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	<link>http://www.moddb.com/members/drsmiles/blog</link>
	<title>DrSmiles Blog RSS feed - Mod DB</title>
	<description>Subscribe to the Mod DB DrSmiles blog feed, and get the latest updates as they are posted.</description>
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	<pubDate>Thu, 28 Aug 2008 14:31:50 -0500</pubDate>
	<copyright>Copyright 2008, DesuraNET Pty Ltd</copyright>
	<category>Articles</category>
	<ttl>180</ttl>
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		<title>Is any publicity good publicity?  Not in mods.</title>
		<link>http://www.moddb.com/members/drsmiles/blog/is-any-publicity-good-publicity-not-in-mods</link>
		<pubDate>Fri, 04 Apr 2008 16:33:37 -0500</pubDate>
		<description>There&#39;s a &lt;a href=&quot;http://www.moddb.com/forum/thread/mod&#45;submission&#45;survey&#45;likes&#45;and&#45;dislikes&quot;&gt;thread&lt;/a&gt; in the modDB forums right now.&nbsp; It&#39;s a general survey of what people like, dislike, and wish from of mods. 

&nbsp;Interestingly enough, all the members who filled out the survey and posted in the thread seem to have rather similar tastes.&nbsp; There&#39;s little difference in the opinions, and as of this posting, no out&#45;right disagreements so far.&nbsp; Maybe this means the modDB forum leans more towards this standpoint than the average modDB user.&nbsp; Either way, some important information came to light.&nbsp; 

The most important piece of information was &lt;strong&gt;when updating, quality over quantity.&lt;/strong&gt;&nbsp; Only update when an update is needed.&nbsp; Do &lt;strong&gt;not&lt;/strong&gt; update for the sake of a bump in your mods activity. &nbsp; Specific examples given of a bad update is updating showing some weapon concept art.&nbsp; This ties back into my previous blog post.&nbsp; People don&#39;t really care about a new unskinned MP5 or M9, because they&#39;ve seen a million.&nbsp; This doesn&#39;t really show progress in a mod, and in fact it hints to the community that the dev&#45;team lacks creavitity, even if this isn&#39;t the case. 

&nbsp;This creed of &lt;strong&gt;quality over quantity&lt;/strong&gt; seems important for the entir development process.&nbsp; No&#45;one cares if you get your mod out &lt;strong&gt;fast&lt;/strong&gt;, they want a &lt;strong&gt;good&lt;/strong&gt; mod.&nbsp; All sucessful mods, be they total conversion or minor edits, are done incredibly well.&nbsp; A good developing team takes their time.&nbsp; If a team does this, they&#39;ll get loyal fans.&nbsp; If a team overupdates, they&#39;ll only get the attention of passer&#45;bys.&nbsp; They&#39;ll turn of people who would stay for a long time. 

There are a few other things to note.&nbsp; Players don&#39;t want a lot of patches; they want 1 or 2 patches that will bring them up to speed. 

All in all, &lt;strong&gt;quality over quantity&lt;/strong&gt; and you can&#39;t go wrong.  

&nbsp;</description>
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		<title>Re&#45;inventing the Wheel</title>
		<link>http://www.moddb.com/members/drsmiles/blog/re-inventing-the-wheel</link>
		<pubDate>Thu, 03 Apr 2008 18:43:21 -0500</pubDate>
		<description>MidiPrefix has as &lt;a href=&quot;http://www.moddb.com/members/midiprefix/blog/modding&#45;is&#45;it&#45;all&#45;about&#45;guns&#45;and&#45;ammo&quot; target=&quot;_blank&quot;&gt;great blog post&lt;/a&gt;.&nbsp; It&#39;s a little dated, but it&#39;s a must read for any mod&#45;team. 

&nbsp;It really got me to thinking about how mods keep on re&#45;inventing the wheel.&nbsp; Constantly new mods startup, create a few great models of an MP5, maybe a tank or two, and then disappear.&nbsp; Why?&nbsp; Because the fans aren&#39;t excited.&nbsp; And the reason they&#39;re not excited is because there are &lt;em&gt;tonnes&lt;/em&gt; of mods that have the same concept art, and the same few select models.&nbsp; Even if a modder has a great idea, he might get discouraged from the lack of attention he&#39;s paid for his hard work. 

So how does a modder get around this? Well there are a few ways. 

