#oneaday Day 281: Bedmods and Boomsticks

I saw an interesting bit of discussion over on Bluesky earlier, and thought it might make for a blog post worth pondering, so here we are. The subject is video game modding, a matter for which I have feelings that are probably best described as "complicated" and "somewhat nuanced". I appreciate that these descriptors are generally best avoided on the Internet at large, but this is my blog, so I do what I want with it.

Anyway, the discussion stemmed from this post by John Linneman of Digital Foundry, quoting another user with whom he had been having a discussion about the raytraced modified version of Half-Life 2 which has been doing the rounds recently.

I was a little surprised and intrigued by this response amounting to insinuating that mods are bad, basically. It’s basically the foundation of PC gaming. What do ya’ll think? Do they have a point or do you disagree?

John Linneman (@dark1x.bsky.social) 2025-03-15T14:40:41.981Z

"Fumseck"'s argument was that RTX-ifying Half-Life 2 was compromising the creators' original artistic vision for the game by adding technology to it that wasn't possible on its original release, and adding in things like lighting effects that weren't present in the game's original incarnation.

Half-Life 2 is actually a rather complicated situation to ponder with regard to mods, because the game (or at least the Source engine) was built very much with modding in mind, and Half-Life 2 developer Valve have themselves gone back multiple times over the years to completely rebuild Half-Life 2 with more up-to-date features and tech. So surely RTX-ifying it is just a natural progression from this?

Thing is, I see Fumseck's argument. Not necessarily for Half-Life 2, which was already a game whose visuals were taking aim for something approaching "realism", and thus raytracing is a natural inclusion. But definitely for other games.

For example, a little while back, this video did the rounds:

It's about a modified version of Doom II which has raytracing. Now this, I'd argue, is a step too far for my personal tastes, because while the raytraced version of Doom II does indeed look very lovely and atmospheric and all that… it doesn't look like Doom II any more. It looks like a modern game that is inspired by Doom II and deliberately using features such as sprite-based enemies and items as a means of paying homage to Doom II. But it doesn't look or feel like Doom II.

In adding the raytracing, the modders have made it look nicer, but I feel they've compromised the distinctive look and feel of Doom II. Doom II was built with the technological limitations of the era in mind, and as such, everything it does, it does for a valid artistic reason. If you eliminate some of those limitations, you fundamentally change the way the game's aesthetic is designed, and that's when you're stepping into "compromising the artistic vision" territory, so far as I'm concerned. Half-Life 2, meanwhile, already had dynamic lighting and HDR; adding raytracing atop that is a natural fit because it doesn't fundamentally change the way Half-Life 2 looks.

Same with Minecraft. I actually rather like the way raytraced Minecraft looks, but I also feel playing it like that is compromising the artistic style of the game. Minecraft was very deliberately designed to look like an old game, but combine those aged aesthetics with things that wouldn't have been possible on older tech, such as its vast world, its completely destructible landscape and the player's ability to build anything, anywhere.

So I think when it comes to visual mods, my attitude is "if visual mods are enhancing what the game is already clearly trying to do, they're maybe fine, so long as they don't overdo it; if visual mods are fundamentally altering the core aesthetic and stylistic choices of the game, I don't like them."

So that's one aspect of modding covered. But modding is much more complicated than that. And, as a result, so are my feelings towards it.

As I've already noted, I'm fine with games that are built with modding in mind from the outset. My earliest contact with these was way back in the Atari 8-bit era, when numerous games shipped with a "Construction Set" or similar on disk, or sometimes available as a separate purchase. Mr Robot and His Robot Factory. Dandy. Boulder Dash. All these games, and numerous others, were designed in a way that they could be modular: the artistry was mostly in the combination of the game's aesthetics and the way its mechanics worked — though of course, some praise should be given to the built-in level designs, too. Just because you have access to the Boulder Dash Construction Set doesn't mean you can immediately make a good Boulder Dash level, after all.

A game that is built in this way can, in theory, be enjoyed indefinitely, because once you've mastered the built-in levels, you can make some new ones, or you can swap your creations with friends. With games like this, I do find myself thinking "well, I don't really want to be playing this game forever", but that's entirely a "me" problem; the way I play games is that I like to focus on one "big project" at a time, and if that "big project" turns out to be something that just has no end, I often end up not even starting it in the first place.

