If mods are good enough to drive sales then the publisher can pay them.
Modders aren't even freelancers. They live in this area publishers can't count them as employees.
If mods are good enough to drive sales then the publisher can pay them.
Pretty much thisValve just want to profit from mods.
To me I feel like paid mods are the game companies decision. Not so much the community, the old model of donations is fine.
I just don't agree with the idea of having modders live off making content for someone else's game. Game companies need to adopt modders and take them in, offer things like employment, cash prizes for accomplishing something, and so on.
I feel like it's a great opening to find talent of anything.
Valve just want to profit from mods.
But they should get 100% of the profit for THEIR work.
Bethesda games are not a great platform for paid mods I feel unless there is some sort of shared compensation model.Bethesda tried this and everyone complained.
Valve just want to profit from mods.
All things that are done because it benefits valve.
Again: The statement "valve paying modders" implies that valve takes a financial hit to benefit the modders, not gains money by having other people pay modders.
Your entire argument is built around this weird idea that valve is paying modders by building a storefront in which i can pay modders money and have valve profit off of it.
Valve enabling me to pay modders is not valve paying modders.
I've now accidentally repeated the same thing in three paragraphs because you don't seem to get it. But i'm gonna let it stand like this.
If 100% of the revenue stream towards the modder are coming from the community and valve takes a cut, valve does not pay modder, even if they built the enabling system. It is the community. They are the factor in the equation that ends up giving the modder money. Not valve.
Modding tools have been for ages part of the full priced package because these devs know that they move copies.
My point being is that they aren't proving anything of further value that would justify them taking a cut from every mod created. They'd simply be taking that additional money because they could.
What is it with videogames and awful examples.
These things are done to sell the game and would exist just as well if mods weren't a thing, they are covered by the game's sales and no justification to take an additional cut oter than that they simply can.
These things are not provided by the developer and therefore completely irrelevant to my question.
I have yet to see a reason as to why a modder should pay this license fee and why it isn't part of the package that comes with the game itself, just like how it's been with free mods in the past.
Your Harmonix example is cool and in that case it makes sense as the modding tools themselfs are free. But that usually is not the case and the only way to access most games mod tools is to buy the game, meaning the company already profits off of it at that point.
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Yes, i understand, the developer made the game. I'm not dumb. But it isn't at all a reason as to why they should by entitled to further profit off of other people's work on it long after the initial sales that netteted them an inital profit. You'rs are only reason as to why they can do this.
Entity Created For The Sole Purpose Of Selling Games For Money Wants Money For Selling Game Content
If the modder wants to sell it then it's completely obvious the developer is owned a part of that money.
The vast majority of mods as distributed don't contain copyrighted content though. People could also charge for emulators if they wanted to (see Bleem).The modder doesn't own any of the stuff from the game, so he doesn't have the right to earn money from it without the original owner getting a cut.
Bethesda games are not a great platform for paid mods I feel unless there is some sort of shared compensation model.
People have dozens and sometimes more mods. A lot of folks switch out mods, try a new one, etc. The big reason for their games popularity are mods and the fact that Bethesda game engine for all its warts is very friendly to modders.
Now most people won't mind paying $1 - $3 for a mod or two. Now, multiply that by 50 - 100 mods. That's where things break down. Maybe Valve/Bethesda could have a "Season Pass" mod option that say for $25 gave unlimited access to mods and then distributed money to mod Devs afterwards Spotify style.
Hats from TF2 are:They want to replicate the store system from TF2.
Which is fine by me.
They get 30% and some girl gets her entire college paid for.
Exactly, I may be an outlier but when I mod my Bethesda games, I more often than not end up hitting the ESP limit of 255 plugins and have to merge some to be able to play -and that figure doesn't even include pluginless mods such as virtually all texture replacers. Even at an average cost of $1 it'd be completely cost prohibitive, and when those Skyrim paid mods were on steam, most cost a lot more than that.
It's always about money for valve or what ? can't have enough don't they ?
It's not obvious at all in fact. A very appropriate real world analogy here would be aftermarket car parts. These parts are manufactured and sold completely independently of both the car company and the part OEM. If I decide to buy fancy new tailpipe for my Honda Civic, for example, Honda would neither get nor deserve any of my money. For a more closely related example, you could look to the industry of paid Photoshop plugins. Abode created the SDK that enables modding the program, but they take no cut of third party plugin sales. If a dev wants modders to pay them, they should charge for SDK access.
The vast majority of mods as distributed don't contain copyrighted content though. People could also charge for emulators if they wanted to (see Bleem).
Edit: Dota 2 is a special circumstance. For one, Valve is both the developer of the game and the operator of the store. Their cut of both accepted workshop submissions and paid custom modes is done from the role of the latter and they could just as easily do the same thing for mods for other games on Steam as long as the mods don't contain copyrighted content.
