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{{Short description|Modification of a video game}}{{Under construction|placedby=TheAlienAdventures}}
{{about|modifying video games|general modification of hardware and software|modding|||||||section=yes|text=}}
{{More citations needed|date=January 2011}}{{Video game industry}}
A '''mod''' (short for "modification") is an alteration by players or fans of a video game<ref name=Poor>{{cite journal |last1=Poor |first1=Nathaniel |title=Computer game modders' motivations and sense of community: A mixed-methods approach |journal=[[New Media & Society]] |date=24 September 2013 |volume=16 |issue=8 |pages=1249–1267 |doi=10.1177/1461444813504266}}</ref> that changes one or more aspects of a [[video game]], such as how it looks or behaves. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.
 
{{Use mdy dates|date=August 2025}}
Modding a game can also be understood as the act of seeking and installing mods to the player's game,<ref>{{cite journal|last1=Olson|first1=Cheryl K.|last2=Kutner|first2=Lawrence A.|last3=Warner|first3=Dorothy E.|last4=Almerigi|first4=Jason B.|last5=Baer|first5=Lee|last6=Nicholi|first6=Armand M.|last7=Beresin|first7=Eugene V.|title=Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls|journal=[[Journal of Adolescent Health]]|date=July 2007|volume=41|issue=1|pages=77–83|doi=10.1016/j.jadohealth.2007.01.001|pmid=17577537}}</ref> but the act of tweaking pre-existing settings and preferences is not truly modding.<ref name=Poor/>
{{Video game industry}}'''Video game modding''' (short for "modifying") is the process of player and fan-authored alteration of a [[video game]]<ref name=Poor>{{cite journal |last1=Poor |first1=Nathaniel |title=Computer game modders' motivations and sense of community: A mixed-methods approach |journal=[[New Media & Society]] |date=24 September 2013 |volume=16 |issue=8 |pages=1249–1267 |doi=10.1177/1461444813504266|s2cid=39280896}}</ref> and is a sub-discipline of general ''[[modding]]''. A set of modifications, commonly called a '''''mod''''', either changes an existing game or adds new content, with a varying complexity.<ref name=":15">{{cite book |last1=Thiel |first1=Sarah-Kristin |title=Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities |last2=Lyle |first2=Peter |date=3 June 2019 |isbn=978-1-4503-7162-9 |pages=198–209 |chapter=Malleable Games - A Literature Review on Communities of Game Modders |doi=10.1145/3328320.3328393 |chapter-url=https://pure.au.dk/ws/files/177771828/C_T19_IdentifyingGameModdingCommunities_cr.pdf |s2cid=150367691}}</ref> '''''Modders''','' people who mod video games,<ref name="auto" /> can introduce a variety of changes to games, including altering graphics, fixing [[Software bug|bugs]], and adding unique gameplay elements, all extending the replay value and interest of the game.<ref name=":3" /><ref name=":12" /> Modding a game can also be understood as the act of seeking and installing mods to the player's game.<ref>{{cite journal|last1=Olson|first1=Cheryl K.|last2=Kutner|first2=Lawrence A.|last3=Warner|first3=Dorothy E.|last4=Almerigi|first4=Jason B.|last5=Baer|first5=Lee|last6=Nicholi|first6=Armand M.|last7=Beresin|first7=Eugene V.|title=Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls|journal=[[Journal of Adolescent Health]]|date=July 2007|volume=41|issue=1|pages=77–83|doi=10.1016/j.jadohealth.2007.01.001|pmid=17577537}}</ref> Modding uses third-party software, which distinguishes it from tweaking pre-existing settings and in-game creations.<ref name="Poor" />
 
People can become fans of specific mods and can involve themselves in the process of mod development and discourse.<ref name=":16">{{Cite journal |last=Sotamaa |first=Olli |date=2010-07-01 |title=When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture |url=https://doi.org/10.1177/1555412009359765 |journal=Games and Culture |language=EN |volume=5 |issue=3 |pages=239–255 |doi=10.1177/1555412009359765 |issn=1555-4120|url-access=subscription }}</ref> In cases where modding is popular, players use the term ''[[Vanilla software|vanilla]]'' to describe the unmodified game (e.g. "Vanilla ''[[Minecraft]]''").<ref>{{Cite news |last=Gould |first=Elie |date=2025-01-09 |title=After 15 years, Minecraft has finally added two new pig variations: The warm pig and the cold pig, meaning I can delete one mod off my list |url=https://www.pcgamer.com/games/survival-crafting/after-15-years-minecraft-has-finally-added-two-new-pig-variations-the-warm-pig-and-the-cold-pig-meaning-i-can-delete-one-mod-off-my-list/ |access-date=2025-07-27 |work=PC Gamer |language=en}}</ref>
Mods have arguably become an increasingly important factor in the commercial success of some games, as they add a depth to the original work,<ref name="auto3">{{cite journal|last1=Postigo|first1=Hector|title=Of Mods and Modders|journal=[[Games and Culture]]|date=October 2007|volume=2|issue=4|pages=300–313|doi=10.1177/1555412007307955}}</ref> and can be both useful to players and a means of self-expression.<ref name=Olli2010/>
 
Mods that extensively transform gameplay are known as total conversions, [[List of video games derived from mods|with some developing into distinct games]]. For example, [[League of Legends|''League of Legends'']] and [[Dota 2|''Dota 2'']] were both originally mods for [[Warcraft III: Reign of Chaos|''Warcraft III: Reign of Chaos'']].<ref>{{cite web |last=Reilly |first=Jim |date=May 11, 2012 |title=Valve, Blizzard Reach DOTA Trademark Agreement |url=https://www.gameinformer.com/b/news/archive/2012/05/11/valve-blizzard-reach-dota-trademark-agreement.aspx |url-status=live |archive-url=https://web.archive.org/web/20120724090129/http://www.gameinformer.com/b/news/archive/2012/05/11/valve-blizzard-reach-dota-trademark-agreement.aspx |archive-date=July 24, 2012 |access-date=March 30, 2016 |publisher=[[Game Informer]]}}</ref><ref name=":11">{{Cite web |date=26 March 2018 |title=How Warcraft 3's modding community paved the way for League of Legends and Dota 2 |url=https://www.pcgamesn.com/warcraft-iii/warcraft-3-mods-dota-league-of-legends |access-date=2020-09-06 |website=PCGamesN |language=en-GB}}</ref> These releases can be stand-alone titles that do not require the original game to play, or they may be dependent on the user owning the game they are modded onto.<ref>{{Cite web |date=October 17, 2016 |title=An Australian Skyrim Mod Has Won A Screenwriting Award |url=https://www.kotaku.com.au/2016/10/an-australian-skyrim-mod-has-won-a-screenwriting-award/ |url-status=dead |archive-url=https://web.archive.org/web/20211114023556/https://www.kotaku.com.au/2016/10/an-australian-skyrim-mod-has-won-a-screenwriting-award/ |archive-date=November 14, 2021 |access-date=August 17, 2021 |website=Kotaku Australia}}</ref><ref>{{Cite web |date=2015-08-27 |title=The making of: Garry's Mod |url=https://www.pcgamesn.com/garrys-mod/the-making-of-garrys-mod |access-date=2025-07-29 |website=PCGamesN |language=en-US}}</ref>
People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods.<ref name=Olli2010/> In cases where mods are very popular, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term ''[[Vanilla software|vanilla]]'' is often used to make this distinction. "Vanilla ''[[Battlefield 1942]]''", for example, refers to the original, unmodified game.
 
As early as the 1980s, video game mods have also been used for the sole purpose of creating art, as opposed to ana actualplayable game. This can include recording in-game actions as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. This has ledleading to the rise of [[Video game art|artistic video game modification]], as well as [[machinima]] and the [[demoscene]].<ref name=":15" />
 
Popular games can have tens of thousands of mods created for them.<ref>{{cite book |last1=Dey |first1=Tapajit |last2=Massengill |first2=Jacob Logan |last3=Mockus |first3=Audris |title=Analysis of Popularity of Game Mods: A Case Study |journal=Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts |chapter=Analysis of Popularity of Game Mods |date=16 October 2016 |pages=133–139 |doi=10.1145/2968120.2987724 |isbn=9781450344586978-1-4503-4458-6 |s2cid=12003615}}</ref> In Popular websites dedicated to modding include2024, [[Nexus Mods]], [[GameBanana]]one of the biggest video game mod websites, [[Modhosted DB]]a total of 539,682 mod files, developed by 128,361 mod authors, and accrued a lifetime total of 10 billion mod downloads for 2,683 games the same year.<ref name=":4">{{Cite news |last=Wolens |first=Joshua |date=2024-02-08 |title=The world's biggest mod site pops the cork on 10 billion downloads and $7 million-worth of payouts: 'If every download were a footstep, you could walk to the Moon 11 times' |url=https://www.pcgamer.com/the-worlds-biggest-mod-site-pops-the-cork-on-10-billion-downloads-and-dollar7-million-worth-of-payouts-if-every-download-were-a-footstep-you-could-walk-to-the-moon-11-times/ |access-date=2025-07-27 |work=PC Gamer |language=en}}</ref> The proliferation of modding has made it an increasingly important factor in the success of many games.<ref name="auto3">{{cite journal |last1=Postigo |first1=Hector |date=October 2007 |title=Of Mods and Modders |journal=[[SteamGames Workshopand Culture]] |volume=2 |issue=4 |pages=300–313 |doi=10.1177/1555412007307955 |s2cid=143727901}}</ref><ref name=":16" />
 
==DevelopmentHistory==
Many mods are not publicly released to the gaming community by their creators.<ref name=Poor/> Some are very limited and just include some gameplay changes or even a different loading screen, while others are total conversions and can modify content and [[gameplay]] extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification.
 
=== ''Spacewar!'' (1962) and early endeavors ===
Technical and social skills are needed to create a mod.<ref name="auto3"/> A group of mod developers may join together to form a "mod team".
A specific date of origin for video game modding has not been agreed upon by historians, partly due to discussion over what constitutes a mod and partly because of insufficient historical documentation.<ref name=":2" /><ref name=":27" /> However, the very [[First computer game|first computer games]] already were being actively modified by the first generation of [[Hacker|hackers]],<ref name=":27" /> and researchers have described modding as an evolution of the [[hacker culture]] which pioneered the [[video game industry]].<ref name="auto2">{{cite journal |last1=Coleman |first1=Sarah |last2=Dyer-Witheford |first2=Nick |date=2007 |title=Playing on the digital commons: collectivities, capital and contestation in videogame culture |journal=[[Media, Culture & Society]] |volume=29 |issue=6 |pages=934–953 |doi=10.1177/0163443707081700 |s2cid=154832086}}</ref>
 
Widely considered one of the first computer games,<ref>{{Cite web |title=Museum of the Moving Image - Exhibitions - Spacewar! Video Games Blast Off |url=http://www.movingimage.us/exhibitions/2012/12/15/detail/spacewar-video-games-blast-off/ |archive-url=https://web.archive.org/web/20180618154623/http://www.movingimage.us/exhibitions/2012/12/15/detail/spacewar-video-games-blast-off/ |archive-date=2018-06-18 |access-date=2025-08-22 |website=www.movingimage.us |language=en}}</ref> the 1962 game ''[[Spacewar!]]'' was distributed freely as testing software for the [[PDP-1]], an early computer.<ref name=":2" /> The game was a result of hardware<ref>{{Cite book |last=Sotamaa |first=Olli |url=https://www.taylorfrancis.com/books/9781136290510 |title=The Routledge Companion to Video Game Studies |date=2014-01-03 |publisher=Routledge |isbn=978-1-136-29051-0 |editor-last=Wolf |editor-first=Mark J.P. |edition=1st |language=en |chapter=Artifact |doi=10.4324/9780203114261 |editor-last2=Perron |editor-first2=Bernard}}</ref> and software experimentation, supported by the programming culture<ref name="auto2" /> at the [[Massachusetts Institute of Technology]] (MIT).<ref name="cc">{{cite magazine |last=Graetz |first=Martin |date=August 1981 |title=The origin of Spacewar |url=https://archive.org/details/creativecomputing-1981-08/page/n59/mode/2up |magazine=[[Creative Computing (magazine)|Creative Computing]] |pages=56–67 |volume=7 |issue=8 |issn=0097-8140}}</ref> On university campuses where the computer was installed, programmers continued to experiment with the game by modifying it heavily,<ref name=":2" /> allured by the prospect of fixing a "dire problem [...] as easily as changing a few instructions", as [[Steven Levy]] describes. Their efforts resulted in a wave of improvements to ''Spacewar!'', from changing aspects such as gameplay [[Game physics|physics]] to creating new [[Video game graphics|graphics]].<ref name=":24" />{{Rp|pages=52-54}} The final version of the game was ultimately a product of a group effort of hackers, who contributed to the game without pay.<ref name=":25">{{Cite book |last=Christiansen |first=Peter |title=Game mods: design, theory and criticism |date=2012 |publisher=ETC Press |isbn=978-1-300-54061-8 |editor-last=Champion |editor-first=Erik |___location=Pittsburgh, PA |chapter=Between a Mod and a Hard Place}}</ref>{{Reference page|page=32}} In this way, ''Spacewar!'' was not only the first video game, but also the first video game to be modded.<ref name=":25" /> On the popularity of hacking ''Spacewar!,'' Levy reflected:<blockquote>Like any other program, it was placed in the drawer for anyone to access, look at, and rewrite as they saw fit. The group effort that stage by stage had improved the program could have stood for an argument for the [[Hacker ethic|Hacker Ethic]]: an urge to get inside the workings of the thing and make it better had led to measurable improvement. And of course it was all a huge amount of fun.<ref name=":24">{{Cite book |last=Levy |first=Steven |title=Hackers |date=May 2010 |publisher=[[O'Reilly Media]] |isbn=978-1-4493-8839-3 |edition=1st |___location=Sebastopol, CA |pages=}}</ref>{{Reference page|pages=55-56}}</blockquote>Other early video games also released as iterations of collaborative improvements. [[Colossal Cave Adventure|''Colossal Cave Adventure'']], a [[text adventure game]] developed by [[Will Crowther]] and released in 1976, was greatly expanded upon by Stanford graduate [[Don Woods (programmer)|Don Woods]].<ref name=":26">{{Cite journal |last=Jerz |first=Dennis |date=2007 |title=Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky |url=http://www.digitalhumanities.org/dhq/vol/001/2/000009/000009.html |journal=[[Alliance of Digital Humanities Organizations|Digital Humanities Quarterly]] |volume=1 |issue=2 |issn=1938-4122 |archive-url=https://web.archive.org/web/20160616070717/http://www.digitalhumanities.org/dhq/vol/001/2/000009/000009.html |archive-date=June 16, 2016}}</ref><ref name=":25" /> After receiving the source code to the game from Crowther, Woods increased the game's complexity and released a modified version in 1977<ref name=":26" /> to instant success.<ref name=":25" /> The desire to improve software—the "hacker ethic", as described by Levy—became a crucial factor to the emergence of modern modding culture.<ref name=":2" />{{Reference page|page=8}}
''[[Doom (1993 video game)|Doom]]'' (1993) was the first game to have a large modding community.<ref name="auto"/> In exchange for the technical foundation to mod, [[id Software]] insisted that mods should only work with the retail version of the game (not the demo), which was respected by the modders and boosted ''Doom''{{'}}s sales. Another factor in the popularity of modding ''Doom'' was the [[History of the Internet|increasing popularity of the Internet]], which allowed modding communities to form.<ref>{{cite web |url=https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |pages=10–11}}</ref> Mods for ''[[Quake (video game)|Quake]]'' (1996) such as "[[Capture the flag|Capture the Flag]]" and "Team Fortress" became standard features in later games in the shooter genre.<ref name="auto"/> While [[first-person shooter]]s are popular games to mod,<ref name="auto7">{{cite web |url=https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |page=12}}</ref> the [[virtual pet]] genre with games such as ''[[Petz]]'' (1995) and ''[[Creatures (video game series)|Creatures]]'' (1996) fostered younger modders, particularly girls.<ref>{{cite news |last1=Denton |first1=Abby |title=Artificial life finds a way: the legacy of Creatures |url=https://www.rockpapershotgun.com/2018/01/12/creatures-fans-mods-artificial-life/ |accessdate=27 November 2018 |work=[[Rock Paper Shotgun]] |date=12 January 2018}}</ref>
 
Before the development of affordable and more accessible [[Personal computer|personal computers]], the ability to mod games was restricted to where computers at the time were able to be installed, such as university campuses like MIT.<ref name=":27" /> With the advent of [[Home computer|home computers]] in the late 1970s to early 1980s, such as the [[Apple II]] and the [[Commodore 64]],<ref name=":2" /> video games were given a new space to flourish, accompanied by a new generation of modders.<ref name=":25" /> The subculture of "[[Software cracking|cracking]]" video games—hacking their source code—emerged as a niche endeavor among hobbyists.<ref name=":20" /> Cracks added gameplay [[Cheat (video games)|cheats]] or removed copyright structures, allowing games to be distributed freely.<ref name=":2" /> Using basic file editing software and a program that would [[Core dump|dump]] the contents of files, modders additionally scoured games for their assets through trial and error, with the goal of replacing them with their own levels and graphics.<ref name=":25" /> A famous example is ''Castle Smurfenstein'', a modification of the 1981 Apple II game [[Castle Wolfenstein|''Castle Wolfenstein'']]. Andrew Johnson and Preston Nevins, two high school students, replaced the game's [[Nazi]] characters with those from the popular 80's cartoon [[The Smurfs|''The Smurfs'']]. The game is often cited as a pioneering example of modding culture.<ref name=":25" /><ref name=":2" />{{Reference page|pages=|page=9}}
===Tools===
Mod-making tools are a variety of construction sets for creating mods for a game. Early commercial mod-making tools were the ''[[Boulder Dash|Boulder Dash Construction Kit]]'' (1986) and ''[[The Bard's Tale Construction Set]]'' (1991), which allowed users to create game designs in those series. Much more successful among early mod-making tools was the 1992 ''[[Forgotten Realms: Unlimited Adventures]]'' from [[Strategic Simulations, Inc.]], which allowed users to construct games based on the game world that was launched with the ''[[Pool of Radiance]]'' game.
 
