Ugh now even if you formally make a game you can't even publish it to anything other than PCs without getting permission from console companies or google / apple! Well I guess f-droid is an exception, or, if you make your game a browser game.
Ugh now even if you formally make a game you can't even publish it to anything other than PCs without getting permission from console companies or google / apple! Well I guess f-droid is an exception, or, if you make your game a browser game.
Arma also comes to mind as a moddable multiplayer game. Crossfire as well, not super popular in the West nowadays though.
I miss Flash games!
You could inject code in a lot of places and people were doing wonky things. I think it had to do with the user base being far smaller at the time. Knowledgeable people were still a significant part of it and security was far less of concern.
There was also far less money involved which is always a great filter for the kind of personality you want in this kind of community.
Modding a game means that you have a specific starting point, the original game, which you are probably a fan of. And you may want your creation to be a part of this original world, share some (or most) of gameplay elements, design elements, story elements etc.
People modded Half-Life not only because modding Half-Life was somewhat easier than making an FPS game from scratch, but also because they wanted to explore the original story from another angle, or they liked how engine feels to play, or for whatever other reason wanted a starting point to be a complete game. Kind of the original asset store: the assets of the game you are modding.
If you are a big fan of open world games, GTA and Skyrim took teams of a 100 people, years of effort to make. Not something an indie is going to be able to reproduce. Modding allows you to create in that world.
Third would be reach. Getting people to try out a mod for a game is often much easier than getting them to try out a whole new game.