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Video game modding

arts Maturity 11-13 Next article →

Video game modding is the process of altering a video game through player or fan-authored changes. This practice is a sub-discipline of general modding. A collection of these alterations is known as a mod. Mods can improve an existing game or add entirely new user-generated content. Modders are the individuals who create these changes. They can fix technical bugs or update graphics. They can also introduce unique gameplay elements that the original creators did not include. When a game remains in its original, unaltered state, players often call it "vanilla."

Spacewar!-PDP-1-20070512
Spacewar!-PDP-1-20070512

Mod development is a technical process that uses software development kits (SDKs). These kits can be provided officially by the game company or created by users. This distinguishes professional modding from simple in-game creations. Some mods are massive in scale and are known as total conversions. These modifications transform the gameplay so extensively that they can become distinct, standalone games. Modding also serves artistic purposes through practices like machinima and the demoscene. These allow players to use game engines to create art rather than just playable levels.

Historians cannot agree on a single starting date for modding. This is due to a lack of documentation and debates over what defines a mod. However, the practice evolved from early hacker culture. In 1962, the game Spacewar! was released for the PDP-1 computer. It was distributed freely as testing software at the Massachusetts Institute of Technology (MIT). Programmers there experimented by modifying the game's physics and graphics. This group effort made Spacewar! the first modded video game. Another early example occurred in 1977. Don Woods expanded the 1976 text adventure Colossal Cave Adventure, which was originally developed by Will Crowther.

As home computers like the Apple II and Commodore 64 arrived, a new generation of modders emerged. Some hobbyists engaged in "cracking," which involved hacking source code to add cheats or remove copyright protections. One famous early example is Castle Smurfenstein. In this 1981 mod of Castle Wolfenstein, high school students replaced Nazi characters with Smurfs. As games became more complex, modding required stronger programming skills. Modders had to use multiple software packages to process new assets into a game engine. This was often a difficult and inefficient task for amateur developers.

CJ, Kratos and Snow White in Guitar Hero
CJ, Kratos and Snow White in Guitar Hero

The release of Doom in 1993 changed modding for a wider audience. Developers John Carmack and John Romero wanted to make custom content creation easier. Unlike previous games where players had to erase data to replace it, Doom used a specific system. Carmack separated the game engine files from the assets. These assets, including audio and graphics, were stored in a WAD file. WAD is an acronym for "where's all the data?" This allowed modders to change which WAD file the game used without sharing the original game data. This design made the distribution of mods much simpler and safer.

Following Doom, the modding community grew rapidly due to the rise of the World Wide Web. Online forums allowed modders to pool their knowledge. In 1994, an international team led by a student at the University of Canterbury created the Doom Editor Utility. This tool lowered the skill threshold required to build new levels. Another tool, DeHackEd, allowed users to modify the game's executable file. In 1997, id Software released the Doom source code. This open nature inspired a flood of creativity. Some mods even became professional paths; for instance, id hired Tim Willits, a member of the Doom modding community, as an employee.

Modding has become a major factor in the commercial success of many titles. In 2003, eight of the top 10 selling PC video games included bundled modding tools. Companies like Valve and Epic now frequently include level editors with their games. Valve even used a fan-produced tool called WorldCraft to design the game Half-Life. Successful mods like Counter-Strike and Day of Defeat were eventually acquired by Valve and released officially. Furthermore, the Steam digital distribution service was designed to help successful mods reach more people. This connection between fans and developers has turned modding into a significant gateway to the professional video game industry.

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CJ, Kratos and Snow White in Guitar Hero.png
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