Graphic wrote:I'm against certain kinds of mods, any that would split the community. The Wargame community isn't big enough to survive it.
This is quite the scare-story fallacy that is peddled:
There are only two possible ways this fantasy about a split community could ever actually happen:
- None of the mods would have enough people to build or maintain their own community, so they wouldn't get played. People would therefore return to playing the base game by necessity. This is the most likely eventuality if the community was so 'split'.
- One or two very big mods would share the vast majority of the player base in shares that are big enough to facilitate a properly functioning community in each. If this was at the expense of the base game, the correct question there is 'what do these mods do that the base game can take on board', as opposed to 'ZOMG THEY SPLIT THE COMMUNITY'.
Both of these eventualities simply wouldn't happen anyway. You'd have 3-4 decent sized mods that would get played, and dozens of minor fanboy mods would simply not have a community to sustain them and would die. And the vast majority of people would very likely still
play the base game, at least part of the time.
The 'splitting the community' line is a popular one on these boards, but it's something that just doesn't happen, and it is, to be frank, a pedalled scare-story to stop people who'd like mods but also love the game from asking for modding capability. Whatever would be lost from homogeneity of the community would be far offset by the increased diversity of players (read: customers) who would be brought into the series.
And besides - even if it did have any credibility, it wouldn't apply for map editing and custom rulesets. These wouldn't require any modification or community divergence whatsoever
, as they would just be additional, optional content for the base game itself.