Poll started by feillyne with 312 votes and 6 comments. Browse the poll archive.
(59 votes)Yes
(38 votes)Yes, completely!
(46 votes)No
(32 votes)No, custom maps/levels only
(24 votes)No, official DLCs only
(65 votes)Not a dev here, but I'd like to see more indie games becoming moddable!
(48 votes)Just an indie player here, doesn't matter if indies are moddable or not, they're still awesome!
It's something we debated in the start, but we want the community to be able to have mod support.
I read an interesting article called "Write Games, Not Engines" and it was really great read. I play around with development and this really rings true. It is much easier to write specific custom elements than to try and make a system accessible so that in the future you can add those elements. I love modders don't get me wrong!, but I tend to find it much easier to develop with specific features in mind because you have the ability to manipulate the source code with ease.
Seeing as how I am developing a single player game, there is a small chance of custom maps, and no chance of real modding, but, if we were to implement a challenge mode, then I would definately give the community the ability to make custom maps/puzzles. Also, I am sure we will do some post release DLC of some sort, probably for free or really cheap. Btw, you could always give it a peek: Indiedb.com
Modding increases the replay value of the game and the amount of time gamers spend with the game. Needless to say, Moddb proves that games can evolve further than imaginable. It is not easy to manipulate development tools for modders by "dumbing down", but that would indicate that their game was built inefficiently in the first place.
I think Unity would handle modding fine by accepting custom scenes consisting on the newly created content. For my indie, I would not go too far as sometimes allowing modding can be dangerous if hacking becomes a game mechanic in itself. But things like custom maps on unofficial servers that don't interfere with the core game would be great.
Unlike most roguelikes, I'm definitely going closed-source. I don't want people totally divining how everything works; I don't want people uncovering the game's secrets; and I don't want people to stumble upon the bad bits of code...
However, I'm intending to have a lot of player feedback make it into the game in terms of creatures, map areas, etc etc, so people will still get a chance to influence the final thing.
I would like to let my one of my games be a completly moddable sandbox... though it seems Minecraft has taken that. :,(