DLC vs. Modding

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Dragon Age has DLC ands mods and most of the special items, clothes etc. are also available as mods. The people didn't take the paid for content but recreated items with the same properties. Don't see why you couldn't have something like that in Civ V, too.
 
Basically Screw the SE and DLC (unless its free...).

I'm fully confident that the mod community will come up with high quality and viable alternatives to any official DLC that is produced. I can't belive they would restrict the mod community to hevily with legal obsticals when they seem to be elevating it to a more prominent position via supposedly greater access to tools etc and a easier and more visible way of downloading mods in game.
 
Dragon Age has DLC ands mods and most of the special items, clothes etc. are also available as mods. The people didn't take the paid for content but recreated items with the same properties. Don't see why you couldn't have something like that in Civ V, too.

People wanted the Dragon Age items (rings, swords, etc. (for those of you unfamiliar w/ the game)) because they gave large stat boosts, not because they enhanced gameplay or had pretty graphics. The civ equivalent would be taking an existing unit and changing it's strength to over 9000 - which isn't really what civ mods aim to do:p
 
The point in case was, that nobody had anything against people releasing the content of dlcs as mods as long as they build them themselves and didn't jsut publish the original files.
 
Right. But you still don't understand my point. It isn't about the work that goes into it, it is about the permission to do it. Yes, it is a lot more work to recreate a civ or map. But people have done that for civ 4, so they probably are ready to invest the same amount of time to do it for civ 5 and if Fireaxis handels it the same way it was handled in Dragon Age, nobody stops them from building their own Babylonian civilization.
 
lol

some modders on here are killer

match the game stuff exact

and then you can say "any one make so and so unit or so and so civ" and 9 times out of ten someone will make it.

not sure a paying for unit thing can compete
 
As already pointed out it would not be legal, just to point out: it would also be against forum rules and users doing something like this would not be looked kindly on...
But doing a civ with the same name and with somewhat similar characteristics wouldn't be piracy (list of city names would be slightly different, alternate orthographs work fine too, and units can probably be re-created and look different for a similar gameplay).
Art assets may also exist unlocked in the base game and only be unlocked by the DLC, and be usable by modders no matter what.

Also, this:
All Customized Game Materials created by you are exclusively owned by LICENSOR and/or its licensors (as the case may be) and you hereby transfer, assign and convey to LICENSOR all right, title and interest in and to the Customized Game Materials and LICENSOR and its permitted licensors may use any Customized Game Materials made publicly available to you for any purpose whatsoever, including but not limited to for purposes of advertising and promoting the Software;
is fine but actually not totally legal. In France, there are some rights that cannot be passed. For instance I created a mod. All the rights are automatically passed to licensor, except that the moral rights cannot be transferred, in no legal way ("droit inaliénable et imprescriptible" - article L121-1 of the French code de la propriété intellectuelle). And these rights mean that I still have something to say about all that licensor does with my work, because laws are superior to this EULA. In particular, there is a divulgation/repentance right which means that (except for software, but it should be ok for art assets - actually for software, one has the right but doesn't have the right to exercise it unless otherwise stated...-) the licensor cannot distribute the mod without the creator's consent and the creator can ask them to stop distributing it whenever they want (but must compensate the licensor for the inconenience caused).
EULA's are fine and all, but the law matters more and publishers can't do all they want.

So, in France, when you say
the legal question of a binding EULA in all countries in which the game is published and to answer all sorts of copyright questions regarding artwork used by modmakers
you're right that they'd be in trouble if they started distributing fan-made stuff and making money out of it (pay per DLC by opposition to inclusion in a free patch for instance), as no matter how they phrase the EULA, they can't prevent the artist from preventing them to distribute the mod. Which I would obviously do if they made money from my work without my consent.
Then again, I doubt they'd do anything to actually harm the modding community, as it would seriously backlash.
 
I don't believe CFC will ever be useless. This place is a staple for all of us.

@2K
Thanks for posting in these forums.

Can you please confirm that we will still be able to create and install and share mods for Civ5 in a similar manner to the way we can in Civ4 (eg just a new folder in the Mods directory full of XML files and such), without going through the central online "mod-hub" or steam?

If true, this knowledge would help cool tempers. If not true, then we have a problem :-)

Thanks!
 
Everyone seems to have forgotten that Civ5 will have a built-in mod browser/installer.

My guess is that (possibly thanks to the magic of Steamworks) there will be a moderated database that people can upload to. 99% of mods will be fine, but if it's an obvious copy of the DLC, it'll get modded out. This way, Firaxis gets their DLC money, the community gets its in-game mod database (which supports most mods), and everyone wins! There will still be unofficial mod support; it'll just take a bit more legwork to install (something beyond clicking "install now!" in a browser) and they won't have the Firaxis Seal of Approval, but they'll be there.

I also wouldn't be surprised if the DLC was released for free after a certain point (12-24 months?).
 
Up until now it was assumed that the Firaxis mod system would be a supplement to what we have now at CFC. Obviously modding civ5 will be a lot more restrictive than modding civ4.

Why restrictive?
 
Steam, DLC...It would defeat the whole point of DLC if modding was as easy (or easier as Firaxis has claimed) than in Civilizations IV. But we'll see.
 
Steam, DLC...It would defeat the whole point of DLC if modding was as easy (or easier as Firaxis has claimed) than in Civilizations IV. But we'll see.

Only in the same way that it would defeat the point of expansion packs if modding was easy.
 
Why restrictive?

As it is now, you can make any mod you want and release it. With civ5, you'll need approval from Firaxis. This could take time depending on how many mods are release and how many resources are devoted to the approval process. Think of it like going from the free and open system of apps available to Android to the iPhone's app store. Additionally, there's the whole Babylon issue.
 
With civ5, you'll need approval from Firaxis.

That's only the case for mods distributed via the in game mod distribution system. Mods distributed via external sites such as CFC won't be under any more restriction than they currently are.

It is difficult to see why Firaxis would remove any mod from their distribution system. You're clearly just looking for things to complain about even though there is no actual problem in any conceivable situation.
 
We are going to need approval to release mods (indeed, not to make mods as those are a private matter unless distributed, in other words, released)?
 
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