Questions about cross-platform mods

Jedi2016

Veteran
I got to thinking about this, after playing with the editor in Far Cry, and noting it's unbelievable feature set compared to the Xbox360 editor.

I also realize that Epic Games recently broke the mold by allowing cross-platform mods that could be transferred from PC to PS3. But, at the same time, I read (I think right here on B3D) how Epic apparently gimped the PC editor to allow for this (I don't know the specifics).

How likely is it that we'll see more of this happen in the future, for cross-platform games? For example (and I know it sounds like I'm beating a dead horse), Far Cry 2, which has been announced as coming to both consoles and PC. The console version is likely to include an editor, but I have a feeling it will be similarly gimped like the current console editor in the Far Cry games. But, given the same assets and engine used on both platforms, could a mod or finely-tuned map not be made on the PC and ported over?

Let me give an example. I've only had Far Cry for a couple of days now, and I've spent most of my time in the Sandbox editor. I'd made a few maps on the Xbox, and was impressed (at the time). But that doesn't hold a candle to what I did today on a test-map I'd created to try out various routines... I had a AI character defending himself against, and was subsequently killed by, a cloud of black smoke. Yes, I'm a Lost fan.. hehe.

Now, aside from the sound I imported for the monster, everything in the scene was created using in-game assets. Theoretically, assuming that the console version used those same assets and algorithms (in this case, it doesn't), I should be able to recompile that level into something that a console could read and play.

Even if a console version of a game were limited to using only in-game assets, I think it should be a fairly easy matter. A next-gen console map editor like Far Cry 2 might include far more features than the last-gen versions.. things like AI and the ability to link various things together to behave in a certain way (my "monster" is a particle emitter and proximity damage attached to a AI pig, which is programmed to follow a character around once it sees it.. the pig is rendered invisible by removing it's model). But doing this on the PC is likely to be far easier and quicker. Even if the console is limited, the PC editor could simply include the option of creating a console-specific map, thereby limiting the use of only in-game assets, while still allowing everything for a PC-specific map.

I've read that UT3 allows "full" mods and maps and even total conversions on the PS3. Do you think this is something that other developers may allow in the future? Will we see this show up more often on games that are released cross-platform between PC and console?
 
I actually like the Xbox versions' editor, it's really easy and quick to make a nice map. Sure it's not as comprehensive as the PC version, and yes I prefer the original PC title above all else, but for the creation of multiplayer maps that download quickly w/o having to download the maps outside of the game, it's great. A person can choose a game just like normal, and the user created map is downloaded in a flash. Works really well. Now I do find it very limiting sometimes, like in the size of the map, but for the crowd that's being catered to, the map editor is quite excellent.

Now if I had my way the original Far Cry would've been put on the Xbox 360, with the new 3D water shader, and full lighting/shadowing system. Shame such upgrades didn't come in the form of a patch or something for the PC game. There is a "deep water shader" that can be obtained, the same one used in "The Project" Machinima Far Cry tech demo, and I've tried to go through the somewhat complicated process to get it up and running, but so far I haven't been able to, because I'm dumb when it comes to installing stuff without a premade self install executable :p

Here's a youtube video with the new deep water shader:
 
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So is the PS3 or the X360 better for 'em do you think? :|

If Microsoft wasn't holding back on such an idea I'd be down for saying the 360 is the better machine to mod for, because of the (you guessed it) familiarity of the architecture, and Direct X if someone goes that far into making a mod. However the PS3 isn't too bad, just a bit difficult, hence why UT3 mods need to be made on PC, then converted over. But such an idea is outside of Micro$oft's mindset this generation, hence why Sony is actually embracing modding for games that want to do it, just like supporting those independent and university programmers, all doing research on how to get loads done on the Cell BE. Sony and IBM of course have that reason to allow DIY on the PS3, Microsoft on the other hand I think wants to control the platform to keep it under control and prevent any kind of weird errors especially in regards to Xbox Live connectivity, loads of money involved and someone could learn to hack it. Also by modding games, typically your adding loads of free new content in order to lengthen it's life. M$ doesn't want you to do that, they want you to go buy another $60 game. I think that's why FPS games have gotten so short possibly. With all the crazy development of HD games and what not, production is getting expensive for longer games, plus the shorter the game, the quicker you can beat it, get your online fix with it, and move on to the next title. Really crappy backwards compatibility from the start? I wonder why.......
 
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