Monday, September 29, 2025
In praise of mods
I am still in the middle of playing Clair Obscur: Expedition 33. And I couldn't have done so without the mod Easier or Harder Dodge and Parry, which allows me to set the time windows for dodge and parry to a value where these actions aren't trivial, but doable for me. I am also using the Minimap mod, which makes the confusing maps easier to navigate. More than 130,000 people downloaded the dodge and parry mod, which shows that there was some real demand for that feature. And some friendly person supplied the mod, without getting paid for that.
I have followed a number of other games, where modders were basically doing an unpaid job for the game developers. When a mod that for example improves the UI in a specific way gets many thousands of downloads, it isn't uncommon for a patch a few months later to introduce exactly that specific UI improvement. It is the community that has a need, a modder putting in unpaid work to solve the problem, and then the game developers profit from knowing where their game needs improvement, and already get a playtested solution to copy.
I am also sometimes using WeMod, a software platform that modifies games while running, but the mods are mostly less intricate cheats. I was able to play Elden Ring like that, but a simple god mode cheat isn't as fun as the mod that just gives me a bit more time to react. The god mode cheat just makes it impossible to get hit, so I am completely missing out on any challenge. Even if my reaction time is much slower than that of some teenager, it doesn't mean that I don't want any challenge at all; I simply want the challenge to be appropriate to my speed.
Having watched some videos of people playing Clair Obscur: Expedition 33, I saw some very good players who managed never to miss any dodge or parry. And I was struck by the thought that this was functionally identical to an invulnerability god mod. If you dodge reliably every time, you take no damage at all, which is the same as being invulnerable. I still don't like this from a game design perspective, because it messes with the RPG and turn-based aspects of the game. For example, Clair Obscur has a defense stat, but if you always dodge, you can just ignore it and make a pure glass cannon build. Fighting a boss that is too hard from a RPG design point of view just means that it takes longer to kill. So even if I found a mod solution for this particular game, I do hope that adding QTE to turn-based combat doesn't become a trend.
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Wasn't there already a setting to increase the parry window? Almost certain I had that maxed out without mods. I did get good at it, and I was able to kill things beyond my level, but omg it would take a long, long time of having to do perfection.
There is a setting that automatically does your attack QTEs but it doesn't change enemy attack parry/dodge windows. At least I believe that's how it works, I didn't try it.
Honnestly, it should be quite easy to estimate it during the gameplay, and adjust it automatically. The player is missing all his timing ? Release the reaction window. THe player is succeding everytime ? Tighten it. You want to keep a feeling of progress ? The adjustement is VS the average success rate, not the real-time one. This type of 'smartness' is literally less than 10lines of code, as long as the timing window is a parameter. The longest might be to collect and compute the success rate.
It could be the same for :
- auto-aiming
- plateform over-size in platformer
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It could be the same for :
- auto-aiming
- plateform over-size in platformer
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