Most influential d-mod
What is, in your opinion, the most influential d-mod to date? That's not to say what is the best d-mod, but which has had the biggest impact on the way other d-mods are developed?
Any and all of SimonK's dmods, he set the bar a bit higher I think.
Prophercy of the ancients-is probaly the most influentual I think it was the first Epic D-mod.
The best would be CC2.
The best would be CC2.
Obviously the first ones were the most influential. Mike Snyder's DMODs definitely paved the way for other DMODs. And Prophecy of the Ancients was really influential in setting the standard for epic DMODs. After Prophecy of the Ancients there was a golden era of epics.
I hope the Historical Hero and Quest for Dorithia DMODs can now inspire a new era of great DMODs. There definitely some promising projects underway...
I hope the Historical Hero and Quest for Dorithia DMODs can now inspire a new era of great DMODs. There definitely some promising projects underway...
I personally cannot credit a single Dmod's name alone as my choice. I have to say that Dmods which extend into series are the most influential; The Could Castle, STone of Balance, and the HH series are prime examples.
Scar of David?
PoTA as well on my end, because it showed people that more could be done than had been done before
There are many influential D-Mods. Prophecy of the Ancients would be the first one, since it showed making an Epic is possible. The Stone of Balance -series set a new style and a new high which still stands today. Initiation and Scarab are important too. One set a new high for interesting gameplay, whereas the other set a high for dialog, storyline and the cool sandbox element. And even though it may sound a bit selfish, I really do hope HH2 will inspire some people in some way.
So I'd say the Epics would be the most influential ones. Not all of them though. If I had to pick just one, I'd say Prophecy of the Ancients is still the most influential one.
So I'd say the Epics would be the most influential ones. Not all of them though. If I had to pick just one, I'd say Prophecy of the Ancients is still the most influential one.
Actually ABCD..................... mod and goblin castle where pretty influenctual because it showed how terrible some dmods can be.
Alphabet was 'made' to be the longest named D-Mod at the time.
To me, the one that speaks out to me the most is Isle of Croth. IT was the most fun, challenging D-mods that I've played.
To me, the one that speaks out to me the most is Isle of Croth. IT was the most fun, challenging D-mods that I've played.
I didnt really like isle of croth that much.
To be honest even though SimonK IS A GOOD modder he is overated.
In stone of balance there is alot of stupid crap in it I mean Dink having sex with some scorpian thing and having these little mutant messed scorpians babies WTF!! AND the women cult part where your able to have sex with them until you die WTF!! and isle of croth there these naked womens and you you WELL YOU have sex.
AND these stupid riddles are pretty boring and uninterresting ESCIALLY in pilgrims quest stone of balance they werent as bad but these riddles a pathetic.
Redink1 and Sabretrout are better modders then SimonK
Dinky dimension 1
Clound castle 2
Cast Awenkining are probaly my favourite dmods.
To be honest even though SimonK IS A GOOD modder he is overated.
In stone of balance there is alot of stupid crap in it I mean Dink having sex with some scorpian thing and having these little mutant messed scorpians babies WTF!! AND the women cult part where your able to have sex with them until you die WTF!! and isle of croth there these naked womens and you you WELL YOU have sex.
AND these stupid riddles are pretty boring and uninterresting ESCIALLY in pilgrims quest stone of balance they werent as bad but these riddles a pathetic.
Redink1 and Sabretrout are better modders then SimonK
Dinky dimension 1
Clound castle 2
Cast Awenkining are probaly my favourite dmods.
Isle of Cloth? Sounds like an interesting D-mod. I bet there's crotchet, quilting, sewing...
To honest even even SimonK IS IS GOOD modder he is overated.
I think this is true in some ways. I wouldn't say he made the best d-mods in terms of gameplay or story. His d-mods got the attention they got because:
A) they were epic
B) they had a large amount of impressive new graphics
C) the events and humor were a little more... mature
So what I would say is, he was a great d-mod author, but not perfect And yes maybe he was a little sex obsessed... Just a little!
But let's not forget that he did inspire many other members of the community and overall his d-mods still rank among the best of the best. I enjoyed playing all of them and was one of his main betatesters for a long time. He put in a LOT of effort to make everything just right.
If we could get Necromancer tomorrow (it's possible!), I'm sure we'd all still drool over it
I think this is true in some ways. I wouldn't say he made the best d-mods in terms of gameplay or story. His d-mods got the attention they got because:
A) they were epic
B) they had a large amount of impressive new graphics
C) the events and humor were a little more... mature
So what I would say is, he was a great d-mod author, but not perfect And yes maybe he was a little sex obsessed... Just a little!