=== id Software, ''Doom'' (1993) ===
By the mid 1990s, modding tools were commonly offered with PC games,<ref>{{cite journal|last1=Burger-Helmchen |first1=Thierry|last2=Cohendet|first2=Patrick|title=User Communities and Social Software in the Video Game Industry |journal=Long Range Planning|date=October 2011|volume=44|issue=5–6|pages=317–343|doi=10.1016/j.lrp.2011.09.003}}</ref> and by the early 2000s, a game that launched with no modding tools was considered more worthy of note in a review than one that did.<ref name="auto2">{{cite journal |last1=Coleman |first1=Sarah |last2=Dyer-Witheford |first2=Nick |title=Playing on the digital commons: collectivities, capital and contestation in videogame culture |journal=[[Media, Culture & Society]] |date=2007 |volume=29 |issue=6 |pages=934–953 |doi=10.1177/0163443707081700}}</ref> [[Maxis]] released the modding tools for ''[[The Sims]]'' (2000) before the game itself, resulting in a suite of fan-created mods being available at launch.<ref>{{cite web |url=https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |page=68}}</ref> The advertising campaign for ''[[Neverwinter Nights]]'' (2002) focused on the included [[Aurora toolset]].<ref name="auto7"/> The [[Warcraft III World Editor|World Editor]] for ''[[Warcraft III: Reign of Chaos|Warcraft III]]'' (2002) allowed a variety of custom scenarios or maps to be created for the game, such as a number of [[tower defense]] and [[multiplayer online battle arena]] maps, the most notable of which was ''[[Defense of the Ancients]]''.<ref>{{Cite web|url=https://www.fanbyte.com/features/modding-made-warcraft-immortal/|title=How Modding Made Warcraft III Immortal|date=2019-03-25|website=Fanbyte|language=en-US|access-date=2019-10-21}}</ref> The provision of tools is still seen as the most practical way that a company can signal to fans that its game is open for modding.<ref>{{cite book |last1=Poretski |first1=Lev |last2=Arazy |first2=Ofer |title=Placing Value on Community Co-creations: A Study of a Video Game 'Modding' Community |date=25 February 2017 |pages=480–491 |doi=10.1145/2998181.2998301 |publisher=ACM|chapter=Placing Value on Community Co-creations |isbn=9781450343350 }}</ref> Fans may also use and create [[open-source software]] tools for modding games.<ref name="auto4">{{cite book |last1=Scacchi |first1=Walt |title=Modding as an Open Source Approach to Extending Computer Game Systems |journal=IFIP Advances in Information and Communication Technology |volume=365 |date=2011 |pages=62–74 |doi=10.1007/978-3-642-24418-6_5 |language=en|isbn=978-3-642-24417-9 }}</ref>
{{Further|Doom modding}}
As video games grew more sophisticated, hacking them became an increasingly cumbersome task, often requiring modders to effectively write over the original content.<ref name=":2" /><ref name="routledge chp31" /><ref name=":28">{{Cite book |last=Kushner |first=David |title=[[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]] |date=2004 |publisher=[[Random House]] |isbn=978-0-8129-7215-3 |series=Random House trade paperbacks |___location=New York}}</ref>{{Reference page|page=95}} While modders created amateur game editing tools out of necessity, they were often [[Software bug|buggy]], inefficient, and incomplete, ultimately necessitating good programming skills for mod development. New assets were processed through multiple software [[Package format|packages]] in order to be modded into the game engine.<ref name=":25" />{{Reference page|page=100}} [[Scott Miller (entrepreneur)|Scott Miller]], founder of [[3D Realms]] (formerly Apogee Software), was fascinated by the levels and level editors fans created for Apogee's 1991 game [[Duke Nukem (video game)|''Duke Nukem'']], reflecting: "We just didn't expect players to take the time and effort to create their own development tools."<ref>{{cite web |title=Duke Nukem I (the original!) |url=https://legacy.3drealms.com/duke1/index.html |access-date=10 December 2023 |website=[[3D Realms]]}}</ref><ref name=":23" />
 
Modding continued with the release of [[Wolfenstein 3D|''Wolfenstein 3D'']] in 1992, published by Apogee and developed by [[id Software]],<ref name="routledge chp31" /> who had bought the rights to ''Castle Wolfenstein''. Miller and his team at Apogee noted how modding helped extend the life of the game by providing free additional content for players.<ref name=":23" /> One such mod swapped the game's music with the theme song from the children's show [[Barney & Friends|''Barney & Friends'']] and replaced the final boss with Barney the Dinosaur. While some members of id were concerned about copyright infringement, id programmers and co-founders [[John Carmack]] and [[John Romero]] were delighted by the ''Barney'' mod.<ref name=":25" /><ref name=":28" /> Carmack was surprised by its sophistication compared to the Apple II cheats he had created for games such as the ''[[Ultima (series)|Ultima]]'' series in the 1980s.<ref name=":28" /> Intrigued, he made a conscious effort to facilitate custom content creation when designing the company's next game, [[Doom (1993 video game)|''Doom'']].<ref name=":2" />
There are also free content delivery tools available that make playing mods easier. They help manage downloads, updates, and mod installation in order to allow people who are less technically literate to play. [[Steam|Steam's]] "[[Steam Workshop|Workshop]]" service, for example, allows a user to easily download and install mods in supported games.<ref>{{cite news |last1=Letzter |first1=Rafi |title=Online communities are changing video games to make them better, weirder, and much more wonderful |url=https://www.businessinsider.com.au/video-game-modding-2015-7?r=US&IR=T |accessdate=22 February 2019 |work=Business Insider Australia |date=21 July 2015 |language=en}}</ref>
 
Released in 1993, ''Doom'' was the first game to introduce modding to a wider audience due to the degree of depth it allowed its modders.<ref name="auto" /><ref name="routledge chp31">{{cite book |last=Voorhees |first=Gerald |url=https://www.taylorfrancis.com/books/9781136290510 |title=The Routledge Companion to Video Game Studies |date=2014-01-03 |publisher=Routledge |isbn=978-1-136-29050-3 |editor-last=Perron |editor-first=Bernard |edition=1st |pages=251–258 |chapter=Shooting |doi=10.4324/9780203114261 |editor-last2=Wolf |editor-first2=Mark J.P.}}</ref> With ''Wolfenstein 3D'', players had to erase game code to replace it; this destructiveness concerned Carmack and Romero. When developing ''Doom'', Carmack purposely separated the [[game engine]] files from other assets, including [[Level (video games)|level]] architecture, graphics, and audio,<ref name=":2" /> which were stored in a "WAD" file (an acronym for "where's all the data?").<ref name=":28" />{{Reference page|page=134}} While the system was also motivated by the game industry's push towards realism that required larger storage, it was specifically intended to make modding easier.<ref name=":2" /> With ''Doom'', modders only needed to change which WAD file the game would reference,<ref name=":28" /> meaning that custom assets could be modified and distributed without sharing the game engine itself.
===Game support for modifications===
<!-- Deleted image removed: [[Image:Audi Vice City.JPG|thumb|250px|An example of game modification in ''[[Grand Theft Auto: Vice City]]'': a 2005 Audi A8L W12 car. Real-life makes and models are not included in the game but can be created and added by modders.]] -->
The potential for end-user change in game varies greatly, though it can have little correlation on the number and quality of mods made for a game.
 
Nearing the official release of ''Doom'', Carmack sent emails to ''Wolfenstein'' modders, detailing the game's new modding capabilities. He also uploaded the [[source code]] for the game's [[level editing]] and utilities programs.<ref name="routledge chp31" /> Weeks after the release, hackers developed level and map-editing programs to modify existing ''Doom'' levels or make other minor adjustments.<ref name=":28" /> In 1994, the Doom Editor Utility was created by an international team of modders led by a student at the [[University of Canterbury]], greatly lowering the skill threshold required to make a mod and advertising the ability to create entirely new levels.<ref name=":29">{{Cite journal |last=Kücklich |first=Julian |date=2005-09-05 |title=Precarious playbour: Modders and the digital games industry |url=https://fibreculturejournal.org/fcj-025-precarious-playbour-modders-and-the-digital-games-industry/ |journal=Fibreculture |volume=5 |issue=1}}</ref><ref name=":28" /><ref name=":25" /> The DeHackEd from a [[University of Michigan]] student was released in the same year, which additionally allowed users to modify the [[executable file]] of the game.<ref name=":28" /> Later, in 1997, id published ''Doom'' as [[open source]], allowing a greater customization of mods with the source code available.<ref name=":29" /><ref name="routledge chp31" /> The open nature of ''Doom'' inspired a flood of creativity,<ref name=":25" /> with modding tools promising to "do almost anything to any level".<ref name=":28" /> Another factor in the popularity of [[Doom modding|''Doom'' modding]] was the increasing popularity of the Internet and the advent of the [[World Wide Web]], which allowed modding communities to form.<ref name="auto3" /><ref name=":2" /> Using online forums, modders were able to pool their knowledge and findings for the game.<ref name=":2" />
In general the most modification-friendly games will define gameplay variables in text or other non proprietary format files<ref name=Sihvonen2011p37>{{cite book |last1=Sihvonen |first1=Tania |title=Players Unleashed!: Modding The Sims and the Culture of Gaming |pages=37–86 |date=2011 |publisher=[[Amsterdam University Press]] |___location=Amsterdam |jstor=j.ctt46mt37.5 |chapter=Cultural and Commercial Appropriation|isbn=9789089642011 }}</ref> (for instance in the ''[[Civilization (video game)|Civilization]]'' series one could alter the movement rate along roads and many other factors{{citation needed|date=November 2018}}), and have graphics of a standard format such as [[bitmap]]s.<ref name=Sihvonen2011p37/> Publishers can also determine mod-friendliness in the way important source files are available, such as ''Doom'' having its art assets separate from the main program, which allowed them to be shared and modified.<ref>{{cite web |url=https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y|page=10}}</ref>
 
At a time when the video game industry guarded their [[intellectual property]] through copyrights and [[Patent|patents]], id Software's willingness to share details about their game's files was novel.<ref name=":28" /><ref name=":25" /> Companies like Atari had sued modders in the past for [[copyright infringement]], including a pair of MIT students who had sold modded circuitry intended for the Atari arcade game [[Missile Command|''Missile Command'']].<ref name=":25" /> The release of the source code for ''Doom's'' editing software caused debate amongst the team at id, with Carmack's actions being supported by Romero.<ref name=":28" /> In exchange for the technical foundation for modding, id requested that mods should only work with the retail version of the game (and not the [[shareware]] version),<ref name="routledge chp31" /> benefiting the company commercially.<ref name=":23" /> Later [[first-person shooter]] developers, such as [[Valve Corporation|Valve]] and [[Epic Games|Epic]], consistently include level editing tools with their games, and it is common for [[Role-playing video game|role-playing]] and [[Strategy video game|strategy games]] to make a level editor available.<ref name="routledge chp31" />
Games have varying support from their publishers for modifications, but often require expensive professional software to make. One such example is ''[[Homeworld 2]]'', which requires the program [[Maya (software)|Maya]] to build new in-game objects. However, there are free versions of Maya and other advanced modeling software available. There are also free and even [[open-source software|open-source]] modeling programs (such as [[Blender (software)|Blender]]) that can be used as well.
 
By encouraging player-driven content, id created channels for entry into the video game industry for ''Doom's'' modding community. [[Final Doom|''Final Doom'']], released by id in 1996, integrated fan-made levels, with a share of the profits going to the modders involved.<ref name=":23" /> In 1995, id hired [[Tim Willits]] as the first employee from the ''Doom'' modding community, who later became studio director of id's parent company [[ZeniMax Media]].<ref>{{Cite news |last=Chalk |first=Andy |date=2019-07-18 |title=Tim Willits is leaving id Software |url=https://www.pcgamer.com/tim-willits-is-leaving-id-software/ |access-date=2025-08-25 |work=PC Gamer |language=en}}</ref><ref name=":28" />
For advanced mods such as ''[[Desert Combat]]'' that are total conversions, complicated modeling and texturing software is required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.
 
=== Valve, ''Half-Life'' (1998), Steam ===
A game that allows modding is said to be "moddable". ''[[The Elder Scrolls V: Skyrim]]'' as well as its predecessors, ''[[The Elder Scrolls III: Morrowind]]'' and ''[[The Elder Scrolls IV: Oblivion]]'', are examples of highly moddable games, with an official editor available for download from the developer. ''[[Daggerfall]]'' was much less moddable, but some people released their own modifications nevertheless. Some modifications such as ''Gunslingers Academy'' have deliberately made the game more moddable by adding in scripting support or externalizing underlying code. ''[[Supreme Commander (video game)|Supreme Commander]]'' set out to be the 'most customisable game ever' and as such included a mod manager which allowed for modular modding, having several mods on at once.{{Citation needed|date=August 2008}}
{{Expand section|date=August 2025}}
After the success of ''Doom'', id software would release their future games as [[open source]].<ref name=":23" /> Mods for id's ''[[Quake (video game)|Quake]]'', such as "Capture the Flag" and "Team Fortress", became standard gamemodes in later games in the shooter genre.<ref name="auto" /> In addition to [[first-person shooter]]s, which are popular games to mod,<ref name=":2" /> the [[Virtual pet#Software-based|virtual pet genre]], with games such as ''[[Petz]]'' and ''[[Creatures (video game series)|Creatures]]'', fosters younger modders, particularly girls.<ref>{{cite news |last1=Denton |first1=Abby |date=12 January 2018 |title=Artificial life finds a way: the legacy of Creatures |url=https://www.rockpapershotgun.com/2018/01/12/creatures-fans-mods-artificial-life/ |access-date=27 November 2018 |work=[[Rock Paper Shotgun]]}}</ref>
 
Valve used WorldCraft, a fan-produced tool for ''Quake'', to design ''[[Half-Life (video game)|Half-Life]].<ref name="auto3" />''
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>
 
With the increase in popularity of the modding scene, video game companies began to capitalize on the appeal of creating [[user-generated content]]. By the mid-1990s, PC games were commonly bundled with modding tools, external software which allows users to create mods for their paired games.<ref>{{cite journal |last1=Burger-Helmchen |first1=Thierry |last2=Cohendet |first2=Patrick |date=October 2011 |title=User Communities and Social Software in the Video Game Industry |url=https://hal.science/hal-02302912 |journal=Long Range Planning |volume=44 |issue=5–6 |pages=317–343 |doi=10.1016/j.lrp.2011.09.003}}</ref><ref name=":15" /> Games that launched with these tools were noteworthy in review<ref name="auto2" /> and often contributed to their commercial success; in 2003, eight of the top 10 selling PC video games were bundled with modding tools.<ref>{{Cite journal |last=Moshirnia |first=Andrew V. |last2=Walker |first2=Anthony C. |date=2007-01-01 |title=Reciprocal Innovation in Modding Communities as a means of Increasing Cultural Diversity and Historical Accuracy in Video Games |url=https://dl.digra.org/index.php/dl/article/view/291 |journal=Proceedings of DiGRA 2007 Conference: Situated Play |language=en |doi=10.26503/dl.v2007i1.291}}</ref>
===Portability issues===
For cross-platform games, mods written for the Windows version have not always been compatible with the Mac OS X and/or [[Linux]] ports of the game. In large part, this is due to the publisher's concern with prioritizing the porting of the primary game itself, when allocating resources for fixing the porting of mod-specific functions may not be cost-effective for the smaller market share of alternate platforms. For example, ''[[Battlefield 1942]]'', ported by [[Aspyr]] for Mac OS X, had file access issues specific to mods until the 1.61D patch. ''[[Unreal Tournament 2004]]'' does not have a working community mods menu for the Mac OS X version and, until the 3369 patch, had graphics incompatibilities with several mods such as ''Red Orchestra'' and ''Metaball''.
 
