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What keeps modders modding?

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  • What keeps modders modding?

    In 2006, the Bethesda Games Studios team that brought fantasy RPG The Elder Scrolls 4: Oblivion to life comprised over 300 people. In 2013, in an interview prior to the launch of Watch_Dogs, Ubisoft managing director Pauline Jacquey said that a typical open world action game requires between 400 and 600 staff to make it happen. In 2012, Warren Spector claimed "over 700 people around the world" were working on his then upcoming project Epic Mickey 2. Big games require big studios, it seems.
    Sure AI, on the other hand, is a small hobbyist group from Munich that makes Elder Scrolls total conversion mods. The seven-strong core team is currently hard at work developing its upcoming Skyrim reconstruction Enderal: The Shards of Order, which it hopes to release early next year. Its previous project, Nehrim: At Fate's Edge - an Oblivion total conversion - has accrued over one million downloads since launch in 2010 and has won several awards, not least ModDB's Mod Of The Year on two separate occasions.
    Unlike Oblivion, Nehrim's dense forests, barren deserts and ancient crypts were all painstakingly hand-built and not articulated via sophisticated landscape generators. New stories, characters and scenarios were implemented from scratch and its systems overhauled. SureAI's mods, then, are as much fully-realised games in their own right as they are modifications of existing games. By the time Nehrim released, just two people worked on it. *
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