but aren't most games "just" MTG with mods?
In the end, all MT games are just collections of mods.
f they are based on MTG, they would still retain the original group/node names, so universal mods based on (or made for) MTG would still work on those games
Those games claim not to be based on MTG - yet they share a lot. Ground for the player to stand on is rather popular in most games. Many also have dirt, stone with ores, trees...Of course these elements may not be present in one particular game, or they may behave slightly diffrent, but most are present in one form or another.
Game developers creating new games (RealTest and MineClone2 for example) tend to name the same thing diffrently. No matter if you call it default:wood, planks:wooden_planks, my_own_namespace:something_like_wood, w:1234 or whatever - if it mostly behaves as wood does, it ought to be named that way. Individual chairs, tables, houses and other things vary - yet we have common names for them to fascilitate communication and life. I want standard names for those things to fascilitate mod interoperability.
MTG not getting new features could actually bring stability, as games and mods wouldn't have to be updated everytime something in MTG changes.
That's right. Name changes in MTG where no fun either. But at least it was just one place where the names where changed, and most of the time it was just new things beeing added.
most texture packs only support the default MTG, some do some popular mods, but usually any mod added to a world with a texture pack looks out of place. this is not really a new problem.
Hm. That's right. Sounds like an additional problem. Some sort of interoperability might help there as well?
sounds good, but it also means that all games would have to use the same standards regarding the value of materials and the process of crafting.
That's not even so for all those MTG-based servers out there. They have vastly diffrent economics due to the mods and tweaks they use.
what if a game uses a theme where wood is a rare treasure?
Still, it's wood - the things the new mod adds can be created. They may be terribly expensive, but that may even be desired in that particular game. It's also possible that the node does not really exist in the game normally (doesn't spawn and cannot be crafted but is defined in lua) and that you have to get it from an expensive admin shop ("Wood from earth - imported to space! Not that crappy plastic-wood you see so much around!"), or that there is no way to obtain it at all and so new craft recipes have to be added alongside with the new mod so that it can be used. That's fine as well. That's then the job of whoever adds the mod to that game - be it a server admin or a user. But the mod as such can rely on "default:wood" beeing defined. It would be extremly bad design (as it is now!) if each modder would have to add his own version of compatibility just because a game creator got creative with node names instead of with content.
or crafting is done in multiple steps, cutting and bending materials into specific shapes and then putting the pieces together?
That's someething I'd very much love to see in games. But in how far does that conflict with there having to be a default:wood defined for example? You can make it more difficult to obtain it, and the way the mod crafts are defined may be visually/gameplay-like game breaking - but that's still the job of whoever wants to integrate the game into the mod. It's just not the modder's job to build large amount of code around naming incompatibilities.
However, a practical way to deactivate all craft recipes in a mod could be very convenient and something we might want to aim for. That'd fascilitate integration into games.
believe universal mods that add things to all games indiscriminately are quite game breaking. recipes aside, just adding a new metal and tools can totally mess up the game balance if the distribution of ores is different from the game that the mod creator used.
Could be, yes. But that's the job of whoever adds the mod to the game. Server owners and players ought to be free to choose! Game creators make suggestions (like modders do), but if someone wants to play a survival game in creative - so be it.
as i see it, most mods were created to add things to MTG which didn't exist in MTG.
when (or if) new games are created, they most likely already include those or similar things, so they don't need to be compatible with those mods.
Why shall they re-invent the wheel? The idea is to use common libraries and to be able to configure things. If you want to for example use bees and honey and all the stuff in your game, it'd be best if the player could also choose to install another mod that does a very similar thing if the player happens to like that implementation more. Not all mods and games are maintained forever either.
if someone makes a mod for another game, because the game creator didn't include something that the person wanted, then this mod would be for that game, specifically adjusted to that game's properties.
No. Modders don't create mods for particular games unless asked by the game creator to contribute something specific. It might not make much sense to add the mod to some games, but then - the user is free to do so if he likes.