to recreate a recent game in another engine.
It takes a huge investment in time and energy to produce any total conversion, and trying to do that with a perfectly playable existing game is an incredible waste of time.
#3: The mod is based around some commercial product that is actively protected by copyright.
Yes, yes, I know other video games and anime and such are really fun and interesting. But they're protected by copyright, and unless permission is explicitly asked for and received to do a modification using a particular character / idea from a commercial work, chances are the original owners will send a very unpleasant Cease and Desist from their lawyers, which will stop the project dead in its tracks with no options, unless the developers are crazy enough to try spending a LOT of money (read: many thousands of dollars) defending themselves in court. And no, the fact that the mod is free does not protect developers from prosecution.
#2: The project leader's primary role in mod development is "game designer".
Mods operate on practical skills first, ideas second. No one is going to let you boss them around just because you think your ideas are the best things since sliced bread. I don't care how good or innovative you think your design skills are; no one is going to care if all they see you do is talk about ideas and never get your hands dirty with the technical aspects of your game. All talk and no results is the province of vaporware.
#1: The project aims to make a massively multiplayer online game (of any type).
There are strict limitations to what current generation game engines will handle (not to mention problems with net connectivity). There's a reason why massively multiplayer games have budgets of 30 million dollars or more (sometimes much, much more) - it's hard to make them, and incredibly expensive. No mod team has this sort of resources at their fingertips, so I think it's a fair statement to say that any projects that want to create a new massively multiplayer game can be immediately classified as vaporware.