Damerman
Member
Valve worships market forces.
market forces are seeing people like Elon Musk and Jeff Bezos and sergey brin/larry page do good for the world. its not always a negative thing.
Valve worships market forces.
Grayson, this is a really excellent summary of two of the most legitimate issues with paid mods.There's two arguments at play here:
One, will monetizing mods ruin even free mods? We don't know yet, but one of the major and, IMO ,legitimate, concerns is that the way mods currently tend to feature a lot of work shared between members of the community and if you've now got some members saying "Hey, I want a piece of this money thing", and others saying "Nah, it's gotta stay free", you've created a rift. We can already see this happening. Worse though is that it means many of the collaborative efforts that have happened in making Skyrim mods will simply not happen when Fallout 4 hits. When the new things you can learn about the game that help in making mods become something that makes you money, you're not going to be especially willing to share that info. This is totally counter to the past spirit of the modding communities (for these games, at least)
Two, will paying for mods mean higher quality? Again, we don't know yet. We do have some very worrying things being said, like that post 24-hour-refund-window, mods that stop working (for any reason) are just broken, and it's on the modder, and the modder alone, to fix it. But since there's no recourse for the buyer at this point, other than hoping for future customers, the modder isn't necessarily going to fix this stuff (and in some cases, given the lack of Bethesda/Valve support, may not be able to). When people *buy* a product, they expect a certain level of service, and Valve has pretty much come right out and said that you simply won't get that service from them, and may get it from the modder (if the modder deigns to continue working on it).
There's two arguments at play here:
One, will monetizing mods ruin even free mods? We don't know yet, but one of the major and, IMO ,legitimate, concerns is that the way mods currently tend to feature a lot of work shared between members of the community and if you've now got some members saying "Hey, I want a piece of this money thing", and others saying "Nah, it's gotta stay free", you've created a rift. We can already see this happening. Worse though is that it means many of the collaborative efforts that have happened in making Skyrim mods will simply not happen when Fallout 4 hits. When the new things you can learn about the game that help in making mods become something that makes you money, you're not going to be especially willing to share that info. This is totally counter to the past spirit of the modding communities (for these games, at least)
Two, will paying for mods mean higher quality? Again, we don't know yet. We do have some very worrying things being said, like that post 24-hour-refund-window, mods that stop working (for any reason) are just broken, and it's on the modder, and the modder alone, to fix it. But since there's no recourse for the buyer at this point, other than hoping for future customers, the modder isn't necessarily going to fix this stuff (and in some cases, given the lack of Bethesda/Valve support, may not be able to). When people *buy* a product, they expect a certain level of service, and Valve has pretty much come right out and said that you simply won't get that service from them, and may get it from the modder (if the modder deigns to continue working on it).
If you don't think people stole mods before now then you're mistaken. Look at all the different variations of DayZ for an example. Every creativity driven hobby/job has examples of stolen work. If someone steals a mod and charges for it but doesn't know how to support the mod, people will stop buying it.
Same thing for your second point, if an update broke a mod before, a good modder would go in and fix their mod so that it would work with an update. If someone didn't fix it then no one would download that mod anymore. That isn't going to change just because a dollar sign is attached to a mod. If anything it provides more of an incentive for modders to fix things because if they don't people will stop buying their mod.
This is problem software has had more or less solved for 30 years, BTW.There's two arguments at play here:
One, will monetizing mods ruin even free mods? We don't know yet, but one of the major and, IMO ,legitimate, concerns is that the way mods currently tend to feature a lot of work shared between members of the community and if you've now got some members saying "Hey, I want a piece of this money thing", and others saying "Nah, it's gotta stay free", you've created a rift. We can already see this happening. Worse though is that it means many of the collaborative efforts that have happened in making Skyrim mods will simply not happen when Fallout 4 hits. When the new things you can learn about the game that help in making mods become something that makes you money, you're not going to be especially willing to share that info. This is totally counter to the past spirit of the modding communities (for these games, at least)
Two, will paying for mods mean higher quality? Again, we don't know yet. We do have some very worrying things being said, like that post 24-hour-refund-window, mods that stop working (for any reason) are just broken, and it's on the modder, and the modder alone, to fix it. But since there's no recourse for the buyer at this point, other than hoping for future customers, the modder isn't necessarily going to fix this stuff (and in some cases, given the lack of Bethesda/Valve support, may not be able to). When people *buy* a product, they expect a certain level of service, and Valve has pretty much come right out and said that you simply won't get that service from them, and may get it from the modder (if the modder deigns to continue working on it).
