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Of Videogame Modding and Money

1356713

Posts

  • WyvernWyvern Registered User regular
    edited April 2015
    Wyvern wrote: »
    Shadowhope wrote: »
    I may be really out of step on this, but I have absolutely no problem with this.
    • If modders want to continue to mod for the love of modding, they have that option.
    • If modders want to continue to mod and to receive donations, there's Nexus.
    • If modders like being paid for it, and feel that they could receive more money from using Steam's system than from using donations, there's that option too, and I'm fine with that.
    • If users are mad that they now have to pay for mods that they have for free or had donated for in the past, then they should take it up with the modders who've chosen to be paid for their mods.
    • If users are mad that modders are only getting 25% of the cut on Skyrim, they should take it up with Bethesda - as I understand it, Valve is taking a 25% cut (basically, the same as they'd take on games) and Bethesda is taking a 50% cut.
    The only people in this I have a problem with are modders who are stealing resources from other modders for monetary gain or to reduce the monetary gain of others. We'll see how well that works out. Hopefully, with tarring and feathering.

    I'm going to assume that people have the best of intentions when they say that they think that modders would make more money through donations than through paid mods, but I strongly suspect that the majority of people who use mods don't actually donate. I suspect that the well-known and popular mods being some of the early options on the new model indicates that the creators have done the math comparing downloads to donations and that they feel that they'll make more money this way. I could be wrong. People might be more generous and altruistic than I'm willing to give them credit for in this situation. But my strong suspicion is that most modders will make more money on their hobby this way, or believe that they will, and that's the primary reason for their choice.

    What are the odds that the Midas Magic person has made $25,000 on his mod through donations? $10,000? $5,000? I could easily see a scenario where Midas Magic could lose 75% of its user base and still make more for the person at 25% per sale than it could via donations.

    The reason paid Steam mods don't work, and will most likely never work, is that there isn't one iota of quality assurance on the part of the modders, and there wasn't one iota of effort on Valve's part to make sure the technological environment was built to support the new economic environment.

    Imagine these three scenarios, just off the top of my head:


    You see a cool mod and buy it. 25 hours later, the game developer releases a patch. Steam auto-installs it without permission (apparently you can't even disable this anymore). The update breaks the mod. The modder never updates it, and the mod remains permanently unusable.

    A modder throws some sort of temper tantrum and wants to delete a mod. Steam won't technically let them. Instead they release a mod update that deliberately unbalances the mod and undermines its appeal. Steam forces you to update the mod, rendering it mostly unusable. Eventually the above happens, rendering it literally unusable.

    A free Workshop mod has been in wide circulation for years. The creator decides to convert to a paid mod. The changes in the mod are dramatic enough that all your saves will break unless you cough up the money.


    A real developer could never get away with shit like this. If a developer releases DLC, you can be reasonably assured that if you buy it, the developer will not go on to abruptly delete it from your account and give you no refund. You can reasonably assume that a developer won't release DLC that breaks all your saves if you don't buy it, or will randomly break all your saves at some future date. No such assumptions hold to mods, because modders aren't really accountable to anybody. Valve doesn't give a shit if you get ripped off, as long as it happens after 24 hours. For all Valve's song and dance of making everything all neat and "official", in practice mod-buying plays out like a sketchy gray market and it always will.

    The bare minimum Valve would have to do to make paid mods even halfway reasonable would be to give users full version control. Let them roll back their games to previous patches if they want, and probably do the same for mods. That solves at least some of the problems, and makes Workshop mods about as reliable as pre-Steam mods were. But Valve has shown zero inclination that they'll ever want to move in that direction. They want a quick cash payout off of the backs of modders without actually putting any genuine effort into supporting the modding scene and it sucks.

    Also, hot damn, you must be new around PC gaming. I point you at something like Postal 3 which was just a barely working shitshow of a game from day 1. Or the latest issue with SpaceBase DF-9 where they basically decided they didn't want to work on it anymore so hey it's done lolz! Updates break saves all the time!

    Also, hey, again? Modders can choose to just not play the pay game. That is 100% their right and currently way within their ability. The only time anyone is 'profiting' is when the person who makes the work decides they want to tango. If it isn't worth it to them, they can just keep on doing free work. This is 100% a decision the modders make.

    Valve offered a system.
    Publisher accepted a system.
    Modder became a part of the system.
    Buyer bought into the system.

    Lots of responsibility to go around. At any point anyone in this chain can just say no.

    It's a given that Early Access is going to a crapshoot. It's also pretty much a given that day 1 releases are a crapshoot, even though it shouldn't be.

    Skyrim and its surrounding community has been alive and stable for years and years. I don't know why it's absurd to hold Valve and Bethesda to a higher standard in terms of how they manage it.

    Wyvern on
    Switch: SW-2431-2728-9604 || 3DS: 0817-4948-1650
  • McHogerMcHoger Registered User regular
    Stolls wrote: »
    Now that I've had time to mull over the idea - both the concept of paying for mods, and the way it's currently implemented - I'm still very not okay with how this happened.

    There are certainly mods that could pass for official DLC and I'd be fine paying money for; professionally produced, well supported, with quality content. I'm also fine with a modder trying to make money off their work, and companies have been selling cosmetic DLC for years. Even so, as I said in the Steam thread this would be controversial even if every thing about the launch had gone right: most mods don't rise to that level of quality, and this raises the issue of what other fanworks could be monetized. Dare a talented fan artist charge for their work? A fanfiction writer? If there's a line, it just a hell of a lot less clear.