[[Steam (service)|Steam]], a video game digital distribution service created by [[Valve Corporation]], was specifically designed for the proliferation of successful, stand-alone mods.<ref name=":23">{{Cite web |last=Au |first=Wagner James |date=2002-04-16 |title=Triumph of the mod |url=https://www.salon.com/2002/04/16/modding/?utm_source=website&utm_medium=social&utm_campaign=ogshare&utm_content=og |access-date=2025-08-22 |website=Salon.com |language=en-US}}</ref> The platform offered a US$995 licensing fee plus [[Royalty payment|royalty]] for modders to distribute their games.<ref name="auto3" /> With a beta release in 2002,<ref name="steam-announced">{{cite web |date=March 22, 2002 |title=GDC 2002: Valve unveils Steam |url=http://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |url-status=live |archive-url=https://web.archive.org/web/20140717003347/http://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |archive-date=July 17, 2014 |access-date=September 7, 2006 |work=[[GameSpot]].com}}</ref> Steam included a retail-version of [[Day of Defeat|''Day of Defeat'']], originally a [[Video game modding#Total conversion|total conversion]] mod for Valve's ''Half-Life'' whose rights were purchased by the company.<ref name=":23" /><ref name="GameSpot Valve & Activision">{{cite web |author=GameSpot staff |date=April 4, 2003 |title=Valve signs with Activision, exclusive Day of Defeat screens |url=https://www.gamespot.com/articles/valve-signs-with-activision-exclusive-day-of-defeat-screens/1100-6024608/ |url-status=live |archive-url=https://web.archive.org/web/20140225235043/http://www.gamespot.com/articles/valve-signs-with-activision-exclusive-day-of-defeat-screens/1100-6024608/ |archive-date=February 25, 2014 |access-date=February 25, 2014 |work=GameSpot}}</ref> [[Gabe Newell]], the founder of Valve, noted that his perception of video games shifted from viewing them as entertainment to embracing them as "productivity platforms".<ref>{{cite web |last=Boudreau |first=Ian |date=March 29, 2020 |title=Gabe Newell tried gold farming in World of Warcraft to test a theory about games |url=https://www.pcgamesn.com/world-of-warcraft/gaben-gold-farming |url-status=live |archive-url=https://web.archive.org/web/20200329144743/https://www.pcgamesn.com/world-of-warcraft/gaben-gold-farming |archive-date=March 29, 2020 |access-date=March 29, 2020 |work=[[PCGamesN]]}}</ref> Since then, the client has become one of the largest online marketplaces for games. The platform introduced full support for finding and playing mods for Valve's [[Team Fortress 2|''Team Fortress 2'']],<ref name=":19" /> a game that itself originated as a mod for [[Quake (video game)|''Quake'']].<ref name="gamespot 1998-06-01">{{Cite web |last=Dunkin, Alan |date=June 1, 1998 |title=''Team Fortress'' Full Speed Ahead |url=http://www.gamespot.com/articles/team-fortress-full-speed-ahead/1100-2463316/ |url-status=live |archive-url=https://web.archive.org/web/20140323205856/http://www.gamespot.com/articles/team-fortress-full-speed-ahead/1100-2463316/ |archive-date=March 23, 2014 |access-date=June 12, 2006 |work=[[GameSpot]]}}</ref> The [[Steam Workshop]], introduced to the platform in 2012, allows players to mod Steam-hosted games directly within the interface.<ref name=":19">{{Cite journal |last=Rosen |first=Zvi S. |date=December 6, 2018 |title=Man, Mod, and Law: Revisiting The Law of Computer Game Modifications |url=https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3309904 |url-status=live |journal=IDEA: The IP Law Review |language=en |volume=59 |issue=1 |ssrn=3309904 |archive-url=https://web.archive.org/web/20250319204545/https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3309904 |archive-date=2025-03-19 |access-date=2025-08-01 |via=SSRN}}</ref>
Also, mods compiled into platform-specific libraries, such as those of ''[[Doom 3]]'', are often only built for the Windows platform, leading to a lack of cross-platform compatibility even when the underlying game is highly portable. In the same line of reasoning, mod development tools are often available only on the Windows platform. [[id Software]]'s Doom 3 Radiant tool and [[Epic Games]]' [[UnrealEd]] are examples of this.
 
=== Paid mods on Steam ===
Mod teams that lack either the resources or know-how to develop their mods for alternate platforms sometimes outsource their code and art assets to individuals or groups who are able to port the mod.
In April 2015, Valve introduced paid mods to the [[Steam Workshop]] as an update to the free system already in place. Mod authors received a cut of the profits from mods sold through Steam, with the percentage being determined individually by game developers. The first game to utilize the feature was Bethesda's ''[[The Elder Scrolls V: Skyrim]],''<ref>{{cite web |last=Kamen |first=Matt |date=24 April 2015 |title=Skyrim is first game to allow paid game mods on Steam |url=https://www.wired.co.uk/news/archive/2015-04/24/steam-workshop-paid-mods |archive-url=https://web.archive.org/web/20150505192753/http://www.wired.co.uk/news/archive/2015-04/24/steam-workshop-paid-mods |archive-date=5 May 2015 |access-date=May 4, 2015 |work=[[Wired.com]]}}</ref> with mod authors receiving 25 percent of profit from their sales while the remainder was split between Valve and Bethesda.<ref>{{Cite web |last=Machkovech |first=Sam |date=2015-04-23 |title=Steam Workshop lets users sell mods, but only shares 25 percent of revenue |url=https://arstechnica.com/gaming/2015/04/steam-workshop-lets-users-sell-mods-but-only-shares-25-percent-of-revenue/ |access-date=2025-07-27 |website=Ars Technica |language=en}}</ref> [[Gabe Newell]], the head of Valve, expressed that paid mods would "increase the investment in quality modding", while not infringing on the need for freely distributed mods.<ref name=":14">{{Cite web |last=Orland |first=Kyle |date=2015-04-27 |title=Gabe Newell addresses controversy over paid Steam mods |url=https://arstechnica.com/gaming/2015/04/gabe-newell-addresses-controversy-over-paid-steam-mods/ |access-date=2025-07-27 |website=Ars Technica |language=en}}</ref> The Workshop update resulted in backlash from the modding community, with complaints including having to pay for previously free mods;<ref name=":19" /> overpriced mods; content that had been published without its creator's consent; and concerns over mods that contained third-party copyrighted content (i.e., material that neither Valve nor the mod creator owned).<ref name=":5">{{Cite web |last=Writer |first=Mark Warren Senior Staff |date=2024-10-30 |title=Nexus Mods updates its stance on paid mods for the first time since Bethesda's latest attempt at them, says it believes "modding should be a pursuit of passion first and foremost" |url=https://www.vg247.com/nexus-mods-updates-policy-on-paid-mods-post-verified-creators |access-date=2025-07-27 |website=VG247 |language=en}}</ref><ref name=":6">{{Cite news |last=Stanton |first=Rich |date=2024-10-30 |title=World's biggest modding site announces new paid mods policies, with caveats—'as long as it isn't to the detriment of the free modding ecosystem' |url=https://www.pcgamer.com/gaming-industry/worlds-biggest-modding-site-announces-new-paid-mods-policies-with-caveats-as-long-as-it-isnt-to-the-detriment-of-the-free-modding-ecosystem/ |access-date=2025-07-27 |work=PC Gamer |language=en}}</ref><ref name=":7">{{Cite magazine |last=Moore |first=Bo |title=Valve Nixes Paid Skyrim Mods After Huge Backlash |url=https://www.wired.com/2015/04/steam-skyrim-paid-mods/ |archive-url=https://web.archive.org/web/20161220041408/https://www.wired.com/2015/04/steam-skyrim-paid-mods/ |archive-date=December 20, 2016 |access-date=2025-07-27 |magazine=Wired |language=en-US |issn=1059-1028}}</ref> Paid mod authors were also the target of backlash, with some receiving death threats and harassing comments.<ref>{{Cite web |last=Hillier |first=Brenna |date=2015-04-28 |title=Paid mods creator received "death threats, attacks and hateful comments" |url=https://www.vg247.com/paid-mods-creator-received-death-threats-steam-workshop-skyrim |access-date=2025-07-27 |website=VG247 |language=en}}</ref> A [[Change.org]] petition was launched to remove the feature, garnering over 130,000 signatures.<ref name=":7" /> A week after the feature's announcement, Valve discontinued it entirely and agreed to refund those who purchased mods through the system.<ref>{{cite web |last=Prescott |first=Shaun |date=April 27, 2015 |title=Valve has removed paid mods functionality from Steam Workshop |url=http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ |access-date=May 4, 2015 |work=[[PC Gamer]]}}</ref><ref>{{cite web |date=April 28, 2015 |title=Removing Payment Feature From Skyrim Workshop |url=http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218 |access-date=May 4, 2015 |work=[[Steam (service)|Steam]]}}</ref> The removal itself was criticized by mod developers.<ref>{{cite web |last=Grayson |first=Nathan |date=April 28, 2015 |title=Some People Are Pissed That Skyrim's Paid Mods Are Gone |url=http://steamed.kotaku.com/some-people-are-pissed-that-skyrims-paid-mods-are-gone-1700837400 |archive-url=https://web.archive.org/web/20181029183110/https://steamed.kotaku.com/some-people-are-pissed-that-skyrims-paid-mods-are-gone-1700837400 |archive-date=2018-10-29 |access-date=May 4, 2015 |work=[[Kotaku]]}}</ref>
 
==Development==
The mod specialist site for Macs, [[Macologist]], has created GUI launchers and installers for many UT2004 mods, as well as solving cross-platform conversion issues for mods for other games.
Developing a video game mod requires a range of technical and social skills, such as [[video game programming|programming]], [[3D modeling]], [[sound design]], art, and [[project management]].<ref name="auto3" /><ref name=":9">{{Cite web |last=Antonelli |first=William |title=It's easier than ever to turn video game modding into a career |url=https://www.businessinsider.com/video-game-modding-patreon-creators-hobby-into-career-2025-7 |access-date=2025-07-28 |website=Business Insider |language=en-US}}</ref> Modders represent a wide spectrum of individuals with varying degrees of experience, skill sets, and motivations.<ref name="auto" /> They work in teams of individuals with different specializations.<ref name=":30">{{Cite book |last=Hawranke |first=Thomas |title=Playful participatory practices: theoretical and methodological reflections |date=2020 |publisher=Springer VS |isbn=978-3-658-28618-7 |editor-last=Abend |editor-first=Pablo |series=Perspektiven der Game Studies |___location=Wiesbaden, Germany |chapter=Intrinsic Research—a Practice-Based Approach to Computer Game Modding |editor-last2=Beil |editor-first2=Benjamin |editor-last3=Ossa |editor-first3=Vanessa}}</ref>
 
[[Video game console|Video game consoles]] remain largely proprietary and are equipped with strict security measures and a closed infrastructure that prohibits modding. In some cases, the console versions of games, such as [[Fallout 4|''Fallout 4'']], allow modding through in-game menus, subject to approval.<ref name=":19" /><ref name=":31" /> In 2016, [[Sony]] began a limited program to allow mods for the [[PlayStation 4]] version of [[The Elder Scrolls V: Skyrim|''The Elder Scrolls V: Skyrim'']].<ref name=":19" /> These mods are often subject to size limitations and prohibit the use of external assets.<ref name=":31" />
===Unforeseen consequences or benefits of modding===
In January 2005, it was reported that in ''[[The Sims 2]]'' (2004) modifications that changed item and game behavior were unexpectedly being transferred to other players through the official website's ''exchange'' feature, leading to changed game behavior without advance warning.<ref>[https://web.archive.org/web/20050305070257/http://www.newscientist.com/article.ns?id=dn6857 Supernatural powers become contagious in PC game] by Will Knight, NewScientist, 7 January 2005</ref>
 
===Tools===
After the Hot Coffee mod incident, there were calls from the industry to better control modders.<ref name="auto"/> There is concern about mods which show nudity, and Bestheda does not allow mods with nudity to be uploaded on its website. Nexus allows for mods which allow nudity if breasts are not visible in the preview image. One of the most popular mods of this type is Caliente’s Beautiful Bodies Edition, which allows for body modification in Skyrim and Fallout 4, and has been downloaded at least 8.2 million times.<ref name="auto8">{{cite journal |last1=Kretzschmar |first1=Mark |last2=Stanfill |first2=Mel |title=Mods as Lightning Rods |journal=[[Social & Legal Studies]] |date=17 July 2018 |pages=096466391878722 |doi=10.1177/0964663918787221}}</ref>
Mod development involves the use of external [[Software development kit|software development kits]] (SDK) that are not included in the original game, distinguishing mods from in-game creations such as character creation in [[The Sims|''The Sims'']] or levels designed in [[Lemmings (video game)|''Lemmings'']].<ref name=":15" /> Early commercial mod-making tools include the ''[[Boulder Dash Construction Kit]]'', released in 1986, and ''[[The Bard's Tale Construction Set]]'', released in 1991, which allow users to create games using the engines of their predecessors.<ref>{{Cite web |date=March 12, 1988 |title=Antic Magazine Volume 6 Number 11 (Next Generation Game Machines) |url=http://archive.org/details/1988-03-anticmagazine |via=Internet Archive}}</ref><ref name="scorpia199202">{{cite magazine |author=Scorpia |date=February 1992 |title=Scorpion's Tale |url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=91 |accessdate=24 November 2013 |magazine=Computer Gaming World |pages=38}}</ref> In 1983, ''[[Lode Runner]]'' was released with a [[level editor]] in which users could make and save levels to share with other players on the same computer. It is considered one of the first games to support user mods.<ref name="routledge chp31" /> Released in 1993, ''[[Forgotten Realms: Unlimited Adventures]]'' allows users to construct games based on the ''[[Pool of Radiance]]'' game world''.<ref name="rauschIII">{{cite web |last=Rausch |first=Allen |date=2004-08-17 |title=A History of ''D&D'' Video Games - Part III |url=http://pc.gamespy.com/articles/539/539722p1.html |access-date=November 17, 2012 |publisher=Game Spy}}</ref>''
 
