about 5 years ago - ZenRowe - Direct link

Consoles are not forgotten, but there is a lot more to it than just flipping a switch.
I understand the desire to want mods on console platforms, I really do. I'm going to talk about some of the hurdles. This is just general information for you to think about, not just for when vying for console mods for ARK, but any game. These are hurdles that every developer that wants to put mods on consoles will have to come up with an answer for and for some studios they just aren't worth the perpetual cost.
platform requirements: Publishing anything on a console comes with following strict rules a

about 5 years ago - ZenRowe - Direct link

It's a good question. In practice I've never gone far enough down this particular part of the rabbit hole to be able to find out if they have specific rules for such a thing. I know it's possible, but to my knowledge the console manufacturers provide no support for this, and setting up a distribution system like that even on PC isn't a trivial thing to do. I imagine consoles will also have extra rules regarding security and transfer methods as well.

about 5 years ago - ZenRowe - Direct link

When only 3 companies have done it across the entire history of home game consoles, that's a pretty glaring indicator that it is in fact not "with ease".
If you are about to reference something said by Todd Howard about it, you should know better by now. ?
Bethesda generally has the resources to brute force their way through just about any roadblock that they want without having to worry much about the consequences if it flops (and they have made many catastrophic missteps when it comes to their modding community).


Not only that but on PC modding communities have historical

about 5 years ago - ZenRowe - Direct link

I think you missed the point of the information.
But sure, if you want to be reductive, yeah we choose not to put mods on console that way... currently. Who knows what the future may hold.
For now we do it via purchasing the mods directly from the authors, polishing them up a little further and making them official content.
But we definitely don't have the kind of resources or the staff size Bethesda can afford to throw around. Comparing us to Bethesda is flattering (I guess?) but unrealistic.

about 5 years ago - ZenRowe - Direct link

The cost to buy the mods from authors and convert them to official is not even remotely close to the perpetual cost of supporting an open platform for mods on consoles.
perpetual expanding storage costs, development costs and time for infrastructure (Remember the consoles provide nothing for mod distribution), labor costs for curation in perpetuity, etc.
It means permanently devoting resources to managing it as well which means fewer hands working on our actual content.
All of these things add up to staggering costs.
That is assuming all logistics hurdles were overcome and nothing prev

about 5 years ago - ZenRowe - Direct link

They can use assets from the maps, they just have to make their own map itself.
The "command spawnable" test was aimed primarily at items, creatures, structures, etc. (There is one item that is restricted, but it's also not spawnable). It's not a strict rule, just a good test to see if it's something the studio might take issue with. If something is explicitly made non-spawnable where it normally would be, it's probably under restriction.

about 5 years ago - ZenRowe - Direct link

oh, it's no secret. It's the HLN-A skin that comes as bonus of the genesis season pass. Why that is restricted, I'm sure is easy to guess.
This is all a bit off topic now though, I just wanted to clarify something to prevent any misunderstanding about content restrictions.

about 5 years ago - ZenRowe - Direct link

We have already implemented as much of S+ as we are going to. There is a short pickup timer when placing structures to allow for correction of accidental placement, but a persistent option to pick up any structure at any time is not something we plan to implement in the official game. It's far too easily exploitable and under normal playing conditions packing up a huge base and moving it to the other side of the map or another server should not be easy in my opinion.
If you are on single player or a private server I believe there is an override setting you can use to make that option stay,