Looking further forward, games with modding support have always been a thing. It was easy to replace the map and graphics files in Wolfenstein 3-D, for example, though I don't think id Software themselves necessarily expected the modding scene to take off for that as much as they did. Hell, even I made two hundred dollars by making Wolfenstein levels!

They paid attention, though, and both Doom and Quake (and their numerous spinoffs and sequels) were very much built with modding in mind. Quake even gave direct access to the game's core mechanics and logic through its "Quake C" programming language, allowing you to completely change the fundamental way the game worked — see mods like Quake Rally, Quess and AirQuake.

The explicit, developer-approved "Construction Set" being a thing is somewhat rarer these days, but it still exists. Bethesda games often ship with creator tools of some description, for example, and the Neverwinter Nights series set the benchmark for role-playing games with user-generated material, so far as I'm concerned. Then of course there's games where "creation" is a core part of the overall package right from the outset, like the TrackMania series.

Of course, all these things are very much a PC thing for the most part; while I'm not sure I'd go as far as Linneman's point that they are a foundational aspect of gaming on PC, it's rare to see console players have the opportunity to tinker with their favourite games. Modding does happen, of course, but it's a much more niche interest thing when it comes to console games. And I don't think that's necessarily a bad thing.

Because here's what I think my fundamental feelings about modding are: Not every game needs to have mod support. Not every game needs to be modded. And if a game "needs" mods to be worth playing, it probably wasn't very good in the first place.

I'm fine with folks making new levels for Doom, Quake and their successors (and rereleases!). I'm fine with folks making new quests, characters, monsters, dungeons and whatnot for Bethesda games. I'm definitely fine with people making TrackMania tracks, Neverwinter Nights campaigns and Mr. Robot and His Robot Factory levels. (Although my digital Atari 8-bit library wishes some groups would maybe cool it a bit on the Boulder Dash levels.)

What I'm not fine with is people booting up something like UFO 50 and immediately thinking "wow, this needs mods", which I saw in the discussion pages around its launch. No. Absolutely not. That is an example of a game that has a very specific reason for existence, and that is as an interactive, creative work of art. Not only does modding it show the height of ungrateful entitlement — it implies it "doesn't have enough content", when it has 50 full games in it — it also completely compromises the whole reason for its existence. Modding something like UFO 50 is defacing it, vandalising it, so far as I'm concerned, and not something I'm okay with, regardless of what platform it's on.

Likewise, I'm not really OK with things like character mods for games. Sure, it can sometimes be funny to see a different character running around in a game they're not supposed to be in, or see a character running around with no clothes on or whatever, but for me, again, that's compromising the artistic vision of the work, defacing and vandalising it, for no real good reason other than "because I can" and "this is mine now, I can do what I want with it".

And sure, you can do whatever you want with the games you have. There are bajillions of excellent custom levels for Doom and Quake out there, amazing new cars and circuits for BeamNG.drive, wonderful new aircraft for Microsoft Flight Simulator, lots of amazing things. And if you want to make all the characters in a game you like naked, there's nothing I can do to stop you.

There's plenty of really interesting things being done in the fan translation and ROM hacking communities, too. But those are a bit different, I think. Fan translation in particular isn't about defacing someone else's work; it's about making it more accessible. ROM hacking is not an area I'm particularly interested in, but in most cases those projects are presented as their own self-contained things — whole new games built on the core of something that exists, rather than "hehe, I modded Super Mario World so his willy is out all the time". They're creative projects perhaps best looked on as something akin to using an off-the-shelf engine to build your game.

But I'm pretty steadfast in the beliefs I outlined above: not every game needs to have mod support, not every game needs to be modded, and if you recommend I install 300 mods before even starting to play a certain game, I'm probably… not going to play that game.

While PC is the platform on which modding is easiest and most widespread, I don't think modding is (or should be) a fundamental aspect of PC gaming for everyone.

For some, it is, and that's great; for many, a passion for modding has led to a career in game design and development.

