I couldn't find anywhere to put this at first, but I think it does deserve its own thread since we are a modding community and I'm sure many of us here have commercial aspirations in gaming (even if our mods aren't necessarily meant to be Valve's next on-the-spot hire opportunity).
http://www.rockpapershotgun.com/2012/09 ... 1-the-wad/
http://www.rockpapershotgun.com/2012/09 ... 2-the-mod/
http://www.rockpapershotgun.com/2012/09 ... e-postmod/
These are the urls to RPS articles about experimental 'non-manshooter' fps' and their birth primarily out of mods (like Portal, Dear Esther, etc). I feel like this is only the introduction and the first chapter of something that could be a lot longer, but despite its abrupt end, Its still worth being read.
Of interest is the author's mention of a 'Silver Age' of modding, now past. His description of making mods up to and exacting with AAA standards (what so many source modders call 'Valve Quality') kind of hit home; that is exactly what so many people do and did, especially when modding with Source. I agree with him in calling this tendency to sync with whatever the larger portion of the industry was doing either dead or dying: with the advent and popularization of the indie title, modding an existing game is no longer the best, most efficient, or most practical way to break into the commercial industry; it leaves people like (as the article uses for example) the Black Mesa team, which consists of professionals and veterans of the game industry making a mod for the fun of it (its worth mentioning that the BM team also tried to mirror AAA quality and paradigms).
Because I basically got my start at the tail end of and tried pretty desperately to hold on to this 'Silver Age' of modding, I was kind of biased against the thesis presented, but it makes sense.
So where are we now? Our very existence is really a representation of what the author calls the 'postmod' (heh) community: our maps, mods, addons, and even a few total conversions I could mention aren't being built to the standards we hold them to as portfolio liners*, but instead as (even in the case of the total conversions) extensions and rule changes to an existing game we just want to keep playing.
*(and if we are, its a quest doomed to fail since the current indie success trend suggests that making a mod super-popular isn't as likely to get you noticed as simply making something yourself)