Alright, fess up, who copy/pasted my post from GAF to reddit? https://www.reddit.com/r/gaming/comments/33uplp/mods_and_steam/cqoj9vn
http://www.neogaf.com/forum/showthread.php?p=161384491&highlight=#post161384491
This is problem software has had more or less solved for 30 years, BTW.
It's called copyleft.
I know it has more implications than software (one of which is... game mods!), but it's been battle tested in that space.Copyleft isn't just a software practise. It's used in pretty much all forms of creation where copyright exists.
Besides, it's hardly "solved". Software still has a crap ton of legal disputes. It's also hard to know when a license has been infringed and even if it has, no one's going hire lawyers over a hobby project. The only time anything really happens is when it's between major companies like Oracle vs Google.
For the most part, it's all about just trusting people not to be assholes. Something that becomes more difficult when money is involved.
Alright, fess up, who copy/pasted my post from GAF to reddit? https://www.reddit.com/r/gaming/comments/33uplp/mods_and_steam/cqoj9vn
http://www.neogaf.com/forum/showthread.php?p=161384491&highlight=#post161384491
http://i.imgur.com/dMCAXML.png
So, I came to this thread having heard paid modding was coming to Steam, but didn't know things had exploded so quickly.
Is there a comprehensive timeline with details and such in this thread or elsewhere?
That AMA didn't seem to provide answers to most of the rather big issues that aren't 'omg Valve is greedy' that he took way too much time answering, so I'd like to get some more background on this if I can
There is no guarantee of paid mods being supported in any way and a customers only recourse is get a refund within 24 hours (setting up mod lists can take longer than that) or asking the author of the mod nicely to fix the problem (which they may not even be able to do) otherwise the customer is SOL.
This limits cooperation between different modders and moding teams, many mods use parts of other mods and the added complication of money will stifle cooperation to some degree (could be a little impact or a huge impact) this has already happened with Wet & Cold.
I know it has more implications than software (one of which is... game mods!), but it's been battle tested in that space.
Also... Oracle vs Google was a patent fight, it had nothing to do with copyleft. Software patents are a much bigger cause of legal disputes than GPL violations.
Also also, it's hard to know that someone's infringed on a copyleft software license because it's hard to tell if someone's using a given piece of code. It's much less hard to tell if someone copy-pasted a 3D model.
Re: "it's all about just trusting people not to be assholes", that is the exact opposite of the GPL. The GPL (and other copyleft licenses) exist because people are assholes where money is involved.
edit: I guess I basically disagree with everything you said.
Copyleft is more or less a formal way of specifying what you mean by "it's gonna stay free" (relatively much, to be exact). It doesn't change the fact a conflict exists, and that there are going to be people who are not going to ask for permission to do stuff, and that there are now new incentives to proceed with it.This is problem software has had more or less solved for 30 years, BTW.
It's called copyleft.
mod community is hella dead compared to what it once was
no one releases mod tools or facilitate their games to be modded cause they don't give a shit
so fuck giving them incentive I guess
Fair. One thing Valve could/should do to alleviate this is require that mods enumerate what other mods they depend on.My point is, the GPL or any other license does not protect a creator from having their work copied if they aren't actively looking for license violations.
Unless if it's a large company that actively checks software that contains their licensed code (via a legal team or however), no one will be caught. Some guy making things as a hobby won't be doing that, won't hire someone else to do it, and so the license is as good as not existing.