But there are plenty of us with bulging Steam libraries that we have no intention of fucking with the contents of, and I think that's also a perfectly valid, acceptable viewpoint to have. I also think that certain games are sacrosanct, for which modding is simply defacement and vandalism; that's the part I suspect to get the most pushback on, but it's the core of my beliefs on this subject.

It's a topic for which you have to take things on a case-by-case basis, and for which I suspect most people will have their own nuanced viewpoints. To be clear, if you're someone who enjoys nude mods and breaking things like UFO 50, I'm not saying you shouldn't do that; I'm simply saying I don't like it personally, and I won't get involved with it. Ultimately I don't give a shit what you are doing with the games you've purchased, so long as you're not fucking with the games I've purchased, or telling me that I'm "wrong" or "missing out" for enjoying them as the creators originally designed them.


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#oneaday Day 77: I'm not sure I'm enjoying New Doom

A little while back, I felt the need to start something new and not RPG-shaped, so I thought I'd finally get around to giving the Doom reboot from 2016 a go. After several nights of playing it and being roughly halfway through the single-player game, I'm not 100% sure if I'm enjoying it or not.

This is not a slight against anyone who does think it's good — I know how annoying it is when you love something and someone turns up to shit all over it. But I wanted to pop my thoughts that I've had about the game on paper so I can make better sense of them, and perhaps get a better idea of whether or not I actually like it.

The fact I'm asking this question at all can be looked at in one of two ways. Firstly, if you have to ask if you're enjoying something, you're probably not. Alternatively, secondly, if you're not sure you're enjoying something but you hesitate to say that you dislike it, you probably are enjoying at least something about it. So my opinion is somewhere between those two extremes, I guess.

First, let's ponder the things I do like. I do like the way the weapons behave and the overall "feel" of the game. There's a really nice fluid sense of movement to how you move around, defeat enemies, clamber up onto platforms and perform Glory Kills. The way enemies are highly reactive to how you shoot them and blast into bloody chunks feels entirely appropriate for a modern take on Doom, but also reminds me of older games such as Sega's The House of the Dead. This is a good thing.

It's nice to play a first-person shooter that moves at speed, has levels that aren't linear corridors, and which doesn't kill the pacing of its combat with constant reloading. Doom 2016 has all its weapons act like its classic counterparts, where direct analogues exist — that means no reloading ever, with the exception of the shotguns, but there it's just part of the overall firing animation anyway, so no harm done. The chaingun is particularly great; the original Doom's chaingun always felt rather weedy (at least partly because it just played the pistol sound effect in rapid succession) but Doom 2016's is an absolute beast — as it should be.

Now, onto things that I am less crazy about. Chief among these is the game's overall pacing. Whereas progressing through a classic Doom level feels like it always keeps you on your toes, in Doom 2016 it feels like you're moving from "encounter" to "encounter". It has that thing where you'll be clambering through the environment and come to a wide open area, and immediately your brain will think "I'm about to get swarmed by enemies". It's inevitably right. It's predictable, and it doesn't quite feel right. It makes the levels feel like you're jumping from "exploration mode" to "battle mode", whereas classic Doom felt like it integrated the two aspects much more elegantly.

This isn't necessarily a bad thing in and of itself. The Shadow Warrior reboot from a few years back was also designed like this, and I think it worked rather well there. It just doesn't feel quite right for Doom.

The one thing I don't like at all is how it clearly thinks it's being some sort of witty anti-corporate satire, but it's so absurdly over-the-top about it I just find myself being pulled out of the experience. Any time you hear the UAC pep talks over the computer systems on the Mars base, the things being said are increasingly ridiculous, and it crosses the line between plausible satire and just being stupid for the sake of it. I don't come to a Doom game for the plot in the first place, so this aspect of things feels incredibly ham-fisted and I do not like it at all.

The parts I can't quite make my mind up about are all the bits where it's not being a fast-action first-person shooter. The levels are all huge and quite interesting to explore, particularly with all the hidden collectibles around the place, but it also feels like it brings the "explore, battle, explore" cycle into even sharper focus than it already is — at the end of a level, you'll typically find the exit door sitting there ready and waiting for you, and the rest of the level open for you to explore almost completely unopposed in most cases. Sometimes a few enemies are tucked away off the critical path, but more often than not the secrets are concealed behind traversal puzzles rather than combat encounters. This doesn't feel very Doom.