But let's not forget that he did inspire many other members of the community and overall his d-mods still rank among the best of the best. I enjoyed playing all of them and was one of his main betatesters for a long time. He put in a LOT of effort to make everything just right.
If we could get Necromancer tomorrow (it's possible!), I'm sure we'd all still drool over it
There were some epic moments in SimonK's D-Mods. It was almost like watching a movie sometimes. It also revolutionised what kind of stuff you can do with Dink. Two things that stick out to me in his D-Mods are from Pilgrim's Quest. One being the epic cutscene where everything changes, and the other being the ending when you're escaping the dungeon.
He put in a LOT of effort to make everything just right.
That's definitely why I enjoyed playing them the first time around so much. I never felt as if anything was broken, the polishing in Simon's DMODs is just exceptional.
Having said that, I've never played through Pilgrim's Quest more than once. I tried it again at some point and never got far. Still, I loved it the first time around...
That's definitely why I enjoyed playing them the first time around so much. I never felt as if anything was broken, the polishing in Simon's DMODs is just exceptional.
Having said that, I've never played through Pilgrim's Quest more than once. I tried it again at some point and never got far. Still, I loved it the first time around...
It's interesting to see what different aspects of d-mods people are thinking about with this. For me, the most influential d-mods are possibly the Quest for Arithia series and Prophecy of the Ancients. The former setting something of a standard for the way to build a d-mod, and the latter for showing a generation of developers just what was possible. I'd also argue Legend of Tenjin had a large impact on many people, though perhaps (and strangely) in a negative way. It certainly prompted a lot of highly ambitious d-mods that never came to fruition.
The SimonK questions are interesting. I think he has to be regarded as very influential, given how highly his d-mods are rated. But in what way? Nobody ever produced the volume of new graphics that he did, which was - for me - the main thing that set his d-mods apart from all others. That, along with high levels of polish and interesting systems, led to his d-mods being very highly respected. My issue with his games was the implementation of these systems and the large amount of "stock" gameplay. But this isn't the time for that!
It's nice to see that people view the CC series as being influential, though I don't see what elements of it have been taken on board by others. I know Skull has used a similar conversation system in HH, which is lovely to see, but I don't see what other areas of d-mods have been influences. Maybe that's because I don't actually play other games, huh.
The SimonK questions are interesting. I think he has to be regarded as very influential, given how highly his d-mods are rated. But in what way? Nobody ever produced the volume of new graphics that he did, which was - for me - the main thing that set his d-mods apart from all others. That, along with high levels of polish and interesting systems, led to his d-mods being very highly respected. My issue with his games was the implementation of these systems and the large amount of "stock" gameplay. But this isn't the time for that!
It's nice to see that people view the CC series as being influential, though I don't see what elements of it have been taken on board by others. I know Skull has used a similar conversation system in HH, which is lovely to see, but I don't see what other areas of d-mods have been influences. Maybe that's because I don't actually play other games, huh.
Definitely PQ.
Maybe that's because I don't actually play other games, huh.
I think this is generally true for most developers. I know I haven't played many... Still trying to get the mood to complete CC2 and get going with HH2.
Maybe that's because I don't actually play other games, huh.
I think this is generally true for most developers. I know I haven't played many... Still trying to get the mood to complete CC2 and get going with HH2.
You... you haven't finished Cloud Castle 2?
I jest of course... it's interesting. I wonder how many developers don't play other d-mods?
August 2nd 2012, 11:33 AM
shevek
I wonder how many developers don't play other d-mods?
I do play them. But since I'm not so much an old timer, I need threads like this one to choose which one to play. There are too many high-rated dmods to just play all of them. And the lower-rated ones I've played weren't always so bad. It also helps to have lower expectations, I suppose.
I do play them. But since I'm not so much an old timer, I need threads like this one to choose which one to play. There are too many high-rated dmods to just play all of them. And the lower-rated ones I've played weren't always so bad. It also helps to have lower expectations, I suppose.
It's nice to see that people view the CC series as being influential, though I don't see what elements of it have been taken on board by others. I know Skull has used a similar conversation system in HH, which is lovely to see, but I don't see what other areas of d-mods have been influences. Maybe that's because I don't actually play other games, huh.