Those incentives already existed.Copyleft is more or less a formal way of specifying what you mean by "it's gonna stay free" (relatively much, to be exact). It doesn't change the fact a conflict exists, and that there are going to be people who are not going to ask for permission to do stuff, and that there are now new incentives to proceed with it.
I feel bad for him :/
Basically the points of contention are:
- Fear mongering that all mods will become paid
- People unhappy that modders get 25% of a sale, while it seems bethesda chose this cut giving them 50% and Valve 25%
- People think mods inherently should be free
- People not happy that it is "open" and thus has started out with people exploiting / protesting / plagarising work
In regard to the last point though - my opinion:
Pretty much every system they implement that has community driven content is declared a failure when it releases - rightly so at that point in time - but specifically because everyone starts experimenting always lean towards trolling, exploitation and alike.
It happened with Steam Tags, Early Access, Initial Hat selling, Community Market Place various times new features were added, Workshop in it's original form, Greenlight, Early Access, even the sales event such as the Team Event a few summers back and the winter sale.
While the issues still remain in most of those services, they don't begin to compare to the first months of chaos - which is not to say this situation with paid mods will improve or stay at all - but it is to say that I'd be certain they expected chaos to a certain degree, just so they could work out what to do next and eventually fix or get a workable solution.
This approach that Valve uses works BUT is unethical as it is wilfully pushing a terrible customer experience
Well I mean if you want to ignore some other important and reasonable concerns heres just two.
There is no guarantee of paid mods being supported in any way and a customers only recourse is get a refund within 24 hours (setting up mod lists can take longer than that) or asking the author of the mod nicely to fix the problem (which they may not even be able to do) otherwise the customer is SOL.
This limits cooperation between different modders and moding teams, many mods use parts of other mods and the added complication of money will stifle cooperation to some degree (could be a little impact or a huge impact) this has already happened with Wet & Cold.
I feel bad for him :/
No, before there was no official, publisher supported method of premium mod distribution. So you can now sell a Skyrim mod without fearing Bethesda's lawyers to show up, and you can do it through a very popular internet storefront that's already integrated with Skyrim to some degree. Please present me with something that demonstrates this is not a new incentive.Those incentives already existed.
Modders could already accept donations, correct? Money was already in play.No, before there was no official, publisher supported method of premium mod distribution. So you can now sell a Skyrim mod without fearing Bethesda's lawyers to show up, and you can do it through a very popular internet storefront that's already integrated with Skyrim to some degree. Please present me with something that demonstrates this is not a new incentive.
If you lump them together, sure.Modders could already accept donations, correct? Money was already in play.
It does make it easier, I'll give you that. But the financial incentive was already there.
Modders could already accept donations, correct? Money was already in play.
Has he addressed the 25% cut for modders?
That is the only question I care about. Tell me when Valve & Bethesda agree that the mod author cut will be no less than 50%.
Pretty much every system they implement that has community driven content is declared a failure when it releases - rightly so at that point in time - but specifically because everyone starts experimenting always lean towards trolling, exploitation and alike.
It happened with Steam Tags, Early Access, Initial Hat selling, Community Market Place various times new features were added, Workshop in it's original form, Greenlight, Early Access, even the sales event such as the Team Event a few summers back and the winter sale.
While the issues still remain in most of those services, they don't begin to compare to the first months of chaos - which is not to say this situation with paid mods will improve or stay at all - but it is to say that I'd be certain they expected chaos to a certain degree, just so they could work out what to do next and eventually fix or get a workable solution.
This approach that Valve uses works BUT is unethical as it is wilfully pushing a terrible customer experience
You misunderstood both questions. I'm talking about free mods, not paid mods.
1. If someone steals a mod and tries to charge for it then sure, people can just not buy it. But who decides when a free mod counts as "stolen" or "copied"? Will free mods even be allowed to copy functionality of paid mods? And if not, what mechanism will prevent it, and can that mechanism be abused? And will the prospect of a fight simply cause people not to bother making the mod at all?
