trader/warrior
Deity
One of the funnier things in all of this was seeing the whole pc master race crowd go through such a collective identity-crisis over Lord GabeN abandoning them.
One of the funnier things in all of this was seeing the whole pc master race crowd go through such a collective identity-crisis over Lord GabeN abandoning them.
“Releasing a mod today up behing a paywall is just too much of a hassle.
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- You have to have permission if you are using work from other mods
- You probably have to work alone
- You need commercial licenses for any paid 3rd party software used to make your mod
- You must conform to the strict file structure of Steam Workshop(this limits mods like ENB’s for example)
- You need to take into consideration that, as of right now, you cannot take down your mod if you put it up for sale.
“The key thing to understand is that this is a highly specific and unique scenario. Modding Skyrim was forced to be unpaid for three tears. This is a see change while we are just getting good at it. Had this started on a new game, it would have been ‘fine’. I probably never would have started modding, but it would have been ‘fine’.”
"...the treatment of some of the modders by the community as horrifying and disgusting. Several well respected figures have been driven away entirely, and many more will be sure to follow. It seems they have been exploited more than anyone else, and it is not the place of the community to judge them for wanting money for their work."
I agree with the last one. Chesko, the guy behind Frostfall, was treated terribly, and I'm sure other modders had abuse heaped upon them from both directions. The negativity was extremely unfortunate.
Even without the breakout success that would allow a modder to quit his or her job, a modest income still rewards people for their work and contribution. Modding communities are littered with promising but abandoned mods, great ideas never finished because real life got in the way. Being able to sell your mod is a powerful incentive to finish the mod and to make sure it remains working and bug-free as the base game is updated.
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With paid mods this problem goes away. Game developers have a clear business case for not only supporting mods, but making sure that their game is the most open and mod-friendly game available. They want to attract top tier modders.
As a side effect, the addition of better modding capabilities in the base game will improve the quality of the free mods and our own ability to tweak our games.
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Imagine the mods we will get in a world where game developers have a strong business incentive to support mods, and the best modders are able to pursue mods full-time and contract with artists, voice actors and musicians to make their mods better.
We will still have free mods. Modders will still be making things just to share them. The prices will need a little time to settle and there will be a big difference between the free mods (with the occasional big mod for free) and premium mods (with the occasion undeserving small mod someone is trying to charge for).
But if you want to play in Arkham City as Commissioner Gordon or as a bank robber trying to avoid the Dark Knight (and a city full of supervillians), give modders the tools, time, and incentive to make it happen. If you want a totally moddable version of Diablo IV from skills, weapons, monsters and maps on up, then you should support paid mods.
Where do we go from here?
I believe Valve made two mistakes with their recent paid mods announcement. Firstly, they shouldn’t have heavily promoted the ability to charge for mods. The goal isn’t the ability to charge for mods. The goal is to create a community of modders and a golden age for modding. Paid mods is just a step in that direction. Wait until the best mods come out, where millions are playing mods (free or paid), and then promote.
Secondly, tying the announcement to a game that already has a huge base of mod content is dangerous. The Elder Scrolls 5: Skyrim is an incredibly mod-friendly game with a huge community of mod players and creators; don’t risk upsetting that ecosystem with such a big change this late in the product's lifecycle. Paid mods are a new world. Let new titles, not established communities, test out the waters.
There are also two safe guards I think the system needs to work:
1. Require certification before being able to produce paid content
Stardock has allowed modders to create and sell content for WinCustomize for years. The best control we had to keeping IP-infringing and non-owned content from showing up was to require approval before an individual could begin selling content. This creates a nice incentive to produce free content to become known, and a powerful incentive to make sure the content of your mods is appropriate or risk losing your ability to create paid mods for that game.
Approval would come from the game developer. They are making a portion of the sales, so they should be invested in making sure they approve at least the content creator, if not the content itself. That way different developers can adopt whatever strategy they would like like for their game and player community. Some may only open up paid content to a few top tier modders. Others may allow the community to upvote free content and award the ability to sell content to those that pass certain thresholds.
2. Paid mods should have a trial period
We can trust established game companies (though sometimes we get burned) but it’s probably too much to ask us to trust a random internet modder. So let’s set a higher bar for modders. All mods can be played for three days without charge; at the end of that period the player has to decide if he wants to buy it or not. This encourages modders to make sure their mods are the best, and allows players to go experiment with mods.
With these changes we can look forward to great mod teams that produce mods for various games. We will have shared characters and stories that cross worlds. We will find new IP, we will find that professional modder is as real of a job as a professional game player, and games will become toy boxes of abilities we can tweak and play with. I can’t wait to see it happen.
1. Require certification before being able to produce paid content
I agree with him. It really was a bad idea trying to implement the new policy using a game with an established modding scene. It would be better to test the system with a new game that doesn't have an established modding scene.
This is probably why the system can't work on Steam. Steam barely curates as is.
Some may only open up paid content to a few top tier modders. Others may allow the community to upvote free content and award the ability to sell content to those that pass certain thresholds.