No and no. Like I said, store owners can rightfully take whatever cut they want, but I'm arguing against giving devs/publishers a cut from mod sales from a 3rd party store (Steam in this case)Sure, but are those car parts sold AT Honda's stores? Are those paid Photoshop plugins sold DIRECTLY from Adobe's store?
Valve just want to profit from mods.
I hate that Valve and developers want a cut of a Modder's profits.
Valve and the developers should just be happy other people's mods are selling these games in the first place.
I agree with an optional donation system, embedded in the game for modders. But they should get 100% of the profit for THEIR work.
If any modder has this attitude then they should just make their own game. Good thing not a lot of modders have this attitude.
I'm kinda split on paid mods as a whole, it's a logical thing but the culture we've cultivated for so long is incompatible with it so I'm fine if it never comes to fruition. Something tells me people will find a way some day though.
From a players point of view the biggest argument in favor of paid mods should be that it creates an environment where mods become much higher quality, so I think the way they tried it with Skyrim was probably the worst way to go about it since it felt like all they were doing was taking away and not adding anything of value. I'd love to see small teams get together to make insanely high quality mods as a genuine business model, like pseudo game studios but without the difficulties that come with doing 100% your own thing.
ITT people don't understand that tools development is an entire career in the games industry. Most developer tools are locked into networked systems that typically only work internally and are often ugly, a pain in the ass to work with, and undocumented. Making user friendly modding tools that can be detached from the developer's network, is well documented, has a clean UI, and plugs seamlessly into the final compiled game is typically a massive undertaking.
Not to mention the only reason someone would paying for a mod in the first place is because they had bought the game already due to the millions the developer/publisher spent on development and advertising. Bethesda games sell millions in the first weeks of release on consoles and PC when (a) no mods have yet been released meaning people aren't buying the titles for a specific mod that doesn't even exist, and (b) mods aren't even expected an expected feature in the console market.
The modders deserve to be compensated and profit if they want to put their work up for sale (that is if they choose not to release it for free, a choice they can continue to make), but arguing that mods can somehow exist in a vacuum without the work, support, and investment by the developer's original title that functions as a platform for those mods is a bizarre stance to take. It's like people who get upset that Valve takes a 30% cut for providing a massively popular, well supported sales platform that yields significant exposure, advertising, and boosted sales just because "well it's a platform that already exists, so they aren't putting in extra effort and therefore don't deserve more money despite the value created." Developers can always release their games on their own sites without giving Valve a cut, but doing so provides a minuscule fraction of the sales.
Uhh, what? This is how every single platform exists. When Nintendo, Sony, Microsoft, and Valve develop a platform on which developers can sell their games, they all get a ~30% cut. In these instances the developers are paying a percentage of their sales to the platform developers for the opportunity to sell to an exponentially larger audience than they'd ever have the opportunity to sell to on their own unique platform. This is especially obvious with Steam, because it's easy for a PC game developer to sell Windows compatible titles for 100% of the earning without having to pay MS or Valve, and yet most still choose to sell on Steam because the additional sales due to Steam's advertising and exposure far, far exceeds the extra 30% they'd make on each sale putting the titles on their own custom storefronts. All people, both developers and customers, pay for value, not for the amount of work that went into development. All platform holders have created value through the creation of their platforms regardless of whether or not they continue to put in more work on the tail end.
This is exactly how a game developed with user friendly modding tools can be viewed. The developer has created a platform on which mods can be developed. If the modder wants to release their work for free, as has been done in the past, they still could. However, if they want to profit from it, then they can pay a percentage to the developer for the value created by the developer's game platform. Alternatively, they could always go and create their own game from scratch if they don't want to pay the game/platform developer, but that's a lot more work, plus a lot of the potential customers (people who already owned, say Skyrim for example) wouldn't necessarily go seeking out that standalone title when they would otherwise be looking for new additions to the game they already owned and therefore more receptive to spending extra money on it. The very fact that the Steam platform is so popular despite the fact that developers could release their titles on PC for 100% of the revenue shows how much value a popular platform creates.
And yes, historically mods have been free. Modders could still choose to make them free. PC game releases historically never paid an electronic distributor (ie. Valve) a cut. PC game developers can still operate using the historical model and release their games directly for Windows without paying Valve. Most, however, are choosing to release on Valve's platform because it provides worthwhile value. Games with a pre-existing audience and mod friendly development and implementation tools create value for modders who want to profit.
Gamers: "Mods are great and the creators of mods should TOTALLY be compensated for their hard work... just not by me. Never by me."
Add something in there about evil valve corporate greed mods are part of the value proposition I paid for etc for your average gaf mod hottake.
Gabe please don't forgot about those of us that mod Steam itself
Idea: Add a tip jar feature for registered modders.
The Skyrim system, where most of the money went to Bethesda, would not have been "accurately" compensating modders.