The provision of tools is seen as the most practical way that a company can signal to fans that its game is available to mod.<ref>{{cite book |last1=Poretski |first1=Lev |title=Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing |last2=Arazy |first2=Ofer |date=25 February 2017 |publisher=ACM |isbn=978-1-4503-4335-0 |pages=480–491 |chapter=Placing Value on Community Co-creations: A Study of a Video Game 'Modding' Community |doi=10.1145/2998181.2998301 |s2cid=18600910}}</ref> Many tools use the lightweight scripting language [[Lua]], facilitating a simple and accessible medium to create mods.<ref name=":20">{{Cite journal |last=Wells |first=Matthew |date=2018-06-20 |editor-last=Chan |editor-first=Leslie |editor2-last=Mounier |editor2-first=Pierre |title=Game not Over: End-User Programming and Game System Modding as Models for Extending Community Engagement |url=https://hal.science/hal-01816719 |journal=ELPUB 2018 |___location=Toronto, Canada |publisher=ElPub |volume=Connecting the Knowledge Commons: From Projects to Sustainable Infrastructure |doi=10.4000/proceedings.elpub.2018.21}}</ref> [[Maxis]] released modding tools for ''[[The Sims]]'' before the game itself, resulting in a suite of fan-created mods being available at launch.<ref name=":2">{{cite book |last=Lukkanen |first=Tero |url=https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |title=Modding scenes: Introduction to user-created content in computer gaming |publisher=[[University of Tampere]] |year=2005 |series=Hypermedia Laboratory Net Series |volume=9 |place=Tampere |archive-url=https://web.archive.org/web/20181128211333/https://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y |archive-date=28 November 2018}}</ref> The advertising campaign for ''[[Neverwinter Nights (2002 video game)|Neverwinter Nights]]'' focused on the included Aurora toolset.<ref name=":2" /> The [[Warcraft III World Editor|''World Editor'']] for ''[[Warcraft III: Reign of Chaos|Warcraft III]]'' allowed a variety of custom scenarios or maps to be created for the game, such as a number of [[tower defense]] and [[multiplayer online battle arena|multiplayer online battle arena (MOBA)]] maps, including ''[[Defense of the Ancients]]''.<ref>{{Cite web|last=Walbridge|first=Michael|title=Analysis: Defense of the Ancients - An Underground Revolution|url=https://www.gamasutra.com/view/news/109814/Analysis_Defense_of_the_Ancients__An_Underground_Revolution.php|archive-url=https://web.archive.org/web/20120510135818/http://www.gamasutra.com/view/news/109814/Analysis_Defense_of_the_Ancients__An_Underground_Revolution.php|url-status=dead|archive-date=May 10, 2012|access-date=2020-09-07|website=www.gamasutra.com|date=12 June 2008|language=en}}</ref>''<ref name=":11" />'' Bethesda Game Studios offers the [[Creation Kit]], a program containing user-tailored modding tools used to create mods for their games, including ''[[The Elder Scrolls V: Skyrim]]''.<ref>{{Cite news |date=2012-03-12 |title=Skyrim: The Creation Kit Experience |url=https://www.eurogamer.net/skyrim-the-creation-kit-experience |access-date=2025-07-30 |work=Eurogamer.net |language=en}}</ref>
In 2015, members from the ''Grand Theft Auto'' fan site GTAForums reported instances of malware being circulated through modifications written using the [[.NET Framework]] for ''Grand Theft Auto V''.<ref name="Seppala">{{cite web|url=https://www.engadget.com/2015/05/15/gtav-pc-mods-malware/|title=A few 'GTA V' mods are installing malware on PCs|last=Seppala|first=Timothy|date=15 May 2015|work=[[Engadget]]|accessdate=16 May 2015}}</ref><ref name="Parsons">{{cite news|url=https://www.mirror.co.uk/news/technology-science/technology/gta-v-pc-modifications-hide-5700562|title=GTA V PC modifications hide a VIRUS - hackers use popular game to steal your passwords|last=Parsons|first=Jeff|date=15 May 2015|work=[[Daily Mirror]]|accessdate=16 May 2015}}</ref> Two of the modifications in question, namely "Angry Planes" and "No Clip", came with code for loading a [[Remote administration software|remote access tool]], and a keylogger for stealing [[Facebook]] and [[Steam (software)|Steam]] account credentials.<ref name="Chalk">{{cite web|url=http://www.pcgamer.com/gta-5-mods-angry-planes-and-no-clip-contain-malware/|title=GTA 5 mods Angry Planes and No Clip contain malware |last=Chalk |first=Andy |date=14 May 2015 |work=[[PC Gamer]]|accessdate=16 May 2015}}</ref> The modifications in question have since been taken out of circulation, with affected players being advised to change their social media account passwords and disinfect their computers.
 
Modders also create and use [[open-source software]] tools for creating mods.<ref name="auto4">{{cite book |last1=Scacchi |first1=Walt |series=IFIP Advances in Information and Communication Technology |title=Open Source Systems: Grounding Research |chapter=Modding as an Open Source Approach to Extending Computer Game Systems |volume=365 |date=2011 |pages=62–74 |doi=10.1007/978-3-642-24418-6_5 |language=en|isbn=978-3-642-24417-9|s2cid=8934352 }}</ref> With games where modding is unsanctioned, these user-developed tools are the only resources available to develop mods. Examples include tools written to view 3D-geometry and programs used to import this data into 3D-applications, such as [[Maya (software)|Maya]] or [[Autodesk 3ds Max]]. Because game developers [[Encryption|encrypt]] their game's files, unsanctioned modding requires [[reverse engineering]] the structure of the game through extracting and decrypting files. This process is facilitated through the sharing of game files on modding forums, such as the XeNTaX community which produced modded versions [[Metal Gear Solid V: The Phantom Pain|''Metal Gear Solid V: The Phantom Pain'']] starting in 2015.<ref name=":30" /> [[Generative AI]] is expected to make mod development easier,<ref>{{cite news |last1=Lumb |first1=David |title=Generative AI Is Coming for Video Games. Here's How It Could Change Gaming |url=https://www.cnet.com/tech/gaming/generative-ai-is-coming-for-video-games-heres-how-it-could-change-gaming/ |access-date=31 May 2024 |work=[[CNET]] |date=4 May 2024 |language=en}}</ref> particularly with assets such as textures and voice acting which can present a barrier to entry for amateur mod teams. Voice actors have raised [[Ethics of artificial intelligence|ethical concerns]] over their voices being cloned without their consent, and they have denounced pornographic mods using their cloned voices.<ref name="Stokes">{{Cite web |last=Stokes |first=Ian |date=2021-04-20 |title=Witcher 3 mod uses AI to create new voice lines without Geralt's original voice actor |url=https://www.gamesradar.com/witcher-3-mod-uses-ai-to-create-new-voice-lines-without-geralts-original-voice-actor/ |access-date=2024-06-05 |website=gamesradar |language=en}}</ref><ref>{{Cite web |last=Donovan |first=Imogen |date=2023-07-07 |title=Video game voice actors denounce NSFW mods using AI deepfakes of their voices |url=https://www.nme.com/news/video-game-voice-actors-denounce-nsfw-mods-ai-deepfakes-voices-3466276 |access-date=2025-07-28 |website=NME |language=en-GB}}</ref><ref name="Dinsdale">{{Cite web |last=Dinsdale |first=Ryan |date=2023-12-22 |title=The Witcher Voice Actor Doug Cockle Calls AI 'Inevitable' but 'Dangerous' |url=https://za.ign.com/the-witcher-3/188055/news/the-witcher-voice-actor-doug-cockle-calls-ai-inevitable-but-dangerous |access-date=2024-06-05 |website=IGN Africa |language=en-za}}</ref>
[[Grand Theft Auto Online]] and [[Call of Duty]], more rather the older games, have seen unforeseen consequences of modding. People who have modified any of the games can install "mod menus", which allow you to fly, change the map, make yourself invincible, spawn in entities, etc. However, these mod menus can be used in multiplayer lobbies of Grand Theft Auto V Online and Call of Duty, and the effects that the mod menu can do can become quite irritable for users without the menu. In the case of Grand Theft Auto V Online, players with mod menus can steal other players cars, take other players money, and put unrealistic bounties on other players, that cannot be done normally. In the case of Call of Duty, players with mod menus can use [[aimbot]], unnaturally spawn-kill players instantly, de-rank players, change a player's classes, and in extreme cases, can prevent players from accessing multiplayer. Using mod menus in Grand Theft Auto V Online and Call of Duty multiplayer is not allowed by [[Rockstar Games]] and [[Activision]], respectively. Using mod menus in either game will result in a banned account and no access to the game, but many of the mod menus for the games (especially the older [[Xbox 360]] and [[PS3]] titles) have special anti-ban executables (EBOOT.bin on PS3) and bypass plugins (.xex plugins on Xbox 360) for the anti-cheat systems on the games, leaving hackers to roam the servers with no consequence. Many players believe that the excess of modders on these games has made the games 'unplayable' for anyone without a menu. Mod menus serve as an even bigger issue, specifically for [[Modern Warfare 2]] on the [[PlayStation 3]], which can be modded simply with a [[USB flash drive]], making mod menus accessible to everyone, due to the lack of having to open up your console.
 
Websites for hosting and sharing mods are widely used by the modding community. [[Mod DB]] was founded in 2002, with over 300 million mod downloads as of 2025.<ref>{{Cite web |last=Nelson |first=Will |date=2021-10-11 |title=Changing the game: an interview with Scott Reismanis - the founder of ModDB |url=https://www.nme.com/features/mods-are-still-a-pillar-of-gaming-after-decades-an-interview-with-the-founder-of-moddb-3062921 |access-date=2025-07-27 |website=NME |language=en-GB}}</ref><ref>{{Cite web |title=About Us |url=https://www.moddb.com/about |access-date=July 26, 2025 |website=Mod DB}}</ref><ref>{{Cite web |title=Downloads |url=https://www.moddb.com/downloads |access-date=July 26, 2025 |publisher=Mod DB}}</ref> In 2024, 47 million members were registered with Nexus Mods, which has been in operation since 2001.<ref name=":4" /><ref>{{Cite web |last=Hall |first=Charlie |date=2020-10-01 |title=Nexus Mods bans political content in the lead-up to the November election |url=https://www.polygon.com/2020/10/1/21497735/nexus-mods-bans-political-content-us-election |access-date=2025-07-27 |website=Polygon |language=en-US}}</ref> Other websites are dedicated to the modding scenes of specific games. Large mod teams often host their own websites to showcase the development of their mods. These websites feature detailed database and advanced search functionality that allow users to easily find mods for their games, becoming social centers for modders and their shared knowledge.<ref name=":27" /> Additionally, video-hosting websites, blogs, and official game discussion forums provide channels for users to discuss and discover mods.<ref name=":21">{{Cite journal |last=University of Economics in Katowice |last2=Hofman-Kohlmeyer |first2=Magdalena |date=2021-03-15 |title=Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players |url=https://journals.kozminski.edu.pl/pub/5922 |journal=Central European Management Journal |volume=29 |issue=1 |pages=61–87 |doi=10.7206/cemj.2658-0845.41}}</ref>
===Motivations of modders===
The [[Internet]] provides an inexpensive medium to promote and distribute [[user created content]] like mods, an aspect commonly known as [[Web 2.0]]. Video game modding was described as remixing of games and can be therefore seen as part of the [[remix culture]] as described by [[Lawrence Lessig]],<ref name="auto6">{{cite journal |last1=Scacchi |first1=Walt |title=Computer game mods, modders, modding, and the mod scene |journal=First Monday |date=3 May 2010 |volume=15 |issue=5 |doi=10.5210/fm.v15i5.2965|doi-access=free}}</ref> or as a successor to the playful [[hacker culture]] which produced the first video games.<ref name="auto2"/>
 
Free content delivery tools, known as "mod managers", are available to streamline the mod installation process and aid players who are less technically literate. These tools manage downloads, updates, and mod installation. Steam offers the [[Steam Workshop]] within the game launcher itself, allowing a users to share mods for simplified download and installation in supported games.<ref name=":3">{{cite news |last1=Letzter |first1=Rafi |title=Online communities are changing video games to make them better, weirder, and much more wonderful |url=https://www.businessinsider.com/video-game-modding-2015-7?r=US&IR=T |access-date=22 February 2019 |work=Business Insider Australia |date=21 July 2015 |language=en |archive-date=22 February 2019 |url-status=live |archive-url=https://web.archive.org/web/20190222152029/https://www.businessinsider.com.au/video-game-modding-2015-7?r=US&IR=T }}</ref> Vortex, a mod manager released by Nexus Mods, is an external tool that supports modding over 65 games and is designed to work with the website.<ref>{{Cite web |title=Vortex |url=https://www.nexusmods.com/site/mods/1?tab=description |access-date=July 26, 2025 |website=Nexus Mods }}</ref> Game developers also create official mod managers either alongside their games, such as the Paradox Launcher designed to created by [[Paradox Interactive]],<ref>{{Cite magazine |date=2018-03-15 |title=Paradox Interactive Launches Modding Platform For Xbox One And PC |url=https://gameinformer.com/2019/02/20/paradox-interactive-launches-modding-platform-for-xbox-one-and-pc |access-date=2025-08-03 |magazine=Game Informer |language=en}}</ref> or within the games themselves, such as in [[Baldur's Gate 3]] as a part of an update in 2024.<ref>{{Cite web |last=Lorich |first=Megan |date=2024-12-21 |title=Baldur's Gate 3 is Living Proof That More Games Need Official Mod Managers |url=https://gamerant.com/baldurs-gate-3-mod-manager-support-official-player-content-good-why/ |access-date=2025-07-27 |website=Game Rant |language=en}}</ref>
Mods can be both useful to players and a means of self-expression.<ref name=Olli2010>{{cite journal |last1=Sotamaa |first1=Olli |title=When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture |journal=[[Games and Culture]] |date=July 2010 |volume=5 |issue=3 |pages=239–255 |doi=10.1177/1555412009359765}}</ref> Three motivations have been identified by Olli for fans to create mods: to patch the game, to express themselves, and to get a foot in the door of the [[video game industry]].<ref name=Olli2010/> However, it is very rare for even popular modders to make this leap to the professional video game industry.<ref>{{cite journal |last1=Kücklich |first1=Julian |title=Precarious Playbour: Modders and the Digital Games Industry |journal=Fibreculture |url=http://journal.fibreculture.org/issue5/kucklich_print.html}}</ref> Poor suggests becoming a professional is not a major motivation of modders, noting that they tend to have a strong sense of community, and that older modders, who may already have established careers, are less motivated by the possibility of becoming professional than younger modders.<ref name=Poor/>
 
===Game support===
==Official status of mods==
A game that allows modding is said to be ''moddable'', and the extent to which a game can be modded is called its ''moddability''.<ref>{{Cite news |last=Litchfield |first=Ted |date=2025-02-18 |title=Blockchain-based space survival MMO EVE Frontier has a free trial running, with CCP hoping you'll take a chance on its 20,000 star systems, more tactical combat, and 'dark sci-fi Pinocchio story' |url=https://www.pcgamer.com/games/mmo/blockchain-based-space-survival-mmo-eve-frontier-has-a-free-trial-running-with-ccp-hoping-youll-take-a-chance-on-its-20-000-star-systems-more-tactical-combat-and-dark-sci-fi-pinocchio-story/ |access-date=2025-07-27 |work=PC Gamer |language=en}}</ref> In general, moddable games will define gameplay variables in text or other non proprietary format files and have graphics of a standard format, such as [[bitmap]]s.<ref name="Sihvonen2011p37">{{cite book |last1=Sihvonen |first1=Tania |title=Players Unleashed!: Modding The Sims and the Culture of Gaming |date=2011 |publisher=[[Amsterdam University Press]] |isbn=978-90-8964-201-1 |___location=Amsterdam |pages=37–86 |chapter=Cultural and Commercial Appropriation |jstor=j.ctt46mt37.5}}</ref> Developers can also foster mod-friendliness by making source files more accessible, such as ''Doom'' separating its art assets from the main program.<ref name=":2" /> Released in 2007, ''[[Supreme Commander (video game)|Supreme Commander]]'' was developed with the goal of being the as customisable as possible through mods.<ref>{{Cite web |last=Mason |first=Graeme |date=2018-01-07 |title=The making of Supreme Commander |url=https://www.eurogamer.net/the-making-of-supreme-commander |access-date=2025-07-30 |website=Eurogamer.net |language=en}}</ref> Some mods increase moddability by adding scripting support or externalizing underlying code. In 2025, mod authors released a script extender for [[The Elder Scrolls IV: Oblivion Remastered|''The Elder Scrolls IV: Oblivion Remastered'']], which has no official mod support, within less than six hours after the game's release.<ref>{{Cite news |last=Chalk |first=Andy |date=2025-04-22 |title=Oblivion Remastered doesn't officially support mods, but the mods are rolling in anyway |url=https://www.pcgamer.com/games/rpg/oblivion-remastered-doesnt-officially-support-mods-but-the-mods-are-rolling-in-anyway/ |access-date=2025-07-30 |work=PC Gamer |language=en}}</ref>
Mods can extend the shelf life of games, such as ''[[Half-Life (video game)|Half-Life]]'' (1998), which increased its sales figures over the first three years of its release. According to the director of marketing at Valve, a typical shelf-life for a game would be 12 to 18 months, even if it was a "mega-hit".<ref>{{cite web |last1=Hyman |first1=Paul |title=Video game companies encourage 'modders' |url=http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956 |website=[[Hollywood Reporter]] |archiveurl=https://web.archive.org/web/20080506004712/http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956 |archivedate=May 6, 2008 |date=April 9, 2004}}</ref> In early 2012, the ''[[DayZ (mod)|DayZ]]'' modification for ''[[ARMA 2]]'' was released and caused a massive increase in sales for the three-year-old game, putting it in the top spot for online game sales for a number of months and selling over 300,000 units for the game.<ref name="CinemaBlend_1Jul12">{{cite news|url=http://www.cinemablend.com/games/DayZ-Helps-Arma-2-Rack-Up-More-Than-300-000-Sales-44161.html|title=DayZ Helps Arma 2 Rack Up More Than 300,000 In Sales|publisher=Cinema Blend|last=Usher |first=William|date=1 July 2012|accessdate=2012-07-03}}</ref> In some cases, modders who are against [[Copyright infringement|piracy]] have created mods that enforce the use of a legal game copy.<ref>{{cite news|last=Orland|first=Kyle|date=May 11, 2017|title=Pirates upset that popular graphics mod won't work for them|url=https://arstechnica.com/gaming/2017/05/popular-mod-re-adds-piracy-protection-to-cracked-game/|work=[[Ars Technica]]|access-date=November 27, 2018}}</ref>
 
Modding may have varying support from their publishers and developers and may require expensive professional software to make. One such example is ''[[Homeworld 2]]'', which requires the program [[Maya (software)|Maya]] to build new in-game objects. Free and even open-source modeling programs (such as [[Blender (software)|Blender]]) can be used as well. For advanced mods and total conversions, complicated modeling and texturing software is required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is, for example, easy to import models to is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.{{Citation needed|date=July 2025}}
''Half-Life'' had a Valve-run annual mod expo which began in 1999, showcasing the new games built using the Half-Life engine.<ref>{{cite news |last1=Walker |first1=Trey |title=Half-Life Mod Expo mods announced |url=https://www.gamespot.com/articles/half-life-mod-expo-mods-announced/1100-2875097/ |accessdate=27 November 2018 |work=[[GameSpot]] |date=17 May 2006}}</ref>
 
Video game developer reception of player contribution in creating new material for games and mod-communities is varied. Some software companies openly accept and even encourage such communities, with moddability being a contributing factor to the some games' success. Others have chosen to enclose their games in heavily-policed copyright or Intellectual Property regimes (IPR) and shut down sites infringing on their ownership of a game, an action which can have a detrimental effect on the sales of the game(s) in question.<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>
Due to the increasing popularity and quality of modding, some developers, such as [[Firaxis]], have included [[fan-made]] mods in official releases of expansion packs. A similar case is that of [[Valve Corporation|Valve]], when they hired ''[[Defense of the Ancients]]'' lead designer [[IceFrog]] in developing ''[[Dota 2]]''.
 