I do, however, like the fact that every stage has a reasonably obvious terminal where you can download the full map data for the level and thereby see which areas you have already explored and which you haven't. Collectibles are also marked on the map, so there's no farting around pressing the "Use" button (why on Earth is it R3, by the way?) against every wall in the hope something might open up somewhere.

Parts I'm leaning towards disliking are the presence of an upgrade system and "Challenges". There are times when Doom 2016 almost feels like it wishes it was Diablo or something of its ilk, whisking you away to a completely separate environment to complete a self-contained challenge and rewarding you with some sort of "loot" if you are successful. Some of these challenges are incredibly irritating to complete, such as one where you have 1 point of health and have to defeat 8 increasingly tough enemies using just the basic Shotgun weapon. They're optional, yes, but once you're in one if you're anything like me you'll likely feel like you have to complete it before you continue on your way.

The mods for the weapons have some quite interesting effects, but I think I'd rather just have an alt-fire mode for each weapon and not have to faff around with upgrading it. Because upgrading it involves acquiring "upgrade points", which you get through killing enemies in a stage and finding secrets. I guess if one is being charitable, one can look on it as a modernisation of the "Kills / Items / Secrets" breakdown you get at the end of a classic Doom stage, only here it actually has a tangible benefit on your game. But still, unlocking abilities doesn't feel very Doom.

Same for upgrading your health, armour and ammo maximums. The former two almost feel worthless given how quickly monsters batter down your entire health bar (and how quickly you can restore the whole thing with a Glory Kill or two) and the latter just makes the early game frustrating as you're constantly running out of ammo in a game where that shouldn't be an issue.

I understand there is an "Arcade Mode" available in the game and I'm now wondering if I should have just played that from the outset, because it's all the extra bells and whistles that have been added atop an attempt to modernise the classic Doom formula that feel like they're annoying me to varying degrees.

On the whole, I don't hate the game. The bits that annoy me aren't putting me off enough to not want to play it through to completion. But the game as a whole is reminding me what a beautifully polished, finely honed game the original Doom is — and how, without a doubt, I would probably still rather play that than this, particularly now its recent 576th rerelease, this time running on Night Dive's excellent Kex Engine, has a bunch of new levels (again) in it.

I'm going to see Doom 2016 through to completion. But I don't think I'm inclined in any way to want to "100%" it or spend any additional time with it beyond that required to beat the single-player campaign. And I guess that's fine. I only paid about a fiver for it, after all, so I can't really complain all that much.


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2279: Matchmaking: A Great Way to Waste Time

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I downloaded the Doom beta on PS4 earlier out of curiosity. I hadn't heard particularly positive things about it — though admittedly, this was mostly from disgruntled PC players who were whining about the lack of mod support and how it was "obviously built for consoles" — but as someone who actually used to really like Doom, I was interested to take a look.

I booted up Doom, fiddled around in the options a bit, took note of the entertaining options to weather, dirty up and scuff your armour in character customisation — not to mention painting it lurid shades of pink and purple — and then jumped into the multiplayer playlist.

Then, I waited.

And waited some more.

And then a bit more.

Well, okay, this perhaps makes it sound a bit longer than it actually was: it was probably less than five minutes in total, all told. But that was five minutes utterly wasted in which I wasn't doing anything apart from staring at the screen and perhaps rotating my character model a bit.

My mind was cast back to a comment someone I follow on Twitter made a while back, whose sentiment was along the lines of "rather than wasting your time with endless, pointless matchmaking games, throw yourself into enjoying games with stories; games with clear beginnings, middles and ends". At the time, I thought it a slightly extreme viewpoint, since I have enjoyed multiplayer matchmaking games in the past, but on reflection, he was absolutely right: for me, right now, matchmaking multiplayer games are a total waste of time and energy for what I find to be a subpar, unsatisfying experience compared to something that is either a bit more structured or something that has immediacy.

Doom isn't the only game where I've encountered the tedium of waiting for matchmaking queues. Playing a damage-dealing class on Final Fantasy XIV often leads to long queues for dungeons — although at least in that game, you can do other stuff in the open world while queueing, though there are a few limitations on your activities to prevent your queue popping and you being unavailable. Grand Theft Auto Online is particularly unpleasant to try and find a matchmaking session in, since it's riddled with people who pop into a lobby, then quit out again after five seconds if it's not already full. And I'm sure there are plenty of other examples, too.