&lt;blockquote&gt; 
&lt;blockquote&gt;  1. &lt;u&gt;Creativity&lt;/u&gt;. 
&lt;/blockquote&gt;
&lt;/blockquote&gt;
What I mean by this, is that the modder has a whole new idea that&#39;s outside the realm of a new weapon model and a new tank.&nbsp; Before I get any flaming comments, let me be clear: &lt;strong&gt;You are not automatically uncreative simply because you&#39;re (at this stage) reinventing the wheel.&lt;/strong&gt;&nbsp; For a lot of mods it is necessary to do this to accomplish their goal.&nbsp; This leads us to the second way... 
&lt;blockquote&gt; 2.&lt;u&gt;Perserverence&lt;/u&gt;
&lt;/blockquote&gt;
If the way your mod is setup is that you have to (re)create some weapon models, make sure you&#39;re willing to go through with it.&nbsp; You&#39;re not going to get a lot of attention at this stage of development.&nbsp; So this means you have to be willing to go without the fuel of fans, or that you&#39;re part of a great synergetic team.

&lt;blockquote&gt; 3. &lt;u&gt;Being part of a good team.&lt;/u&gt;
 
&lt;/blockquote&gt;
If you&#39;re part of a good team, lots of problems just magically disappear.&nbsp; You get the synergy of simply being near other productive people.&nbsp; You get the encouragement of other team&#45;members.&nbsp; And the whole process at large is made a lot more enjoyable, and productive.&nbsp; A &quot;good&quot; team varies widely by definition, and by the scope of your project.&nbsp; It might be 2 or 3 of your best friends, or it might be 10 or 20 &lt;strong&gt;new&lt;/strong&gt;&#45;friends.&nbsp; Being part of a good team might also mean you get to share the &quot;boring&quot; parts with other members.

All in all, it&#39;s a catastrophe that this happens to so many mods.&nbsp; There are lots of pitfalls in the development process, and this is just one of them.</description>
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		<title>New Kid on the Block</title>
		<link>http://www.moddb.com/members/drsmiles/blog/new-kid-on-the-block</link>
		<pubDate>Wed, 02 Apr 2008 19:22:22 -0500</pubDate>
		<description>Well after years of knowing about this site, and weeks of heavily using it to survey mod teams, I&#39;ve taken the jump.&nbsp; I registered. I&#39;ve established the &quot;when,&quot; and the &quot;why&quot; is equally simple.&nbsp; I want to group up with enthusiastic mod teams to help create something new, or mess with something old. 

So I want to be part of a team, but what do I offer?&nbsp; Well, a few things. 

&lt;ul&gt;
 &lt;li&gt;I&#39;m a skilled writer, so this opens up a plethora of ways I can help out any mod.  &lt;ul&gt;
  &lt;li&gt;Writing press releases&lt;/li&gt;
  &lt;li&gt;Creating FAQs.&lt;/li&gt;
  &lt;li&gt;Maintaining a friendly presence on forums.&lt;/li&gt;
  &lt;li&gt;Helping craft a story&#45;line, up from collaborating on a storyboard, to dialogue.&lt;/li&gt;
  &lt;li&gt;Mission writer.&lt;/li&gt;

&lt;/ul&gt;
&lt;/li&gt;
 &lt;li&gt;I&#39;m also starting to venture into the complicated world of voice&#45;acting.&nbsp; I&#39;m by no&#45;means an accomplished professional, but I&#39;m comfortable with Adobe Soundroom, which is the &quot;Photoshop of Sound,&quot; and is heavily geared towards voice&#45;acting.&nbsp; So maybe if I&#39;m not the star voice&#45;actor you&#39;re looking for, I can help the voice&#45;actor you already have.&lt;/li&gt;
 &lt;li&gt;I&#39;m also planning on getting active in the ModDB community, and hopefully the modding community at large.&nbsp; By doing so, I hope to have a network so I can quickly push a mod so that the average gamer will discover it.  &lt;ul&gt;
  &lt;li&gt;On a side note, I&#39;d more than gladly cover any recruiting process.&lt;/li&gt;

&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

But, (and there&#39;s always a but) I need your help.&nbsp; I need an exciting mod, and a motivated team that I can join in.&nbsp; I want a team that focuses on collaboration and synergy in order to get things done.&nbsp; However your mod is, contact me if you&#39;re interested, I&#39;m very approachable. 

&nbsp;So, I know I can help your mod out, if you let me.&nbsp; So hit me up, send me a pm, add me on a messenger, and let&#39;s talk about how I can help your mod. 

&lt;em&gt;&nbsp;Smiles.&lt;/em&gt;</description>
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