== Motivations ==
For example, a number of fan-made maps, scenarios and mods, such as the "Best of the Net" collection and "Double Your Pleasure", were included in the ''Civilization II'' expansion ''Fantastic Worlds'' and the ''Civilization III'' expansion ''[[Civilization III: Play the World|Play the World]]'',<ref>{{cite web|url=http://reviews.cnet.com/pc-games/civilization-iii-play-the/4505-9696_7-30742336.html|title=Civilization III: Play the World Overview|website=CNET|accessdate=2 October 2017}}</ref> and in the ''Civilization IV'' expansion ''[[Civilization IV: Beyond the Sword|Beyond the Sword]],'' two existing mods, ''[[Rhye's and Fall of Civilization]]''<ref>{{cite web|url=http://rhye.civfanatics.net/pages/civ4-RFC-description.php|title=Sid Meier's Civilization Mods by Rhye - Rhye's and Fall of Civilization|website=rhye.civfanatics.net|accessdate=2 October 2017}}</ref> and ''Fall from Heaven'' made their way into the expansion (the latter through a spin-off called ''Age of Ice''<ref>{{cite web|url=http://kael.civfanatics.net/Ice.shtml|title=Fall from Heaven|website=kael.civfanatics.net|accessdate=2 October 2017}}</ref>).
{{Expand section|date=August 2025}}
Modding can stem from a dissatisfaction with the base game's limitations on customization. <ref name=":21" /> The development of mods can be an outlet for creative and artistic expression.<ref name=":16" />
 
Modding serves as a channel to enter the [[video game industry]], with mod projects often being used in a portfolio when applying to jobs in the industry.<ref name=":16" /> Mod tools provide the opportunity to acquire [[information technology]] expertise for novices in the field<ref name=":17">{{Cite journal |last=Hayes |first=Elisabeth |date=2008-08-01 |title=Game content creation and it proficiency: An exploratory study |url=https://www.sciencedirect.com/science/article/pii/S0360131507000292 |journal=Computers & Education |volume=51 |issue=1 |pages=97–108 |doi=10.1016/j.compedu.2007.04.002 |issn=0360-1315 |url-access=subscription}}</ref> with the prospect of eventually working in the games industry or related fields using the skills acquired.<ref name=":16" /> Alternatively, the pathway to becoming a professional may be unimportant to modders, as they tend to have a strong sense of community<ref name="Poor" /> or wish to keep the skill simply as a hobby.<ref name=":16" /> Researcher Hector Postigo identifies the [[hacker ethic]] as a contributor to the blurring between amateur and professional game development, where programming skill grants prestige in hacker communites.<ref name="auto3" />
===Legal status of mods===
 
=== Convergence culture ===
[[File:CJ, Kratos and Snow White in Guitar Hero.png|thumb|220px|right|Custom character models such as [[Kratos (God of War)|Kratos]], [[Carl Johnson (Grand Theft Auto)|Carl Johnson]] and [[Snow White (Disney character)|Snow White]] in ''[[Guitar Hero World Tour]]'' are a popular form of mod, allowing fans to come up with their own humorous [[fictional crossover]]s.]]Modding has been described as a part of [[remix culture]]<ref name="auto6">{{cite journal |last1=Scacchi |first1=Walt |date=3 May 2010 |title=Computer game mods, modders, modding, and the mod scene |journal=First Monday |volume=15 |issue=5 |doi=10.5210/fm.v15i5.2965 |doi-access=free}}</ref> and as a successor to the [[hacker culture]] that produced the first video games.<ref name="auto2" /> It has been correlated with the introduction of [[Web 2.0]], which encourages collaboration and participation via the Internet through the production and alteration of [[user-generated content]]. The sense of community,<ref name="auto3" /> feedback, recognition, and sources of inspiration fostered through online, collaborative discussions are various motivators that influence the development and sharing of mods.<ref name=":15" />
 
The proliferation of mod culture exemplifies the overlap between media consumption and production.<ref name=":16" /> Modding is viewed as a way to increase enjoyment of the game through personalization, such as the inclusion of popular or national culture of personal significance.<ref name="auto3" /> With the provision of modding tools by the developer, players are granted agency to contribute to their entertainment experience.<ref name=":15" /> Modding is akin to other user-made practices in video game consumption, including [[speedrunning]] and [[Machinima|machinima—]]<nowiki/>all of which appropriate the original game and transform it into something new, exemplifying the flexibility of the video game space.<ref name=":30" />
 
A recurring trend with video game mods is the creation of user-made skins and/or character models replacing the default models, including [[Internet meme|meme]] or joke mods, such as those replacing models with Carl Johnson from ''[[Grand Theft Auto: San Andreas]]'' and [[Thomas the Tank Engine]].<ref name="Mathur">{{Cite web |last=Mathur |first=Moulik |date=2023-09-08 |title=Armored Core 6 Modders Thought It Was a Great Idea to Add Thomas the Tank Engine after CJ from GTA |url=https://in.ign.com/armored-core-vi-fires-of-rubicon/193571/news/armored-core-6-modders-thought-it-was-a-great-idea-to-add-thomas-the-tank-engine-after-cj-from-gta |archive-url=https://web.archive.org/web/20240324131802/https://in.ign.com/armored-core-vi-fires-of-rubicon/193571/news/armored-core-6-modders-thought-it-was-a-great-idea-to-add-thomas-the-tank-engine-after-cj-from-gta |archive-date=2024-03-24 |access-date=2024-07-26 |website=IGN India |language=en-in}}</ref>
 
=== Community ===
Modder communities are made up of diverse interests, from military and social history to technological expertise. Combined, these skills add to the richness of mods.<ref name="auto3" />
 
=== Realism ===
The desire to enhance game realism is a factor in the recreation of real-world elements through modding. Real-life locations are added via modding to extend the map, such as the addition of Polish settlements and landmarks in [[Euro Truck Simulator 2|''Euro Truck Simulator 2'']]. In games such as ''Euro Truck Simulator'' and [[Second Life|''Second Life'']], mods accurately reproduce brands and real-life products, while others invent fictitious brands that share similarities to real ones, such as 'McDowel' restaurant mods for ''Second Life'', which imitate [[McDonald's]].<ref name=":21" /> Modders have recorded weapon sounds to be used for their mods.<ref name="auto3" />
 
Mods can be a tool to create diversity and recreate body images from real life.<ref>{{Cite book |last=Sihvonen |first=Tanja |title=Players unleashed! modding the Sims and the culture of gaming |date=2011 |publisher=Amsterdam University Press |isbn=978-90-8964-201-1 |series=Mediamatters |___location=Amsterdam |chapter=Extending the game}}</ref> For players who identify as [[LGBTQ people|LGBTQ]], motivations for modding can stem from a lack of representation in the game and the modding community.<ref>{{Cite journal |last=Welch |first=Tom |date=December 2018 |title=The Affectively Necessary Labour of Queer Mods |url=https://gamestudies.org/1803/articles/welch |journal=Game Studies |volume=18 |issue=3 |issn=1604-7982}}</ref> Options for homosexual romance and character genders are made available through "queer mods", as dubbed by Researcher Evan Lauteria. Examples include the "Equal Love Mod" for [[Dragon Age: Origins|''Dragon Age: Origins'']] and a similar mod for [[Mass Effect (video game)|''Mass Effect'']], which enable romance with characters normally unavailable for their protagonist's gender. Lauteria theorized that queer mods can be an act of "resistance" against the limitations on sexual normativity enacted by the game, such as compulsory heterosexuality.<ref name="Lauteria">{{cite journal |last1=Lauteria |first1=Evan W |date=2015 |title=Ga(y)mer Theory: Queer Modding as Resistance |url=http://reconstruction.digitalodu.com/Issues/122/Lauteria_Evan.shtml |journal=Reconstruction |volume=12 |issue=2}}</ref>
 
== Impact ==
In contrast to the [[Music industry|music]] and [[Film industry|film]] industries, which discourage unauthorized modification and adaptation of their mediums through copyright law, many video game companies encourage modding of their games for creative inspiration, commercial success,<ref name=":23" /> and as a marketing strategy.<ref name=":2" /> Modding can extend the shelf life of games, leading to increased revenue for their developers and publishers.<ref name=":15" /> [[Valve]] attributed the long-lasting success of ''[[Half-Life (video game)|Half-Life]]'', whose sales figures increased over the first three years of its release, to popular mods for the game.<ref name=":12">{{cite web |last1=Hyman |first1=Paul |title=Video game companies encourage 'modders' |url=http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956 |website=[[The Hollywood Reporter]] |archive-url=https://web.archive.org/web/20080506004712/http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1000484956 |archive-date=May 6, 2008 |date=April 9, 2004}}</ref> Beginning in 1999, the company held an annual mod expo showcasing new games built using [[GoldSrc]], the ''Half-Life'' engine, including [[Gunman Chronicles|''Gunman Chronicles'']] and ''[[Counter-Strike (video game)|Counter Strike]]'' which both later released as stand-alone titles.<ref>{{cite news |last1=Walker |first1=Trey |date=17 May 2006 |title=Half-Life Mod Expo mods announced |url=https://www.gamespot.com/articles/half-life-mod-expo-mods-announced/1100-2875097/ |access-date=27 November 2018 |work=[[GameSpot]]}}</ref> In early 2012, the ''[[DayZ (mod)|DayZ]]'' mod for ''ARMA 2'' was released, causing a massive increase in sales for the three-year-old game and putting it in the top spot for online game sales for a number of months.<ref name="CinemaBlend_1Jul12">{{cite news|url=http://www.cinemablend.com/games/DayZ-Helps-Arma-2-Rack-Up-More-Than-300-000-Sales-44161.html|title=DayZ Helps Arma 2 Rack Up More Than 300,000 In Sales|publisher=Cinema Blend|last=Usher |first=William|date=1 July 2012|access-date=2012-07-03}}</ref>
 
Creative collaboration through game modding communities is an influential medium.<ref name=":15" /> With the success of ''Counter Strike'', game industries recognized the potential benefits of modding;<ref name=":18">{{Cite journal |date=January 2012 |title=SPARE THE MOD: IN SUPPORT OF TOTAL-CONVERSION MODIFIED VIDEO GAMES |url=https://www.jstor.org/stable/i40064316 |journal=Harvard Law Review |volume=125 |issue=3 |pages=789–810 |access-date=July 30, 2025 |via=JSTOR}}</ref> user-developed mods can test new approaches for video game development, offloading time and cost from the developer who may then adopt mod changes and additions for official releases.<ref name=":15" /> The developer of the ''[[Civilization (series)|Civilization]]'' series, [[Firaxis]] has included user mods, such as the "Best of the Net" collection and "Double Your Pleasure", throughout expansion packs for the franchise.<ref>{{cite web|url=http://reviews.cnet.com/pc-games/civilization-iii-play-the/4505-9696_7-30742336.html|title=Civilization III: Play the World Overview|website=CNET|access-date=2 October 2017}}</ref><ref>{{cite web|url=http://rhye.civfanatics.net/pages/civ4-RFC-description.php|title=Sid Meier's Civilization Mods by Rhye - Rhye's and Fall of Civilization|website=rhye.civfanatics.net|access-date=2 October 2017}}</ref><ref>{{cite web|url=http://kael.civfanatics.net/Ice.shtml|title=Fall from Heaven|website=kael.civfanatics.net|access-date=2 October 2017}}</ref> Series developer [[Sid Meier]], who had previously opposed mods in the franchise, later said that "the strength of the modding community is [...] the very reason the series survived".<ref name="jahromi20210922">{{Cite magazine |last=Jahromi |first=Neima |date=2021-09-22 |title=Sid Meier and the Meaning of "Civilization" |url=https://www.newyorker.com/books/under-review/sid-meier-and-the-meaning-of-civilization |magazine=The New Yorker |language=en-US |access-date=2021-09-23}}</ref> Valve hired ''Defense of the Ancients'' lead designer [[IceFrog]] for the development of the stand-alone, official sequel.<ref>{{cite web |last=Biessener |first=Adam |date=October 13, 2010 |title=Valve's New Game Announced, Detailed: Dota 2 |url=https://gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx |url-status=live |archive-url=https://web.archive.org/web/20120819120623/http://www.gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx |archive-date=August 19, 2012 |access-date=October 14, 2019 |publisher=[[Game Informer]]}}</ref>
 
The game industry's support of modding has been crucial to the rise of the modding phenomenon.<ref name=":16" />
 
The introduction of real-life brands through video game mods can result in positive brand reception, increased further through these dissemination of these mods on forums and video hosting websites.<ref name=":21" />
 
== Issues ==
 
===Legal status===
{{see also|Copyright and video games}}
Copyright law, as it relatesrelating to video games and mod packs for PC games, is an evolving and largely unsettled legal issue. The legal uncertaintyUncertainty revolves around which party is legally the 'copyright owner' of the mods within the pack—the company that produced the game, the end-usercreators that createdof the compilationindividual mods, or the creatorsend-user ofthat created the individual modscompilation.<ref>{{cite web|url=http://blog.jipel.law.nyu.edu/2016/02/the-ip-implications-of-video-game-mods/|title=The IP Implications of Video Game Mods - JIPEL Blog|website=blog.jipel.law.nyu.edu|accessdatedate=17 October 2016 |access-date=2 October 2017}}</ref> Video games are protected by copyright law as a "literary work".<ref name="auto1">{{cite journal |last1=Kow |first1=Yong Ming |last2=Nardi |first2=Bonnie |title=Who owns the mods? |journal=First Monday |date=3 May 2010 |volume=15 |issue=5 |doi=10.5210/fm.v15i5.2971 |language=en |doi-access= free}}</ref> In the United States context, the mechanisms of how the modder getsaccesses into the code of thevideo game tosource mod itcode may violate the [[Digital Millennium Copyright Act]] or, the [[Computer Fraud and Abuse Act]], or even simply the [[end-user license agreement]] (EULA).<ref name="auto8">{{cite journal |last1=Kretzschmar |first1=Mark |last2=Stanfill |first2=Mel |date=17 July 2018 |title=Mods as Lightning Rods |journal=[[Social & Legal Studies]] |page=096466391878722 |doi=10.1177/0964663918787221 |s2cid=149824659}}</ref> MostCompanies EULAstypically forbid moddersthe fromcommercial sellingsale theirof mods through their EULAs.<ref name="auto5">{{cite journal |last1=Joseph |first1=Daniel James |title=The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam |journal=Games and Culture |volume=13 |issue=7 |date=27 February 2018 |pages=690–707 |doi=10.1177/1555412018756488|s2cid=149293423 |url=https://e-space.mmu.ac.uk/625212/3/Joseph%20-%20The%20Discourse%20of%20Digital%20Dispossession%20.pdf}}</ref><ref name=":18" /> A particular concern of companies is the use of copyrighted material owned by another company in mods, such as a mod for ''Quake'' "themed around [[Aliens vs. Predator|''Alien vs. Predator'']]" mod, which was legally contested by 20th Century Fox.<ref name="auto2" /> At least one modder received legal action from ''Thomas'' franchise rights owner [[Mattel]] for their unauthorised use of the ''Thomas the Tank Engine'' intellectual property in a ''The Elder Scrolls V: Skyrim'' mod.<ref name="Hernandez">{{Cite web |last=Hernandez |first=Patricia |date=2019-05-15 |title=Thomas the Tank engine mod got Skyrim player in legal trouble |url=https://www.polygon.com/2019/5/15/18625132/skyrim-mod-thomas-the-tank-engine-fallout-nexus-mattel |archive-url=https://web.archive.org/web/20240712035801/https://www.polygon.com/2019/5/15/18625132/skyrim-mod-thomas-the-tank-engine-fallout-nexus-mattel |archive-date=2024-07-12 |access-date=2024-07-26 |website=Polygon |language=en-US}}</ref> Some companies discourage modding through aggressive litigation and strict EULAs and Terms and Conditions for their property.<ref>{{cite journal |last1=Lee |first1=C. A. |title=Video game modding in the U.S. intellectual property law: Controversial issues and gaps |journal=Digital Law Journal |date=30 December 2022 |volume=3 |issue=4 |pages=8–31 |doi=10.38044/2686-9136-2022-3-4-8-31|s2cid=255586687|doi-access=free }}</ref>
 
