Well thankfully we live in a market economy where the viability of earning money from these things is not determined by the kind of mindset you have. People have been able to make money from modifying and creating content for plenty of different games for many years now, and status quos have been given time to be established in those markets over what people are willing to pay for and how much.
Off the top of my head, day z and killing floor.What mods?
What mods?
I used to make mods for Max Payne 2. I've used mods for a lot of different games over the years, never paid for one. I may have encountered one or two over the years, maybe for a total conversion for a shooter, I can't remember.
Modders are hobbyists. They're not professionals. They already usually deal with grief from people who run into issues using their mods, and that's for a free download. Steam is incapable of providing customer support, how in the world is a home hobbyist supposed to deal with irate buyers (or worse, some kind of copyright infringement claim)?
The whole scenario is dysfunctional, mostly because the idea itself doesn't meet the spirit of what modding is about.
Off the top of my head, day z and killing floor.
Do you decide for them or will you let them have a choice what they want to be?Modders are hobbyists. They're not professionals.
CSGO, TF2 and Dota 2 have thriving moddong communities who are getting paid for their mods. The thinking was to implement the same concept with Skyrim.
Natural Selection too started off as a mod, there's Black Mesa Souce which going to be sold on Steam.
Off the top of my head, day z and killing floor.
I take it you don't have much faith in community-driven curation and try-before-buy or refund?but that doesn't mean all of a sudden you are going to let the paid mods flood the marketplace with no QA whatsoever.
I fully expect this to be implemented into the next Bethesda RPG on day 1 of workshop support.
Maybe that will stop some of the issues early on since the community / way of things wont have had solidified yet for the new game.
Also it wouldn't hurt to create a few basic rules like if you released a mod for free you cant decide later to put it behind a paywall and spam previous installers with pop ups in game to buy the paid verison.
What mods?
I used to make mods for Max Payne 2. I've used mods for a lot of different games over the years, never paid for one. I may have encountered one or two over the years, maybe for a total conversion for a shooter, I can't remember.
Modders are hobbyists. They're not professionals. They already usually deal with grief from people who run into issues using their mods, and that's for a free download. Steam is incapable of providing customer support, how in the world is a home hobbyist supposed to deal with irate buyers (or worse, some kind of copyright infringement claim)?
The whole scenario is dysfunctional, mostly because the idea itself doesn't meet the spirit of what modding is about.
They're not even clearing the low bar set up by mobile ecosystems though.
Apple, for instance, doesn't just let you throw anything up on the iOS store, even though some of the crap on there may make you think that's the case.
They actually require you to meet lengthy guidelines on functionality and if you fail to meet them, they'll reject your App.
Similarly, Google has a system in place for Android Apps.
So far as I can find, Valve had no such process. In fact, they've got this gem on their FAQ;
So no, Valve was not approaching this remotely the same way.
Somewhere, there's a more thoughtful way to monetize mods and give content creators more incentive and time to develop their software. Throwing a paywall in the middle of an established mod community out of nowhere was not thoughtful in the slightest.
Fallout 4 won't even be a game. It will just be an engine filled with premade environments and characters. The modders do the rest.
Mods have been sold commercially and sanctioned by the developers as far back as Quake 1. Malice for Quake is one example. Tactical Ops for Unreal Tournament is another. Then there's stuff like Second Life and super hardcore flight simulator games and such that have their own markets for user-created content like Valve's games. Starcraft 2 I believe also supports selling stuff like custom game modes, and the same principle is planned for Everquest Next/Landmark (they stated specifically that they want to have an ecosystem where something like DotA can happen and be monetized from the start).
The modular nature of Skyrim is obviously very different to all of these, but that doesn't mean that the inherent problems cannot be solved or at least mitgated to manageable levels. I don't see how it in any real way counters the "spirit" of modding.
I take it you don't have much faith in community-driven curation and try-before-buy or refund?
I see only one way gamers could let it slide with paid mods :
Opt'in by mod devs. They either choose to make them payable, or free, or have a donate button. But if they want to make money out of it, it's not up to gamers to choose if they can try. Gamers can vote with their wallet on paid mods.
When you add money, yo add fraud and scammers. Community driven curation only works when there is no incentive to break it for a profit. And the way it was done, Valve had not placed any external curation process whatsoever.
Hooray, people can't get paid for their time and effort anymore!
Too bad. Since when has hobby game modders thought they had a home business doing that? It's not even in the spirit of what the whole thing is about.
For some reason, everyone thinks everything we do in our free time for fun should be somehow putting money in the bank.
That's exactly how the system did work. There wasn't a donation button however, just a link to the developer's paypal or patreon.
Modern Steam has run entirely without curation.
Valve was pulling those links because they weren't getting their cut, though.
Me neither. My faith in Valve is irrevocably shaken though- this was some c-tier junior executive shit implemented overnight with no open discussion. And then only talking to 'the market' after they saw abysmal feedback as opposed to their usual silence...They listened. Did not expect that.
Valve was pulling those links because they weren't getting their cut, though.
You mean I can put any game up for sale on Steam without Valve direct approval? I doubt it.
That was debunked.
one guy had a link removed because he was using a URL shortener, which has always been against the rules (thanks to phishers and scammers)
Valve was pulling those links because they weren't getting their cut, though.
You mean I can put any game up for sale on Steam without Valve direct approval? I doubt it.
I was totally with you until I saw how some modders were treated by the "community" on e.g. reddit during this. "Entitled hellspawn" seems pretty apt!I'm getting really tired of this cycle of painting gamers as entitled hellspawn
I see only one way gamers could let it slide with paid mods :
Opt'in by mod devs. They either choose to make them payable, or free, or have a donate button. But if they want to make money out of it, it's not up to gamers to choose if they can try. Gamers can vote with their wallet on paid mods.
BUT : If the mod is paid for, then at least 90% of the money should go to the mod dev and not the shameful 25% that was planned.
Overall, i'm all for the donation system. It worked until now. (of course not in Bethesda's mind because they're not getting a dime on it)
They are obviously creating value that they can't cash in on. If you could ask hobbyists if they would want to be able to make money off of their work I think it's pretty obvious which option most would pick. It is not for us to make that choice for others.
There was a market here. It's gone now.
I was totally with you until I saw how some modders were treated by the "community" on e.g. reddit during this. "Entitled hellspawn" seems pretty apt!
No they aren't. They're doing what they do for fun and sharing it with the community. For a lot of modders, it's a learning exercise as much as it is a hobby. That is not a business, or a source of income.
That seems incredibly optimistic. If people can get something for free they'll take it for free and invest that money into something that would otherwise cost them something.
Yeah, let's ignore all the people who presented their issues with this in a polite and constructive manner.
Sure but there was certainly a large amount of people brigading under the principle that modders / valve / publishers can not offer the option of a modder choosing to monetise their own work under any circumstance - which I still think is ridiculous. Doing it to an established game and it's mod community that was always based on free distribution and sharing of works with not licencing, was always a bad idea
dictating what all mods and modders should be isn't your place. enabling easy payment from the community would make modding viable for lots of people who can't bother right now.