2. Sure, a paid modder would have incentive to fix it to keep getting paid. But what happens to free mods now that companies can earn money from paid mods? That gives them a direct financial incentive to break free mods. And Steam already uses forced updates, so it is extremely easy to break free mods whenever you want.
This is it folks, Vincent first argument, of why paid modding will be the poison that kill the modding scene we know today. People arguing or not mod should (mostly) stay free or let modders have (more) pennies from their hard pasttime activities. It is not about the money that most important as community is what modding scene, TES in particular alive so well years after the games original release. When shit like money involved in supposedly free, and open community of enthusiasts it will always stir shits up.There's two arguments at play here:
One, will monetizing mods ruin even free mods? We don't know yet, but one of the major and, IMO ,legitimate, concerns is that the way mods currently tend to feature a lot of work shared between members of the community and if you've now got some members saying "Hey, I want a piece of this money thing", and others saying "Nah, it's gotta stay free", you've created a rift. We can already see this happening. Worse though is that it means many of the collaborative efforts that have happened in making Skyrim mods will simply not happen when Fallout 4 hits. When the new things you can learn about the game that help in making mods become something that makes you money, you're not going to be especially willing to share that info. This is totally counter to the past spirit of the modding communities (for these games, at least)
Two, will paying for mods mean higher quality? Again, we don't know yet. We do have some very worrying things being said, like that post 24-hour-refund-window, mods that stop working (for any reason) are just broken, and it's on the modder, and the modder alone, to fix it. But since there's no recourse for the buyer at this point, other than hoping for future customers, the modder isn't necessarily going to fix this stuff (and in some cases, given the lack of Bethesda/Valve support, may not be able to). When people *buy* a product, they expect a certain level of service, and Valve has pretty much come right out and said that you simply won't get that service from them, and may get it from the modder (if the modder deigns to continue working on it).
One point of contrast to those other examples - they had relatively little impact outside of Steam, whereas this new 'experiment' is disrupting the existing modding scene outside of Steam. If you didn't like hats or Early Access, you had the option to simply not use those systems. This program seems to be causing collateral damage to those who do not use Steam.
One point of contrast to those other examples - they had relatively little impact outside of Steam, whereas this new 'experiment' is disrupting the existing modding scene outside of Steam. If you didn't like hats or Early Access, you had the option to simply not use those systems. This program seems to be causing collateral damage to those who do not use Steam.
I'm gonna have to side with Gabe on this one. If people put time into something that they think they deserve compensation for I see no reason why they can't try. People get compensation for youtube videos based on others works, why not mod code? Obviously if people don't buy it they either reduce the price or just set it free entirely, but I think the PC modding community at large will pretty effectively sort it out themselves (as they seem to largely have already). People will pay for what they want to pay for and not what they won't and modders that dont conform will be weeded out pretty quickly (as a number of them seem to have been already). They even have a PWYW option. As far as "support" for a paid mod goes, that went out the door when Valve started enabling broken early access projects en masse. There's always a "hey we're being upfront this may not work so like don't blame us or whatever" get out of jail free clause that keeps the creator out of trouble, so precedent renders that point moot whether people like it or not.
The only real sticking point IMO is the admittedly stupid 25/75 split. It should be at least 40/60.
So did Gabe actually inform us of any future changes to the program or is he like "screw you guys"?
Even 40/60 seems too high. I'd say 75 for the creators and 25 for Valve/Bethesda.
Honestly, most of these mods only sell for a few bucks or less. It's not like they're full games. Valve probably profits several times over from people buying the game on Steam, and Bethesda gets a cut from other avenues like YouTube when people share footage of mods on there.
Most of it should be going to the creators to encourage more development, that way more people keep coming to Steam and buy the game. I don't see how this isn't obvious, only greed could have blinded them...
So did Gabe actually inform us of any future changes to the program or is he like "screw you guys"?
So did Gabe actually inform us of any future changes to the program or is he like "screw you guys"?
He said there will be a way for creators to have a "pay what you want" option, with the minimum being $0.