Some regard the fan use of copyrighted material in mods to be part of a "[[moral economy]]", and develop norms about the reuse of this material,<ref>{{cite journal|last1=Postigo|first1=H.|title=Video Game Appropriation through Modifications: Attitudes Concerning Intellectual Property among Modders and Fans|journal=[[Convergence (journal)|Convergence: The International Journal of Research into New Media Technologies]]|date=1 February 2008|volume=14|issue=1|pages=59–74|doi=10.1177/1354856507084419|s2cid=154247452}}</ref> often settling on a system of shared ownership, where mods and code are freely shared with the common good in mind.<ref name="auto1" /> "Moral ownership" over games they play leads modders to appropriate proprietary material and ignore copyright altogether.<ref name=":15" /> It has been argued that total conversion mods may be covered in the [[United States]] under the concept of [[fair use]].<ref name=":18" /> Modding can be compared to the [[open-source-software movement]] and [[open-source video game]] development.<ref name="auto4" /><ref>{{cite journal web|url=https://www.gamedeveloper.com/business/brief-overview-of-the-differences-and-similarities-between-open-source-software-development-and-co-creation-in-digital-games-|title=SPAREBrief THEoverview MOD:of INthe SUPPORTdifferences OFand TOTAL-CONVERSIONsimilarities MODIFIEDbetween VIDEOopen GAMESsource software development and co-creation in digital games|journalfirst=Jedrzej|last=Czarnota|website=[[HarvardGamasutra]]|date=2013-08-07|access-date=2023-03-11}}</ref> LawIn 2006, ''[[Second ReviewLife]]'' generated interest from its focus of user-generated content (mods) and how [[intellectual property]] rights to this content remained with the creator. ''Second Life'' players are able to sell these items in an in-game market.<ref>{{cite book |datelast1=Januaryvan 2012der Graaf |volumefirst1=125Shenja |issuetitle=3ComMODify |chapter=Designing for Mod Development |pages=789–8101–2 |urldate=https://harvardlawreview2018 |publisher=Palgrave Macmillan, Cham |isbn=978-3-319-61499-1 |language=en-gb|doi=10.org1007/wp978-content/uploads/pdfs/vol125_spare_the_mod.pdf3-319-61500-4}}</ref>
 
Modding can act as a pathway to cybercrime.<ref>{{cite web |author=National Crime Agency |year=2017 |title=Pathways Into Cyber Crime |url=https://www.nationalcrimeagency.gov.uk/who-we-are/publications/6-pathways-into-cyber-crime-1/file}}</ref> In 2015, members from GTAForums, a ''[[Grand Theft Auto]]'' fan site, reported instances of malware being circulated through mods written for ''Grand Theft Auto V''.<ref name="Seppala">{{cite web |last=Seppala |first=Timothy |date=15 May 2015 |title=A few 'GTA V' mods are installing malware on PCs |url=https://www.engadget.com/2015/05/15/gtav-pc-mods-malware/ |access-date=16 May 2015 |work=[[Engadget]]}}</ref><ref>{{Cite web |last=Rad |first=Chloi |date=2015-05-14 |title=Grand Theft Auto 5 Mods 'Angry Planes' and 'NoClip' Infected With Virus |url=https://www.ign.com/articles/2015/05/14/grand-theft-auto-5-mods-angry-planes-and-noclip-infected-with-virus |access-date=2023-11-17 |website=[[IGN]] |language=en}}</ref> Two of the mods in question, "Angry Planes" and "No Clip", came with malicious code for loading a [[Remote administration software|remote access tool]] and a keylogger for stealing [[Facebook]] and Steam account credentials.<ref name="Chalk">{{cite web |last=Chalk |first=Andy |date=14 May 2015 |title=GTA 5 mods Angry Planes and No Clip contain malware |url=http://www.pcgamer.com/gta-5-mods-angry-planes-and-no-clip-contain-malware/ |access-date=16 May 2015 |work=[[PC Gamer]]}}</ref>
Modding can be compared with the [[open-source-software movement]].<ref name="auto4"/><ref>[http://www.gamasutra.com/blogs/JedrzejCzarnota/20130807/197775/Brief_overview_of_the_differences_and_similarities_between_open_source_software_development_and_cocreation_in_digital_games.php Brief overview of the differences and similarities between open source software development and co-creation in digital games] - Jedrzej Czarnota, [[Gamasutra]], 7 August 2013</ref>
 
===Controversial mods===
In 2006, part of the reason that ''[[Second Life]]'' generated interest was how user-generated content (mods) were central to the experience, and how the [[intellectual property]] rights remained with the creator-player. This was developed by the publisher into a market.<ref>{{cite book |last1=van der Graaf |first1=Shenja |title=ComMODify |chapter=Designing for Mod Development |pages=1–2 |date=2018 |publisher=Palgrave Macmillan, Cham |isbn=978-3-319-61499-1 |language=en-gb|doi=10.1007/978-3-319-61500-4 }}</ref>
Mods can alter games to reveal nudity and explicit content or introduce it via modded graphics. After the [[Hot Coffee (minigame)|"Hot Coffee" mod incident]], the games industry called for better control of explicit mods.<ref name="auto" />{{Explain|date=August 2025}} In 2025, [[Take-Two Interactive]] filed a [[DMCA]] complaint against two nude mods, hosted on Nexus, for a character in ''[[Mafia: The Old Country]]''.<ref name="Wolens">{{Cite web |last=Wolens |first=Joshua |date=2025-08-20 |title=Take-Two lawyers give Mafia nude mods the cement shoes treatment, DMCA projects that had the Don's daughter parading in the buff |url=https://www.pcgamer.com/games/action/take-two-lawyers-give-mafia-nude-mods-the-cement-shoes-treatment-dmca-projects-that-had-the-dons-daughter-parading-in-the-buff/ |access-date=2025-08-21 |website=PC Gamer |language=en}}</ref> ''[[Kotaku]]'' noted that the later-removed mods tweaked the game's preexisting nude character model, simply allowing it to appear throughout the game.<ref name="Zwiezen">{{Cite web |last=Zwiezen |first=Zack |date=2025-08-20 |title=Mafia: The Old Country Nude Mod Removed By Take-Two |url=https://kotaku.com/mafia-old-country-nude-mod-removed-take-two-lawyers-2000618893 |access-date=2025-08-21 |website=[[Kotaku]] |language=en-US}}</ref> [[Bethesda Softworks]] does not allow mods with nudity to be uploaded to its platforms.{{Citation needed|date=July 2025}} Nexus Mods allows for mods with nudity as long as nudity is not present in the preview image for the download page, such as Caliente's Beautiful Bodies Edition, which allows for body modification in Bethesda's ''Skyrim'' and ''[[Fallout 4]]'' and has been downloaded at least 8.2 million times.<ref name="auto8" /> Video game mods are subject to [[Pornography laws by region|regional legislation on pornography]]. Nexus Mods plans to add [[Age verification system|age verification]] to mods containing explicit content to comply with the [[Online Safety Act 2023|Online Safety Act]] in the UK and [[Digital Services Act]] in the EU.<ref>{{Cite web |last=Hansford |first=Amelia |date=2025-07-02 |title=Top video game modding website to put adult content behind age checks |url=https://www.thepinknews.com/2025/07/02/nexus-mods-adult-content-age-checks/ |access-date=2025-07-28 |website=PinkNews {{!}} Latest lesbian, gay, bi and trans news {{!}} LGBTQ+ news |language=en-US}}</ref>
 
Game developers and publishers retain the discretion to limit and remove political and [[Discrimination|discriminatory]] mods for their games. In 2016, [[Paradox Interactive]] took down a Steam Workshop mod for their game ''[[Stellaris (video game)|Stellaris]]'' which replaced non-white human characters with white ones, stating that they did not "wish to enable discriminatory practices".<ref>{{Cite web |last=Hall |first=Charlie |date=2016-05-24 |title=Paradox removed a Steam mod that eliminates non-whites from Stellaris |url=https://www.polygon.com/2016/5/24/11760696/paradox-removes-discriminatory-mod-that-removed-non-white-races-from-stellaris |access-date=2025-07-28 |website=Polygon |language=en-US}}</ref><ref>{{Cite news |last=Chalk |first=Andy |date=2016-05-25 |title=Stellaris mod that makes all humans "European" is back on the Steam Workshop |url=https://www.pcgamer.com/paradox-pulls-stellaris-mod-that-makes-all-humans-european/ |access-date=2025-07-28 |work=PC Gamer |language=en}}</ref><ref>{{Cite web |last=Orland |first=Kyle |date=2016-05-25 |title=Paradox's removal of Stellaris' "Whites Only" mod draws controversy [Updated] |url=https://arstechnica.com/gaming/2016/05/paradoxs-removal-of-stellaris-whites-only-mod-draws-controversy/ |access-date=2025-07-28 |website=Ars Technica |language=en}}</ref> As of 2025, EA's mod policy stated that they held the right to "address any inappropriate Mods", including those with obscene or objectionable content.<ref name=":10">{{Cite magazine |last=Yzola |first=Alana |title=EA Tried to Stop an 'Anti-DEI Mod' for 'The Sims 4'—but More Keep Surfacing |url=https://www.wired.com/story/ea-tried-to-stop-an-anti-dei-mod-for-the-sims-4-but-more-keep-surfacing/ |access-date=2025-07-28 |magazine=Wired |language=en-US |issn=1059-1028}}</ref> In the same year, the company submitted a [[Notice and take down|copyright infringement notice]] to forums hosting a ''The Sims 4'' mod which altered or removed representations of [[LGBTQ people|LGBTQ]] and Black people.<ref name=":10" /><ref>{{Cite web |title=There are now "anti-DEI" mods infesting The Sims 4 |url=https://www.avclub.com/the-sims-4-anti-dei-mods-ea |access-date=2025-07-28 |website=AV Club |language=en-US}}</ref> Additionally, mod-hosting websites have removed potentially objectionable or divisive mods. In 2020, ahead of the [[2020 United States presidential election|United States presidential election]], Nexus Mods removed a mod for [[Marvel Rivals|''Marvel Rivals'']] which replaced the model for Captain America with one of Donald Trump, citing content that promotes "conflict, division and mob harassment" would be removed as per the website's Terms of Service.<ref>{{Cite magazine |last=Cruz |first=Christopher |date=2025-01-09 |title='Marvel Rivals' Has a Donald Trump Problem |url=https://www.rollingstone.com/culture/rs-gaming/marvel-rivals-donald-trump-mod-ban-1235230261/ |access-date=2025-07-28 |magazine=Rolling Stone |language=en-US}}</ref><ref>{{Cite web |last=Morics |first=Peter |date=2020-10-02 |title=Nexus Mods Bans Mods Based On U.S. Politics |url=https://screenrant.com/nexus-mods-bans-us-politics/ |access-date=2025-07-28 |website=ScreenRant |language=en}}</ref> The website has removed several mods that targeted LGBTQ representation, including a mod which removed [[Pride flag|Pride flags]] from [[Marvel's Spider-Man (video game)|''Marvel's Spider-Man'']];<ref>{{Cite news |last1=Grayson |first1=Nathan |last2=Klimentov |first2=Mikhail |last3=Michel |first3=Jamal |date=2022-08-19 |title='Spider-Man' modification scene turns into Pride flag battlefield |url=https://www.washingtonpost.com/video-games/2022/08/19/spider-man-remastered-pride-flag-mod-nexus/ |access-date=2025-07-28 |newspaper=The Washington Post |language=en-US |issn=0190-8286}}</ref> a mod which changed the gender of an [[non-player character]] (NPC) in a same-sex relationship in ''Baldur's Gate 3'';<ref>{{Cite web |last=Thomas |first=Kyle |date=2023-12-06 |title=Controversial Baldur's Gate 3 Mod Removed |url=https://gamerant.com/baldurs-gate-3-anti-gay-mod-removal/ |access-date=2025-07-28 |website=Game Rant |language=en}}</ref> and a mod which changed the "body type" option to male or female for ''The Elder Scrolls IV: Oblivion Remastered''.<ref>{{Cite news |last=Chalk |first=Andy |date=2025-04-25 |title=Nexus Mods decides to allow an Oblivion Remastered mod that changes 'body type' options to male/female, declares it's not 'a battleground for broader cultural or political debates' |url=https://www.pcgamer.com/games/rpg/nexus-mods-decides-to-allow-an-oblivion-remastered-mod-that-changes-body-type-options-to-male-female-declares-its-not-a-battleground-for-broader-cultural-or-political-debates/ |access-date=2025-07-28 |work=PC Gamer |language=en}}</ref>
===Controversy surrounding paid mods===
 
In April 2015, [[Valve Corporation|Valve]] implemented a "paid mod" feature onto [[Steam (software)|Steam]]; the first game to implement this feature was ''[[The Elder Scrolls V: Skyrim]]''.<ref>{{cite web | url = https://www.wired.co.uk/news/archive/2015-04/24/steam-workshop-paid-mods | title = Skyrim is first game to allow paid game mods on Steam | first = Matt | last = Kamen | date = 24 April 2015 | accessdate = May 4, 2015 | work = [[Wired.com]] | url-status = dead | archiveurl = https://web.archive.org/web/20150505192753/http://www.wired.co.uk/news/archive/2015-04/24/steam-workshop-paid-mods | archivedate = 5 May 2015 }}</ref> The move resulted in a swift backlash from the modding community, and after an enormous influx of complaints of overpriced mods, content that had been published without its creator's consent, and concerns over mods that contained third-party copyrighted content (i.e, material that neither Valve nor the mod creator owned), Valve discontinued the 'paid mod' feature entirely and agreed to refund those that spent money to purchase a mod.<ref>{{cite web | url= http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ | title = Valve has removed paid mods functionality from Steam Workshop | first = Shaun | last = Prescott | date = April 27, 2015 | accessdate = May 4, 2015 | work = [[PC Gamer]] }}</ref><ref>{{cite web | url= http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218 | title = Removing Payment Feature From Skyrim Workshop| date = April 28, 2015 | accessdate = May 4, 2015 | work = [[Steam (software)|Steam]] }}</ref> Other concerns identified included that being able to mod the game was a reason why players bought the game on PC in the first place, and a worry that [[newbie]] modders would not be able to [[stand on the shoulders of giants]] by modding pre-existing mods, and that mod teams would become unworkable.<ref name="auto5"/> The removal of the system itself was also criticized.<ref>{{cite web | url= http://steamed.kotaku.com/some-people-are-pissed-that-skyrims-paid-mods-are-gone-1700837400 | title = Some People Are Pissed That Skyrim's Paid Mods Are Gone | first = Nathan | last = Grayson | date = April 28, 2015 | accessdate = May 4, 2015 | work = [[Kotaku]] }}</ref> Nevertheless, Bethesda integrated paid mods into Skyrim Special Edition in 2016.
===Paid mods===
While generally satisfied with working for free,<ref name=":19" /> mod authors can create and sell mods for various titles through game developer-created channels, including Bethesda's Verified Creators Program for their games and [[InZOI|InZOI's]] Creation Marketplace.<ref name=":6" /> Authors can also accept donations for their mods independently on [[Crowdfunding|crowdfunding websites]], such as [[Patreon]] and Ko-fi, avoiding EULA restrictions which prohibit direct sale of mods.<ref name=":9" /> Mod uploaders on [[Nexus Mods]] can earn "donation points", which they can trade in for real-world currency sourced from a donated pool. Over $12 million has been paid to top creators on the platform since 2018.<ref>{{Cite news |last=Livingston |first=Christopher |date=2018-05-22 |title=Nexus Mods launches reward system for modders, seeds it with $100,000 |url=https://www.pcgamer.com/nexus-mods-launches-system-to-pay-modders-seeds-it-with-dollar100000/ |access-date=2025-07-28 |work=PC Gamer |language=en}}</ref><ref name=":9" />
 
