More and more games seem to suck on thier own, but can be great with mods. You have entire platforms like roblox where all the games are more or less mods. How long until the platform itself is community created and managed and the viability of games created by companies dissappears?


The third-most populated game on Steam right now is Dota 2. Dota 1 is a mod. Counter-Strike was a Half-Life mod. PUBG came from the designer of a Battle Royale mod for Arma.
And Auto Chess genre came from a custom game in Dota 2
Is LoL still the most popular game in the world?
Based off Dota
Almost certainly not, but it’s probably not far down the list.
And Half-Life was essentially a Quake mod. (More extensive than most mods, since the developers were able to modify the Quake source code, but a mod nevertheless.)
No, that’s too much of a stretch. Half-Life is it’s own game, they licensed and then modified Quake’s engine. That’d be like calling Satisfactory a mod of Fortnite.
Yes, as is Counter-Strike.
Yes, mod is short for modification.
The distinction you’re drawing seems pretty arbitrary to me. Early mods didn’t have the luxury of engine hooks and data separation designed for the purpose of third-party modding. They were more closely tied to the original game’s internals, and they were harder to make, but they were still mods. Even today, it’s not uncommon for mods to add features to or change behavior in an engine, via loaders or DLLs.
I suppose it’s a matter of one’s perspective.
Yes they did. id Software, Valve and 3D Realms included their SDKs on the disk. All the way back in the 90’s they gave players the same tools they used to build the game. Any game that descends from Doom, all the way into the Source engine, store their assets in .wad files. We were replacing imps with Simpsons characters and titty chicks back when Clinton was president.
Now, the distinction between a game and a mod, I don’t buy the standard to be it’s own game as “started from scratch.”
Valve licensed the Quake engine from id Software. They changed it so much that the GoldSrc engine is considered it’s own thing; anything from skeletal animations to weapon reloading. They hired a novelist to write the story, they generated a ton of their own textures, models, sound effects and music.
Compare that to the original Counter Strike which was a pack of maps and some logic layered over Half-Life’s deathmatch mode.
Standalone product? Buy and run with no other dependencies? Game.
Officially released product from the same developer and/or publisher and/or rights holder that requires owning the original to function? Expansion pack.
Officially released product from the same publisher/developer/rights holder that does not require owning the original to function? Sequel.
Unofficially released product often a fan work that requires a copy of the original game to function? Mod.
I didn’t have to buy Quake to run my copy of Half-Life GOTY edition back in 1999. Though it came with a copy of TFC, which I think is technically an expansion pack as it required Half-Life to function but was officially released as a showcase of those modding tools I talked about in the beginning.
Those were not the first modded games.
In any case, you’ve already made it clear that you disagree. That’s fine, but it doesn’t make your view the defining one.
Mods are developed by fans in their free time, like the original Counter-Strike. To play it you had to own the original game and could get the mod for free. In contrast games like Half-Life are developed by a company with full-time employees, and sold for money.
Of course Counter-Strike hasn’t been a mod for a long time now. Valve took it over and turned it into a full game.