Why aren't there a lot of total conversion mods for games these days...

Why aren't there a lot of total conversion mods for games these days? Someone made a mod for Dark Souls 3 that adds DMC combat. Is it because devs are better off making a new game from the ground up they can make money on or Is it simply too complex now?

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There are several reasons:
1. Developers used to release map creators and level editors; that's not the case anymore.
2. Developers stopped releasing a game's source code.
3. As you point out, games are too complex now; even the simplest game requires a lot of people and manpower to get made. That's why 99% of indie games are 2D pixel platformers or RPG maker projects: they're simple enough to be made by one, two or three people.

3D games are shit anyway.

t. indie cocksucker
I will never buy your 2D pixel metroidvania soulslike card roguelike game; if I wanted to play a 2D game I would play a game from the arcade and pre-3D eras rather than a watered down imitation.

What game is that pic?

The exact primordial soup for these kinds of things to come about is complex. A combination of dumb luck (is there someone who's capable of undertaking such a massive and difficult project who likes your game enough to do it?) as well as some other factors like how pliable your engine is to modification.

And yes, you see way less of these kinds of things because making your own game has become low-hanging fruit.

Every single fucking time with this 0 to 100 shit.

Supplice

based

>harder to make total conversion mods nowadays
>harder to make means larger teams are needed
>larger teams means more chance of drama
Just look at any total conversion mod for a Bethesda game. None of them are anywhere near release despite being worked on nearly for decades at this point, and it doesn't look good for any of them judging by who they have on their teams. Or, look at something like The Frontier or New California for New Vegas. The less that's said about them, the better.

>devs are better off making a new game from the ground up they can make money on
Yes, this the reason. I used to make total conversions back when engines were expensive, but now Unreal + Unity are free there's no reason to waste 1000s of hours on something you can't make a living from

DMC combat in DS3 =/= three moves from DMC1

>New California
qrd?

Because it's only gotten easier and easier to make your own game, and devs have put less and less effort into supplying tools for modders. Considering how much time and effort it takes to make a huge mod, most developers realize that it would time far better spent just making their own game that they can properly monetize.

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>Considering how much time and effort it takes to make a huge mod
Yes, it's a huge undertaking. The only people who would do this much work for free are total beginners who don't realize what they're getting into

Game?

I mean, there's still plenty of mods. You just have to look in the right places.

4. Even if a developer releases a moddable game, it's way easier to make them with the abundant game engines available, and to make money off of it via patrion, early access, steam.

>2022
>still waiting for skywind
It's because full conversion mod creators always fail to scope their plans realisticly and rarely finish their projects.

Had no idea about that conversion mod. It graphically or at least visually looks better than DMC5 which lacked color and just looked so flat and boring. So even if DMC5 might be better graphically on a technical level it just wasn't as pleasing to the eyes because of how everything just meshed together. Why did they do this? DMC 4 was so much more appealing to look at despite being much older.

uhhh indiesisters...