The implementation of "paid mod" systems has been controversial.<ref name=":14" /> Since their attempted introduction on Steam, the market generally has steered away from paid mods.<ref name=":19" /> In 2022, [[Electronic Arts]] updated their policy to disallow "money transactions of any type" for independently distributed paid mods for [[The Sims 4|''The Sims 4'']].<ref name=":8">{{Cite web |date=2022-08-02 |title=EA Changes Sims 4 Paid Mod Rules After Fan Backlash |url=https://kotaku.com/ea-paid-mods-early-access-sims-4-rule-changes-maxis-1849362416 |access-date=2025-07-27 |website=Kotaku |language=en}}</ref> Criticisms of the change came from ''Sims'' 4 creators and mod authors who sold mods through an [[early access]] model on crowdfunding websites and released completed mods for free. The policy was later updated to allow paid mods using the early access model while still prohibiting completed mods sold with an explicit paywall.<ref name=":8" /><ref>{{Cite web |date=2022-08-03 |title=EA rules all Sims 4 mods must be available 'in full for free' |url=https://www.gameshub.com/news/news/the-sims-4-mods-policy-ea-early-access-commercial-25509/ |access-date=2025-07-27 |website=www.gameshub.com |language=en-AU}}</ref> In 2024, Nexus Mods clarified their policies regarding the hosting of paid mods, including disallowing mods that require other paid mods as a prerequisite as well as [[Game demo|lite and demo versions]] of externally hosted paid mods, citing that paid modding is "in direct conflict" with their goal of making modding easy.<ref name=":5" /> Bethesda replaced their [[Creation Club]] with Creations, a new system for free and paid mod hosting and distribution within their titles such as Skyrim. Implemented in 2023, reception of the system was widely negative,<ref>{{Cite web |last=Cryer |first=Hirun |date=2023-12-06 |title="Disappointed" Skyrim modders pledge to never charge for their creations after Bethesda resurrects paid mod shop |url=https://www.gamesradar.com/disappointed-skyrim-modders-pledge-to-never-charge-for-their-creations-after-bethesda-resurrects-paid-mod-shop/ |access-date=2025-07-27 |website=GamesRadar+ |language=en}}</ref> with criticisms of the price, the harm on the community, and the practice of abandoning free mods in favor of pushing paid updated versions. The system was present in the 2024 release of [[Starfield (video game)|Starfield]], where it received similar negative reception<ref>{{Cite web |last=Rossi |first=José V. |date=2024-10-14 |title=Starfield Fans Still Aren't Happy About the Creation Club |url=https://gamerant.com/starfield-creation-club-fans-unhappy-high-prices-mods/ |access-date=2025-07-27 |website=Game Rant |language=en}}</ref> However, Creations has also been praised as a mutually beneficial platform that allows modders to work with game developers and have their work promoted in game.<ref name=":31" />
 
Arguments against paid mods have been diverse across mod-users and modders. Some users denounce developers who sell mods as "[[sellouts]]", arguing that modding should be a "labor-of-love". Criticism towards the price of cosmetic mods has been drawn, with users pointing out that the selling of third-party assets used in many mods could be classified as copyright infringement. With Steam's integration of paid mods in 2015, users were apprehensive about the centralization and surveillance of modding, as all submitted mods had to be approved by Steam. Other users mentioned that creators deserve to be compensated for their work and could imagine paying for extensively elaborate mods.<ref name=":31" />
 
==Types==
In the context of video games, the words "mod" and "modification" are not primarily academic terms and are sometimes used in conflicting ways to encompass and distinguish varieties of alterations to video games. Generally, as defined and used by players, mod makers, and gaming press, the definition of video game modding is the alteration or addition of content to an existing video game with [[user-generated content]], particularly on PC. This understanding can significantly differ between game genres.<ref name=":31">{{Cite journal |last=Walsdorff |first=Finja |date=2022 |title=Video Game Modding and Money. From Precarious Playbor to Reimbursed Labor of Love |url=https://www.gamescoop.uni-siegen.de/spielformen/index.php/journal/article/view/23/18 |journal=Spiel{{!}}Formen |volume=2 |doi=10.25969/mediarep/19008}}</ref><ref name=":27">{{Cite book |last=Sotamaa |first=Olli |url=https://researchportal.tuni.fi/en/publications/the-players-game-towards-understanding-player-production-among-co |title=The Player's Game: Towards Understanding Player Production Among Computer Game Cultures |date=2009 |publisher=Tampere University Press |isbn=978-951-44-7650-1 |pages=91-98 |language=English}}</ref>
 
===Total conversion===<!-- This section is linked from [[First-person shooter]] -->
{{mainSee also|List of video games derived from mods}}
A ''total conversion'' is a mod of an existing game that replacesextensively virtuallyremoves allaspects of the artisticoriginal assetsgame, inincluding theart, originalcharacters, gameplot, and sometimesmusic, coreand aspectsreplaces ofit gameplay.<refwith name=":0">{{Citenew news|url=http://www.escapistmagazine.com/articles/view/features/galleryoftheday/13909-8-of-the-Best-Total-Conversion-Mods-of-All-Time|title=8assets ofthat therun Cooleston Totalthe Conversiongame's Modsengine<ref Ever Made|workname=The":18" Escapist|access-date=2017-07-19}}</ref> Total conversions can result in a completely different [[video game genres|genre]] from the original.
 
The ''Half-Life'' modding community splintered across the different total conversions available, often modding for a particular total conversion rather than ''Half-Life'' in general.<ref>{{cite web |urlname=https"://tampub.uta.fi/bitstream/handle/10024/65431/951-44-6448-6.pdf?sequence=1&isAllowed=y2" |page=28}}</ref> Examples of famous total conversions include ''[[Counter-Strike (video game)|Counter-Strike]]'' (1999), whose developers were hired by [[Valve Corporation|Valve]] to turn it intocreate a commercialstandalone productversion,<ref name=":1">{{Cite webjournal|url=https://www.rockpapershotgun.com/2017/02/10/best-total-conversion-mods/|title=Best total conversion mods|last=Donnelly|first=Joe|date=2017-02-10|websitejournal=Rock, Paper, Shotgun|language=en-US|access-date=2017-07-19}}</ref> ''[[Defense of the Ancients]]'' (2003), which was the first [[Multiplayer online battle arena|MOBA]] to have sponsored tournaments,<ref name=":0">{{Cite news |title=8 of the Coolest Total Conversion Mods Ever Made |url=http://www.escapistmagazine.com/articles/view/features/galleryoftheday/13909-8-of-the-Best-Total-Conversion-Mods-of-All-Time |archive-url=https://web.archive.org/web/20200121205708/http://www.escapistmagazine.com/articles/view/features/galleryoftheday/13909-8-of-the-Best-Total-Conversion-Mods-of-All-Time |archive-date=2020-01-21 |access-date=2017-07-19 |work=The Escapist}}</ref> and ''[[Garry's Mod]]'' (2004), for which fans created thousands of game modes over its decade-long development.<ref name=":1" />
 
Many popular total conversions are later turned into standalone games, replacing any remaining original assets to allow for commercial sale without [[copyright infringement]]. Some of these mods are even approved for sale despitewhile using the [[Intellectual property|IP]] of the original game, such as ''[[Black Mesa (video game)|Black Mesa]]''.<ref>{{Cite web|url=http://www.eurogamer.net/articles/2013-11-20-valve-gives-black-mesa-permission-to-be-a-commercial-product|title=Valve gives Black Mesa permission to be a commercial product|last=Matulef|first=Jeffrey|date=2013-11-20|website=Eurogamer|language=en-UK|access-date=2017-07-19}}</ref>
 
Due to the increasing complexity of games, the amount and quality of total conversion mods has decreased. Modders also blame a lack of resources, the remote chances of profit (due to EULAs prohibiting the sale of mods), and the likelihood of a [[Notice and take down|takedown notice]] from game companies as significant barriers to entry.<ref name=":18" />
 
===Overhaul===
An ''overhaul'' mod significantly changes an entire game's graphics and gameplay, usually with the intent to improve on the original, but not going as far as being a completecompletely [[Videodifferent game remake|remake]]experience. This can also include adding revised dialog and music.{{Citation needed|date=August 2025}}
 
Examples of overhaul mods include ''[[Deus Ex (video game)|Deus Ex]]: Revision'', which was given permission from its publisher, [[Square Enix]], to release on [[Steam (software)|Steam]] alongside the original game,<ref>{{Cite web|url=https://www.theverge.com/2015/10/13/9521011/deus-ex-revision-mod-release-steam|title=A massive overhaul for the original Deus Ex is now available on Steam|last=Robertson|first=Adi|date=2015-10-13|website=The Verge|access-date=2017-07-19}}</ref> and ''[[Grand Theft Auto V|GTA 5]] Redux'', which not only improves the original game's textures, but also adds a new weather system, and adjusts visual effects, and adjusts the wanted system, weapons, and vehicle handling.<ref>{{Cite web|url=https://www.gamespot.com/articles/that-gorgeous-gta-5-graphics-overhaul-mod-is-final/1100-6443721/|title=That Gorgeous GTA 5 Graphics Overhaul Mod Is Finally Available|last=Pereira|first=Chris|date=2016-09-20|website=GameSpot|language=en-US|access-date=2017-07-19}}</ref>
 
===Randomizer===
''Randomizers'' are a type of user mod, typically atop games of the 8-bit and 16-bit generations, that keep the fundamental gameplay but randomize elements of the game to make it more of a challenge. Randomizers came out of the [[speedrunning]] community which had exhausted the challenge of racing through the game with one of the earliest being for ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' around 2015. In the ''Zelda'' randomizer, the mod moved the ___location of the dungeons, the layout of these dungeons, and the ___location of enemies in a random but procedurely generated manner (similar to [[roguelikes]]) based on a numerical seed, so that speedrunners would have to overcome these new changes.<ref>{{cite web | url = https://kotaku.com/what-happens-when-you-randomize-the-legend-of-zelda-1758777271 | title = What Happens When You Randomize The Legend Of Zelda | first = John | last = Harris | date = February 2, 2016 | accessdateaccess-date = December 7, 2019 | work = [[Kotaku]] }}</ref> Their popularity grew as randomizer playthroughs were popular with streaming media.<ref>{{cite web | url = https://arstechnica.com/gaming/2019/12/how-randomizers-are-breathing-new-life-into-old-games/ | title = How "randomizers" are breathing new life into old games | first = Scott | last = White | date = December 3, 2019 | accessdateaccess-date = December 7, 2019 | work = [[Ars Technica]]}}</ref> Some games have offered official randomizer modes in the game itself, such as ''[[Cassette Beasts]]'' in 2023,<ref name="RPGFan review">{{Cite web |last=Miller |first=Des |date=2023-04-26 |title=''Cassette Beasts'' Review |url=https://www.rpgfan.com/review/cassette-beasts/ |access-date=2023-04-30 |website=RPG Fan |language=en-US}}</ref> or in [[downloadable content]], including ''[[Bloodstained: Ritual of the Night]]'' in 2020,<ref>{{cite web|url=https://www.usgamer.net/articles/bloodstained-zangetsu-randomizer-mode-release-news|title=Bloodstained Adds a New Character and Randomizer Mode, But Switch Players Have to Wait|last=Van Allen|first=Eric|date=4 May 2020|work=US Gamer|access-date=25 September 2021|archive-date=25 September 2021|archive-url=https://web.archive.org/web/20210925180150/https://www.usgamer.net/articles/bloodstained-zangetsu-randomizer-mode-release-news}}</ref> and ''[[Axiom Verge]]'' in 2021.<ref>{{cite web|url=https://www.pcgamer.com/axiom-verge-just-got-a-surprise-randomizer-mode/|last=Prescott|first=Shaun|date=14 January 2021|work=PC Gamer|title=Axiom Verge just got a surprise Randomizer mode}}</ref>
 
===Add-on===
{{More citations needed|section|date=July 2025}}
An ''add-on'' or ''addon'' is a typically small mod which adds to the original content of a specific game. In most cases, an add-on will add one particular element to a game, such as a new weapon in a shooting game, a new unit or map in a strategy game, a new vehicle or track in a racing game, items in a game like ''[[Minecraft]]'' or ''[[Terraria]]'', or additional contents in simulation games (such as new pilotable airplanes (e.g., the [[Airbus A330]] or [[Boeing 787 Dreamliner]]). This can be accomplished without changing any of the original game's existing content. Many games are flexible and allow this, however that is not always the case. Some add-ons occasionally have to replace in-game content, due to the nature of a peculiar game engine. It may be the case, for example, that in a game which does not give a player the option to choose their character, modders wishing to add another player model will simply have to overwrite the old one. A famous example of this type of mod can be found for the [[Grand Theft Auto|''Grand Theft Auto'' series]] wherein modders may use downloadable tools to replace content (such as models) in the game's directory. The ''[[Left 4 Dead]]'' series can also be modded with individual add-ons which are stored in a .VPK format, so that a player may choose to activate a given mod or not.
An ''add-on'' or ''addon'' is a term which encompasses various levels of complexity, including mods, maps, skins, and other changes to game play.<ref name="auto3" /> Typically, it is small mod which adds to the original content of a specific game.<ref name=":15" /> In most cases, an add-on will add one particular element to a game, such as a new weapon in a shooting game, a new unit or map in a strategy game, a new vehicle or track in a racing game, items in a game like ''[[Minecraft]]'' or ''[[Terraria]]'', or additional content in simulation games (such as new pilotable airplanes, e.g., the [[Airbus A330]] or [[Boeing 787 Dreamliner]]). An example of a mod that adds functionality to augment or enhance a players experience is ComputerCraft, a [[Minecraft modding|Minecraft mod]] that adds programmable computers and robots to allow the player to automate tasks in-game. This can be accomplished without changing any of the original game's existing content. Many games are flexible and allow this, however that is not always the case. Some add-ons occasionally have to replace in-game content, due to the nature of a peculiar game engine. It may be the case, for example, that in a game which does not give a player the option to choose their character, modders wishing to add another player model will simply have to overwrite the old one. A famous example of this type of mod can be found for the ''Grand Theft Auto'' series wherein modders may use downloadable tools to replace content (such as models) in the game's directory. The ''[[Left 4 Dead]]'' series can also be modded with individual add-ons which are stored in a {{Not a typo|.VPK}} format, so that a player may choose to activate a given mod or not. Mods for the ''[[Tony Hawk's Pro Skater]]'' series typically replace pro skaters with custom equivalents,<ref name="Warren">{{Cite web |last=Warren |first=Mark |date=2025-07-11 |title=Tony Hawk's Pro Skater 3+4 drops in full today, so of course a modder already has Mary Poppins poppin' kickflips |url=https://www.rockpapershotgun.com/tony-hawks-pro-skater-34-drops-in-full-today-so-of-course-a-modder-already-has-mary-poppins-poppin-kickflips |archive-url=https://web.archive.org/web/20250712015614/https://www.rockpapershotgun.com/tony-hawks-pro-skater-34-drops-in-full-today-so-of-course-a-modder-already-has-mary-poppins-poppin-kickflips |archive-date=2025-07-12 |access-date=2025-07-12 |website=[[Rock, Paper, Shotgun]] |language=en}}</ref> and in some cases add them as well as custom maps made from scratch or converted from other games.
 
