BvBPL
Pour Decision Maker
Sounds like mountains from molehills.
Sounds like mountains from molehills.
Yeah, most people genuinely want to supply you with information and are patient with bug fixes and the like (balance changes on the other handThere's an additional hurdle that unlike professional QA people who (assumedly) have to give more detailed and useful feedback, a lot of mod feedback is just useless noise. Sometimes it's kinda dickish statements "UR MOD MADE MY PC EXPLODE U IDIOT I HATE U", but oftentimes it's just vague and unhelpful things like "A few days after I installed this my game CTD's, please help". I don't necessarily blame users, however, for the latter, because oftentimes these people honestly don't know what is going on because they don't have any experience with this sort of stuff. There are of course always a group of helpful players (and often these are players who are also modders themselves, and/or at least know a bit about modding, so they know what sort of things to look out for and how to express them), but they tend to be in the minority.
Releasing a mod today up behing a paywall is just too much of a hassle.
- 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 ENBs 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."
Yeah, most people genuinely want to supply you with information and are patient with bug fixes and the like (balance changes on the other hand). Sure, sometimes you have to guide people to report in a way that is helpful (saves, error logs, game version/revision), but in my experience the majority of reports is very constructive.
Then again, my mod obviously has the best community ever behind it![]()
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.
Mise, I don't think that's ever going to work. Or at least, not under any model that allows a level of shared modding resources we currently enjoy and at the same time fairly recompenses both the creator of a specific mod and the creators of the submods or assets it uses.
There are several complete mods I have included into my own. Most of them rely on the work of other modders in return. How to resolve these transitive dependencies? From other mods, I have taken snippets of codes for specific features or game elements. Is that equivalent to incorporating the whole mod?
This basically makes any interaction between the "paid mods" and "free mods" world impossible. We'd end up in a two class society with "quality mods" disappearing behind paywalls.
@cybrxkhan: Well, explicit licensing would help. If modders explicitly said "you can use this in your mod for free if you are not selling it, but if you sell it I will take x% of your revenues", then this would help a lot IMO.
And yeah I agree, the problem is the specific implementation. There are plenty of ways of monetising your work.
Well, there are free games that are not mods. I don't like how most of them work, especially if they are not really free and another monetization method.That said, wouldn't the interaction between 'paid mods' and 'free mods' essentially be that between 'paid games' and 'free games' - ie, mods?
I completely agree with you.For Valve, this is a missed opportunity IMO. Instead of trying to cash in by charging 75% of revenues, it could instead create fair and equitable rules for governing mods, and enforce them fair and equitably. We already have CC boilerplate for artworks, and plenty of software licensing boilerplate for software. Valve could have done something similar for mods, in return for a reasonable fee for enforcing it. Enforcement, of course, would come by way of lost revenue for people who break the rules and are hence chucked off of Valve's sales platform.
One of the problem that was not really addressed was compatibility between applications and mods as well as between mods.
What happens if you buy a Mod and then a game update break it?
What are the support obligations on the mod developer?
What are the obligation on the game developer to test that updates don't break mods?
What if a paid mod breaks another paid mod?
Unless your payment includes maintenance obligations etc., I think that's a rather fair compensation. You're making use of an established IP as well as the game's modding infrastructure which came to you free of charge. You also make use of Steam's distribution network.On a side note the split of money was completely wrong.
If I do remember correctly in the Valve proposal for Skyrim, the Mod developer was getting only a 20-25% of the full amount with the rest split between Valve and Game.
I completely agree with you.
This would have been a good occasion for Valve to build a regulated marketplace for Mods so that Mods creators could be economically rewarded (when applicable).
Using somebody else resources would be then regulated like software and artworks in software are.
To the point that Valve could block any "misbehaving" mod and take care of all necessary payments... thus justifying the cut of the money they get.
One of the problem that was not really addressed was compatibility between applications and mods as well as between mods.
What happens if you buy a Mod and then a game update break it?
What are the support obligations on the mod developer?
What are the obligation on the game developer to test that updates don't break mods?
What if a paid mod breaks another paid mod?
Once money are involved those liabilities comes fully in play
Given that some of the money is gobbled by the game developers than they should justify it in terms of not breaking mods.
On a side note the split of money was completely wrong.
If I do remember correctly in the Valve proposal for Skyrim, the Mod developer was getting only a 20-25% of the full amount with the rest split between Valve and Game.
To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.
That's really simplistic. First of all, while editors and stuff are nice to expand your modder base, "providing mod tools" is mostly about disclosing the source. Which is their IP.Your concerns are well founded though, I personally think 25% is too low, and the other percentages are too high. I think near 50% is too high a cut for Bethesda to take just for providing mod tools. 30% seems more fair.
It's kind of naive to assume that all that would happen under such a system is that some hobby modders would start to be paid for their hobby. The field would be flooded with professional or semi-professional modders, with all the changes to the community that would entail.Mods are labors of love, not profit
Mods are labors of love. Modders have always been people who love to create, and devote their free time to making new content for a game they love to play. Why does that mean, though, that mods have to be free? Why shouldnt someone who loves to mod be able to make that their full-time job? As it is, modding is inherently a part-time hobby fit in around work and family obligations. Allowing modders to make money of off their creations will allow those who make truly quality and popular work to devote their full-time energies to it.