I think Cloud Castle 2 is very influential with its sandbox style, dialog, in-depth characters and interesting boss battles, Sabre. I think it may have most variety in *why* it is so influential, than any other D-Mod. It's not just cause of the graphics or cause of setting a standard, it's for multiple things. The reason another D-Mod like it hasn't been released is because Scarab is so unique, that even if you do create something very similar, it goes unnoticed simply because it's not Scarab. Another reason is that nobody's crazy enough to take on the challenge to try and accomplish the trick you and Arik did. It's an insane amount of work.
Those, I guess, are some of the reasons why Scarab is my favorite D-Mod ever. Hell, I'd dare go as far as to say it's perhaps one of my favorite *games* ever.
I think Cloud Castle 2 is very influential with its sandbox style, dialog, in-depth characters and interesting boss battles, Sabre. I think it may have most variety in *why* it is so influential, than any other D-Mod. It's not just cause of the graphics or cause of setting a standard, it's for multiple things. The reason another D-Mod like it hasn't been released is because Scarab is so unique, that even if you do create something very similar, it goes unnoticed simply because it's not Scarab. Another reason is that nobody's crazy enough to take on the challenge to try and accomplish the trick you and Arik did. It's an insane amount of work.
Those, I guess, are some of the reasons why Scarab is my favorite D-Mod ever. Hell, I'd dare go as far as to say it's perhaps one of my favorite *games* ever.
*Backs away slowly and tries to keep the quote about white shirts in mind*
I see CC2 and Initiation more as the end of an era rather than the start of one. Nobody tried the kind of scripting initiation has after initiation and nobody could match the dialog of CC2. These DMODs may have inspired people, but they haven't changed the way DMODs are made.
So if anything these DMODs inspired the end of the period where many DMODs where made and the start of the period where fewer DMODs where made. There are a lot of reasons for this, but one of them is that we have an enormous supply of DMODs so any new DMOD will, after a while, be just one of many. In some ways our enormous legacy is destructive...
So if anything these DMODs inspired the end of the period where many DMODs where made and the start of the period where fewer DMODs where made. There are a lot of reasons for this, but one of them is that we have an enormous supply of DMODs so any new DMOD will, after a while, be just one of many. In some ways our enormous legacy is destructive...
Nobody tried the kind of scripting initiation has after initiation
I don't know if I agree with you here... From what I can recall, 'recent' D-Mods, like Three Amulets, have utilized some unique scripting.
Edit: Oh, and Broken Windows. For sure.
I don't know if I agree with you here... From what I can recall, 'recent' D-Mods, like Three Amulets, have utilized some unique scripting.
Edit: Oh, and Broken Windows. For sure.
I agree that PotA is probably one of the most influential.
Also CC2 (and Initiation) are probably more inspiring than influential. They are influential in that they're really good to play and people want to reach that same level with their own D-Mods, but not that they have any direct influence on later D-Mods.
Personally I used CC2 a lot when learning D-Modding, to look through the scripts to see how stuff was done.
Also CC2 (and Initiation) are probably more inspiring than influential. They are influential in that they're really good to play and people want to reach that same level with their own D-Mods, but not that they have any direct influence on later D-Mods.
Personally I used CC2 a lot when learning D-Modding, to look through the scripts to see how stuff was done.
Nobody tried the kind of scripting initiation has after initiation
Wait 'till you see Robj's D-Mods. You will regret you ever said those words.
Wait 'till you see Robj's D-Mods. You will regret you ever said those words.
Definitely Prophecy of the Ancients. Stone of Balance and Pilgrim's Quest follow closely.
The orginal, since where would we be without it, in the sewers.
Wow, can't believe I missed this thread, so this is one of the few times I'm happy about necromancy
Like most of the others, I would say that PotA was by far the most influential d-mod for myself and for reasons already explained by others. I may count Mystery Island, but as that comes bundled with Dink, that may as well just be considered as part of it.
Another huge influence on me was Crosslink. My 15-year-old self found all the neat little tricks Paul did with the code to be seriously impressive. I spent a lot of my time figuring out how they worked and even lifted and modified a few things for my own use.
Like most of the others, I would say that PotA was by far the most influential d-mod for myself and for reasons already explained by others. I may count Mystery Island, but as that comes bundled with Dink, that may as well just be considered as part of it.
Another huge influence on me was Crosslink. My 15-year-old self found all the neat little tricks Paul did with the code to be seriously impressive. I spent a lot of my time figuring out how they worked and even lifted and modified a few things for my own use.