===Unofficial patch===
An ''[[unofficial patch]]'' can beis a mod of an existing game that fixes [[Software bug|bugs]] notin fixeda by an official patchgame or that unlocks content present in the released game's files but isnormally inaccessible in official gameplay. Such patches are usually created by members of the game's fan base when the original developer is unwilling or unable to supply the functionality officially. ''[[Jazz Jackrabbit 2]]'' has an unofficial patch which adds and fixes many of its features.<ref>{{citeCitation webneeded|url=http://www.jazz2online.com/jcf/showthread.php?t=19489|accessdatedate=15August March2025}} 2014Unofficial |title=JJ2+patches (lastcan updatedreveal Octobercut 30,content 2013)from |date=2013-11-01}}</ref>released games, Onewhose downsidefiles ofcan thisbe typeleft ofin modthe isgame's that leaked content can be revealedcode. An example is the [[Hot Coffee mod|''Hot Coffee'' mod]] for ''[[Grand Theft Auto: San Andreas]]'', which unlocks a sexually explicit minigame not accessible in the game's original release but left in its code.<ref name="auto">{{cite journal|last1=Sotamaa|first1=Olli|title=On modder labour, commodification of play, and mod competitions|journal=[[First Monday (journal)|First Monday]]|date=3 September 2007|volume=12|issue=9|doi=10.5210/fm.v12i9.2006|doi-access=free}}</ref><ref Thename=":18" /> As a result of the mod, the [[ESRB]] changed the rating of ''GTA:SA''the game from ''Mature'' (M) to [[Entertainment Software Rating Board#Adults Only rating|''Adults Only'' (AO)]].<ref name="RerateToAORating">{{cite web | url = http://www.gamespot.com/news/6129500.html | title = San Andreas rated AO, Take-Two suspends production | work = [[GameSpot]] | publisher=[[CNET Networks]] | accessdateaccess-date = July 1, 2006 | date = 2005-12-14 }}</ref> In the fourth quarter of 2005, Rockstar released a "clean" version of the game with the "Hot Coffee" scenes removed (''Grand Theft Auto: San Andreas'' 1.01), allowingand the rating of the game to bewas reverted to its original ''Mature'' rating.<ref name="RevertToMRating">{{cite web|url=http://www.gamespot.com/news/6152490.html |title=FTC Hot Coffee ruling scalds, but doesn't burn Take-Two |work=[[GameSpot]] |publisher=CNET Networks |accessdateaccess-date=July 1, 2006 |archive-url-status=dead |archiveurl=https://web.archive.org/web/20060708231006/http://www.gamespot.com/news/6152490.html |archivedatearchive-date=July 8, 2006 |date=2006-06-08 }}</ref> In May 2006, a similar event occurred with ''[[The Elder Scrolls IV: Oblivion]]''.<ref name="auto"/>
 
=== Accessibility ===
[[Accessibility]] mods aim to improve the gaming experience for people with disabilities. Because many mainstream video games lack comprehensive accessibility features, modders often create tools to assist players with controls, difficulty settings, and in-game navigation.<ref>{{Cite book |last1=Nair |first1=Vishnu |last2=Karp |first2=Jay L. |last3=Silverman |first3=Samuel |last4=Kalra |first4=Mohar |last5=Lehv |first5=Hollis |last6=Jamil |first6=Faizan |last7=Smith |first7=Brian A. |chapter=NavStick: Making Video Games Blind-Accessible via the Ability to Look Around |date=2021-10-12 |title=The 34th Annual ACM Symposium on User Interface Software and Technology |chapter-url=https://dl.acm.org/doi/10.1145/3472749.3474768 |series=UIST '21 |___location=New York, NY, USA |publisher=Association for Computing Machinery |pages=538–551 |doi=10.1145/3472749.3474768 |arxiv=2109.01202 |isbn=978-1-4503-8635-7}}</ref> In particular, these mods may include support for [[Screen reader|screen readers]], color filters and graphical adjustments for [[Color blindness|colorblind players]], modified audio cues, and [[pathfinding]] systems, among other features.<ref>{{Citation |last1=Gonçalves |first1=David |title=My Zelda Cane: Strategies Used by Blind Players to Play Visual-Centric Digital Games |date=2023-01-19 |arxiv=2301.08031 |last2=Piçarra |first2=Manuel |last3=Pais |first3=Pedro |last4=Guerreiro |first4=João |last5=Rodrigues |first5=André}}</ref><ref>{{Cite web |last=Moth |date=2024-06-14 |title=Mod Makers Helping Blind and Visually Impaired Gamers |url=https://inviocean.com/play/mod-makers-helping-blind-and-visually-impaired-gamers/ |access-date=2025-07-31 |website=InviOcean |language=en-US}}</ref>
 
===Art mod===
An ''art mod'' is a mod that is created for artistic effectreasons or to provoke a reaction in the audience.<ref>{{cite news |last=Steinberg |first=Scott |date=2010-08-31 |title=Who says video games aren't art? |url=http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/video.games.art.steinberg/ |url-status=live |archive-url=https://web.archive.org/web/20100903031954/http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/video.games.art.steinberg/ |archive-date=3 September 2010 |access-date=2010-08-31 |publisher=[[CNN]]}}</ref> Art mods are most frequently associated with [[video game art]]. However, modifiedModified games that retain their playability and are subject to more extensive mods (i.e. closer to total conversions) may also be classified as [[art game]]sgames.<ref name=cannon>Cannon, Rebecca. "Meltdown" from ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007. {{ISBN|978-1-84150-142-0}}</ref> Art mods are usually designed to subvert the original game experience. One example is the ''Velvet-Strike'' mod for ''Counter Strike,'' in which the players spray- paint anti-violence messages in multiplayer games as a form of [[performance art]]. Another example isIn Robert Nideffer's ''Tomb Raider I and II'' patches which were designed to subvert, the unofficial ''[[Tomb Raider (1996 video game)#Nude Raider|Nude Raider]]'' patch of the late 1990s was alluded to and subverted by altering Larathe main Croftcharacter's sexual orientation.<ref name="stalker">{{Cite thesis |last=Stalker, |first=Phillipa Jane. ''[http://ljudmila.org/~selectparks/dl/PippaStalker_GamingInArt.pdf|date=2006-11-15 |title=Gaming Inin Artart: A Casecase Studystudy Ofof Twotwo Examplesexamples Ofof Thethe Artisticartistic Appropriationappropriation Ofof Computercomputer Gamesgames Andand Thethe Mappingmapping Ofof Historicalhistorical Trajectoriestrajectories Ofof '"Art Games'" Versusversus Mainstreammainstream Computercomputer Games]''. [[University of thegames Witwatersrand]], Johannesburg|url=http://ljudmila. 2005org/~selectparks/dl/PippaStalker_GamingInArt.pdf |degree=MSc |language=en}}</ref> The origins of the art mod can be traced to the classic 1983 mod ''Castle Smurfenstein'' (is a humorous subversion of ''[[Castle Wolfenstein]]'' which replaces the Nazi guards with [[Smurfs)]].<ref>Bogacs, Hannes. ''[httpname="://web.student.tuwien.ac.at/~e0326417/game_mods/game_mods.pdf25" Game Mods: A Survey of Modifications, Appropriation and Videogame Art]{{dead link|date=December 2017 |bot=InternetArchiveBot |fix-attempted=yes }}''. [[Vienna University of Technology|Vienna University of Technology - Design and Assessment of Technologies Institute]]. February 2008.</ref> The very first art mod, however, is generally considered to be [[Iimura Takahiko]]'s 1993 ''AIUEOUNN Six Features'' (a modification of Sony's "System G").<ref name=cannon/><ref name=stalker/>
 
Mods can be created specifically for the production of recorded videos, whether for artistic expression or other storytelling purposes. In 2022, a group of modders started an internet hoax in which they uploaded gameplay recording of the 2017 game ''[[Nier: Automata]]'' on PC that showed off a purported secret, never-before-seen ___location in the game''.'' Fans of the game theorized how to unlock the region in their own copies, and the game's director, [[Yoko Taro]], cryptically acknowledged the hoax but neither confirmed nor denied it as true.<ref name=":13">{{Cite magazine |last=Farokhmanesh |first=Megan |date=2022-07-29 |title=Is This 'Nier: Automata' Church a Hoax or a 5-Year-Old Secret? |url=https://www.wired.com/story/nier-automata-church-hoax-yoko-taro/ |access-date=2023-03-16 |magazine=Wired |language=en-US |issn=1059-1028}}</ref> After over a month, the creators revealed that the faked footage was created using a modded version of the game and released [[The Nier: Automata Church|the mod]] to the public along with map-modding tools that were first of their kind for the game.<ref name=":22">{{Cite news |last=Zheng |first=Jenny |date=2022-10-07 |title=Nier: Automata's secret church mystery: chaos, community, and an amazing mod |url=https://www.rockpapershotgun.com/nier-automatas-secret-church-mystery-chaos-community-and-an-amazing-mod |access-date=2023-03-16 |work=Rock, Paper, Shotgun |language=en}}</ref><ref>{{Cite web |last=Bailey |first=Dustin |date=2022-09-07 |title=The people behind the Nier Automata church hoax have released the mod to the public |url=https://www.gamesradar.com/the-people-behind-the-nier-automata-church-hoax-have-released-the-mod-to-the-public/ |access-date=2023-06-16 |website=[[GamesRadar+]] |language=en}}</ref>
 
=== Support continuation by mod ===
AfterGames EAno lostlonger itsactively licensesupported withby [[Majordevelopers Leagueand Baseball]]publishers can be maintained and improved by player-made mods. After EA [[End-of-life (product)|ended support]] for ''[[MVP Baseball 2005]]'', due to losing the license for the [[Major League Baseball]], the game's modding community has continued to support it by releasing updated roster lists and graphics mods every year, along with creatingmodding alternative baseball leagues (e.gfor the game.<ref>{{Cite MVPweb Caribe|date=2013-12-22 |title=Nine Years Later, aLatin totalAmerica's conversion)Leagues inKeep theMVP game.<ref>[httpBaseball Alive |url=https://kotaku.com/nine-years-later-latin-americas-leagues-keep-mvp-base-1488236659 Nine Years Later,|access-date=2024-04-04 Latin America's Leagues Keep MVP Baseball Alive] on [[|website=Kotaku]] by Owen Good (12/22/13)|language=en}}</ref><ref>{{cite web|url=http://grantland.com/the-triangle/mvp-baseball-2005-mod-community-mlb-video-games/ |title='MVP Baseball … 2015'? How the Best Baseball Video Game Ever Has Refused to Retire for 10 Years |date=April 14, 2015 |first=Ben |last=Lindbergh |publisher=[[Grantland.com]] |quote=Another factor in MVP’sMVP's favor: The game allows greater access to its innards than most titles. [...] 2K’s2K's failure to match MVP’sMVP's approval rating despite several years of running unopposed on the PC market, made MVP the go-to game for modders even as it lost its looks relative to 2K and The Show. The community’scommunity's support peaked from 2005 through the first PC edition of 2K in 2009, tailed off for a time, and then ramped up again once Take-Two abandoned the PC market in 2013 and canceled 2K entirely last year. A decade of EA development made MVP the best baseball game on the PC market in 2005, and a decade of amateur development has helped it keep that title in 2015.}}</ref><ref>[{{Cite web |title=Open Source Breathes New Life Into 'MVP Baseball 2005' Video Game |url=http://info.protecode.com/bid/74171/Open-Source-Breathes-New-Life-Into-MVP-Baseball-2005-Video-Game |archive-url=https://web.archive.org/web/20160131164345/http://info.protecode.com/bid/74171/Open-Source-Breathes-New-Life-Into-MVP-Baseball-2005-Video-Game |archive-date=2016-01-31 }}</ref> Multiple mods were created for the poorly received 2011 game ''[[IL-2 Sturmovik: Cliffs of Dover]]'' onto protecodefix bugs and gameplay issues; modders later received [[source code]] access, culminating in an official re-release of the game.<ref>{{cite web|url=https://kotaku.com/mods-saved-a-game-so-theyre-now-an-official-product-1823409264|title=Mods Saved A Game, So They're Now An Official Product|author=Luke Plunkett|date=2018-02-28|publisher=[[kotaku.com]]}}</ref> Following the closure of Ion Storm, the source code for ''[[Daikatana]]'' was released to a select group of modders, who led the version 1.3 patch and ported the game to [[MacOS]], [[Linux]] and [[FreeBSD]].<ref>{{cite web | last=Dawe | first=Liam | date=2016-07-20 | title=You can play controversial FPS 'Daikatana' on Linux now, thanks to a fan patch endorsed by SaraJohn PurdonRomero (| url=https://www.gamingonlinux.com/2016/07/you-can-play-controversial-fps-daikatana-on-linux-now-thanks-to-a-fan-patch-endorsed-by-john-romero/ Sep| 15website=GamingOnLinux | access-date=2023-02-09}}</ref> Mods are also created for older PC games that are incompatible for modern display resolutions, 2015such as the ''DXX-Rebirth'' and ''DXX-Redux'' mods for the 1995 game [[Descent (video game)|''Descent'']].<ref>{{Cite web |last=Cimaglio |first=Zachary |date=2024-06-01 |title=Old Games Are Tricky to Run On Modern PCs, So Try These Tips |url=https://www.howtogeek.com/old-games-are-tricky-to-run-on-modern-pcs-so-try-these-tips/ |access-date=2025-07-31 |website=How-To Geek |language=en}}</ref>
 
Released 2011 [[IL-2 Sturmovik: Cliffs of Dover]] received mixed reviews due to bugs and other issues. Modders fixed the game over time, got [[source code]] access granted, which lead to an official re-release under the name IL-2 Sturmovik: Cliffs of Dover BLITZ Edition.<ref>{{cite web|url=https://kotaku.com/mods-saved-a-game-so-theyre-now-an-official-product-1823409264|title=Mods Saved A Game, So They're Now An Official Product|author=Luke Plunkett|date=2018-02-28|publisher=[[kotaku.com]]}}</ref>
 
===User interface mod===
A [[user interface]] mod changes parts of how players interact with the game,<ref name="auto4"/> and commonly, mods to the UI revealrevealing information that the player or modder believes is helpful into players.<ref name="auto6"/> Modders have developed a wide range of UI mods for [[World of Warcraft|''World of Warcraft'']] that includes easier command tools to enhanced data presentation displays,<ref name=":17" /> such playingas the game''ArkInventory'' mod which allows players to sort items into self-created categories.<ref name="auto6:15" />
 
===Mod packs===
''Mod packs'' are groups of mods put into one package for download, often with an auto-installer. A mod pack's purpose is to make it easier for the player to install and manage multiple mods.<ref>{{cite web|url=https://glosbe.com/en/en/modpack|title=modpack - definition - English |website=Glosbe |access-date=2 October 2017}}</ref>{{Better source needed|reason=The current source is insufficiently reliable ([[WP:NOTRS]]).|date=August 2025}} Mod packs may be created with the purpose of making the original game more accessible to new players or to make the game more challenging for veteran players.
 
==See also==
Mod packs are groups of mods put into one package for download, often with an auto-installer. A mod pack's purpose is to make an easy download for downloading multiple mods, often with the goal of resolving cross-mod interactions that can happen, or to make the original game easier or more difficult.<ref>{{cite web|url=https://glosbe.com/en/en/modpack|title=modpack - definition - English |website=Glosbe |accessdate=2 October 2017}}</ref>
 
==See also==
* [[Adventure Construction Set]], one of the earliest games for which user-created content was widely made and distributed.
* [[Cartridge tilting]] which modifies a game with often unpredictable effects
* [[Creative consumer]]
* [[Doom modding]]
* [[Fan labor]]
* [[Fork (software development)]]
* [[House rule]]
* [[Level editor]]
* [[Minecraft modding]]
* [[Modding]]
* [[Modding in Grand Theft Auto]], for more information on the GTA modding scene
* [[ROM hacking]]{{Spaced en dash}}modification of the ROM file of a video game
* [[NexusMods]]
* [[Skyrim modding]]
* [[ROM hacking]], unofficial modding on consoles
* [[Steam Workshop]]
* [[Texture artist]]
 
==References==
Line 144 ⟶ 184:
 
==Further reading==
* Sihvonen, Tania. (2011). ''Players Unleashed!: Modding The Sims and the Culture of Gaming.''. Amsterdam: [[Amsterdam University Press]]. Retrieved from [https://www.jstor.org/stable/j.ctt46mt37 Modding The Sims and the Culture of Gaming]
* {{cite newsmagazine |last1=Futter |first1=Mike |title=The Fallacy Of Free Mods - Paying Creators, Developers, And Valve Is The Right Move (And May Return) |url=https://www.gameinformer.com/b/features/archive/2015/05/04/the-fallacy-of-free-mods-why-paying-creators-developers-and-valve-is-the-right-move.aspx |accessdatearchive-url=https://web.archive.org/web/20150505004522/http://www.gameinformer.com/b/features/archive/2015/05/04/the-fallacy-of-free-mods-why-paying-creators-developers-and-valve-is-the-right-move.aspx |url-status=live |archive-date=May 5, 2015 |access-date=27 November 2018 |workmagazine=[[Game Informer]] |date=May 4, 2015 |language=en}}
* {{cite book |last1=van der Graaf |first1=Shenja |title=ComMODify |date=2018 |publisher=Palgrave Macmillan, Cham |isbn=978-3-319-61499-1 |language=en-gb|doi=10.1007/978-3-319-61500-4 }}
{{Independent production}}
 
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[[Category:Video game modsmodding| ]]
[[Category:Video game development]]
[[Category:Unofficial adaptations]]