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Games have varying support from their publishers for modifications, but they often require expensive professional software to make. According to the official tutorial [[Creating Agent Art]], 3D Studio Max, Lightwave, PaintShopPro and Adobe Photoshop were used to create the sprites for Creatures 2. There are also free and even [[wikipedia:open-source software|open-source]] modeling and other graphics programs (such as [[Blender]]) that can be used as well. | Games have varying support from their publishers for modifications, but they often require expensive professional software to make. According to the official tutorial [[Creating Agent Art]], 3D Studio Max, Lightwave, PaintShopPro and Adobe Photoshop were used to create the sprites for Creatures 2. There are also free and even [[wikipedia:open-source software|open-source]] modeling and other graphics programs (such as [[Blender]]) that can be used as well. | ||
− | [[Creatures Village]] is considered much less "moddable" than other games in the series, as it does not have an [[injector]]. Known mods can be found at [[Creatures Village Addons | + | [[Creatures Village]] is considered much less "moddable" than other games in the series, as it does not have an [[injector]]. Known mods can be found at [[Creatures Village Addons]]. |
The games industry is currently facing the question of how much it should embrace the players' contribution in creating new material for the game or mod-communities as part of their structure within the game. Some software companies openly accept and even encourage such communities. Others though have chosen to enclose their games in heavily policed copyright or Intellectual Property regimes (IPR) and close down sites that they see as infringing their ownership of a game.<ref>Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an introduction (second edition), Oxford University Press, South Melbourne 101-114.</ref> | The games industry is currently facing the question of how much it should embrace the players' contribution in creating new material for the game or mod-communities as part of their structure within the game. Some software companies openly accept and even encourage such communities. Others though have chosen to enclose their games in heavily policed copyright or Intellectual Property regimes (IPR) and close down sites that they see as infringing their ownership of a game.<ref>Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an introduction (second edition), Oxford University Press, South Melbourne 101-114.</ref> |