So, I think I've had enough. I've felt a slight temptation to check out things like Doom and even the more recent Call of Duty games in the recent past, but on reflection, I feel they'll only frustrate me: time spent "waiting for players…" is time not spent enjoying a story in a single-player game, or trying to beat a high score in an arcade game, or chasing trophies in a game I've reached the post-game for.

This isn't to say I'm not going to play multiplayer at all, mind you: TrackMania Turbo has an excellent multiplayer where you can just jump in and out of player-made rooms at will, with no waiting around for there to be "enough" people to play. And I have a lot of fun playing Grand Theft Auto Online with my local friends. Those represent two different ways of having a fun online experience without getting matchmaking systems involved.

Strangers who are beyond that great wall of matchmaking, then? Fuck 'em; I've got better things to do than wait for them to show up to my party.

#oneaday, Day 244: Halo? More Like...

I have a peculiar and complex relationship with the first-person shooter genre of gaming. On the one hand, I have very fond memories of growing up playing Wolfenstein 3D and Doom. In fact, as I may have shared before, such was my obsession with Wolfenstein 3D and the early days of the mod scene, that 10 of my levels are part of the official Apogee "Super Upgrades" expansion pack, a feat which netted me $200 and means that I can technically call myself a professional game developer.

On the other hand, I have vivid memories of playing Halo, Gears of War and Modern Warfare 2 and getting inordinately frustrated with sequences that are so difficult they require you to play, die, play, die, play, die, play, die, sometimes for hours at a time until you figure out the way to beat that particular sequence.

Such is the experience I'm having with Halo: Reach at the moment. There's no denying it's a great game, and the sheer amount of stuff that Bungie have crammed into the game is incredible. The fact that any mode can be played in multiplayer, and the fact that Forge World actually allows the construction of some truly hilarious structures, is enough to make me adore the game and praise its name for all eternity.

What was almost enough to make me fling it out of the window, though, was the Campaign mode. I had played through the mission called "The Long Night of Solace" and was reaching the end of it. Those who have played that mission will know it's the awesome one that includes space combat. As a matter of fact, the space combat was so good I happily proclaimed on Twitter that I'd play a whole game based on that engine. And I stand by that. It was stunning. Not only that, it allowed a full 360 degrees of movement, which is practically unheard of in console-based space sims. So hats off to Bungie for that.

Unfortunately, all of the hard work that mission did to convince me that yes, Halo is not all that bad really, was promptly undone by the very last sequence of that mission. Here, you get jumped by about six Elite Specialist enemies, all of whom are armed with weapons that are quite capable of one-shot killing you. Not only that, but they spread out around the room so there is no place where you can find cover. Not only that, your companion who, it should be added, has an absolutely fucking massive gun and is invincible, is utterly useless at killing them, so of course it's up to Muggins, sorry, Noble Six, to save the day.

I must have repeated that sequence a good thirty or forty times. By the end of it I was literally screaming obscenities at the television. I was very glad that no-one else was in the house.

"Well, then," you may say. "Don't play the Campaign mode. Play the stuff you do like." But… Achievements…

In seriousness, I do kind of want to play the Campaign mode through to its conclusion because of my good friend Mr George Kokoris' regular assertions that Halo's lore is, in fact, far more in-depth and interesting that "OMG SPACE MARINEZ AND ALIENZ LOL". And to be fair, thus far I've mostly enjoyed the Campaign. I just find it a pity that there are short sequences such as the one I've described above that (temporarily at least) spoil the experience. It causes a curious ping-ponging effect where I bounce back and forth between loving and hating the game. Sometimes I get stuck on the "hate" part, and it's for that reason I never beat the original Gears of War and have no interest in the remainder of the series. There was one sequence that involved a sniper who repeatedly one-shotted me in that game that eventually caused me to turn it off, put it in its box, trade it in and never speak of it ever again except to slag it off.

Hopefully it won't come to a fit of nerd rage with Reach. At least there's plenty of other stuff to enjoy if the Campaign does get too much.