    All that, if the launch had gone right and all practical concerns had been addressed; clearly it did not and they were not. Others have pointed out that mods can be derivative of each other, or of other games entirely, or even be bugfixes that the developers themselves should have done. Mods can be unpacked, tweaked slightly, and packaged into "new" mods for sale, or they can even be just compilations of mods custom-edited to work with each other. Hell, that's what I did for Stalker: I didn't make any significant contributions to individual mods, but I spent time making sure that conflicting mods worked happily together. Does Valve have an arbitration system in place for such issues, a recourse for the original modmaker or the means to credibly determine what portion goes where? I would be shocked if they did.

    On top of this, many mods are just god items - super-powerful weapons or armor, in locations easy to reach from the start of the game - and charging for them could create a de facto pay to win system. Mods also don't offer a guarantee of functionality that an exchange of money would imply; the 24-hour refund system somewhat mitigates this issue, but it's broken twice over by the possibility of patches rendering the mod unusable. Then you have Valve's cut from the revenue, and "early access" pricing (I'm told this developer is reputable; many will not be), and the possibility of mods being pirated and requiring protective measures... there are just so many problems, both potential and actual, that I must conclude Valve didn't do nearly as much work preparing for this as they should have.

    These could just be the rough early days of a great idea, but I'm growing more convinced that Valve has bought into their own hype: Steam is wildly successful, ergo everything Valve does will be successful. This could very easily backfire and probably already has. They were not ready for this. Maybe they couldn't have been.

    The early access mod has been removed and the mod author run out of town.

  • WyvernWyvern Registered User regular
    edited April 2015
    McHoger wrote: »
    Stolls wrote: »
    Now that I've had time to mull over the idea - both the concept of paying for mods, and the way it's currently implemented - I'm still very not okay with how this happened.

    There are certainly mods that could pass for official DLC and I'd be fine paying money for; professionally produced, well supported, with quality content. I'm also fine with a modder trying to make money off their work, and companies have been selling cosmetic DLC for years. Even so, as I said in the Steam thread this would be controversial even if every thing about the launch had gone right: most mods don't rise to that level of quality, and this raises the issue of what other fanworks could be monetized. Dare a talented fan artist charge for their work? A fanfiction writer? If there's a line, it just a hell of a lot less clear.

    All that, if the launch had gone right and all practical concerns had been addressed; clearly it did not and they were not. Others have pointed out that mods can be derivative of each other, or of other games entirely, or even be bugfixes that the developers themselves should have done. Mods can be unpacked, tweaked slightly, and packaged into "new" mods for sale, or they can even be just compilations of mods custom-edited to work with each other. Hell, that's what I did for Stalker: I didn't make any significant contributions to individual mods, but I spent time making sure that conflicting mods worked happily together. Does Valve have an arbitration system in place for such issues, a recourse for the original modmaker or the means to credibly determine what portion goes where? I would be shocked if they did.

    On top of this, many mods are just god items - super-powerful weapons or armor, in locations easy to reach from the start of the game - and charging for them could create a de facto pay to win system. Mods also don't offer a guarantee of functionality that an exchange of money would imply; the 24-hour refund system somewhat mitigates this issue, but it's broken twice over by the possibility of patches rendering the mod unusable. Then you have Valve's cut from the revenue, and "early access" pricing (I'm told this developer is reputable; many will not be), and the possibility of mods being pirated and requiring protective measures... there are just so many problems, both potential and actual, that I must conclude Valve didn't do nearly as much work preparing for this as they should have.

    These could just be the rough early days of a great idea, but I'm growing more convinced that Valve has bought into their own hype: Steam is wildly successful, ergo everything Valve does will be successful. This could very easily backfire and probably already has. They were not ready for this. Maybe they couldn't have been.

    The early access mod has been removed and the mod author run out of town.

    Every paid mod is every bit as much of a blind, unregulated crapshoot as that one was. Every paid modder can overhype lousy content whenever they want, hike the price whenever they want, and cut and run whenever they want. The others just don't admit it out loud.

    The fishing guy could have easily left out the phrase "early access" and replaced it with "more great content is planned in the coming months!", kept exactly the same sketchy plan, and it wouldn't have provoked the vitriol we saw.

    Wyvern on
    Switch: SW-2431-2728-9604 || 3DS: 0817-4948-1650
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    That early access mod has been removed, yes. Others may try, and if they do a better job hiding the fact then I have no confidence in the market's ability to sort this out.

    I could be mistaken; I have been before. Still, I'll be cold and dead before I bank on informed consumers curbing bad behavior. More often than not, it is rewarded.

    kstolls on Twitch, streaming weekends at 9pm CST!
    Now playing: Teardown and Baldur's Gate 3 (co-op)
    Sunday Spotlight: Horror Tales: The Wine
  • BurnageBurnage Registered User regular
    Derrick wrote: »
    They must be banking on professionals getting in as third party developers and selling a ton of their DLC. That's the only way the 75% cut makes sense.
    On the other hand, is 25% really enough incentive to get professionals involved in a game so far past its prime in terms of sales?

    I mean, the whole thing kind of stinks of poorly thought out ideas and a greed motive, but I'd really like to know exactly what their expectations were and are.

    I'm wondering if this might actually be preparation for Source 2 to have a heavier focus on modding. The expansions for Half-Life (Opposing Force and Blue Shift) were, essentially, third party paid mods, as was Counter-Strike.

    If Valve keeps its percentage take at 25% for its own games, then it'll be a lot more attractive for developers to produce expansions for Portal, Half-Life and Left 4 Dead, and the Steam store already has a category for "mods".

  • chocoboliciouschocobolicious Registered User regular
    I mean, thats the entire gaming market, currently. There is nothing stopping anyone from releasing a broken product.

    steam_sig.png
  • Commander ZoomCommander Zoom Registered User regular
    pa097-steam.jpg

  • PaladinPaladin Registered User regular
    Maybe those types of mods and modders shouldn't try to charge for those. Since consumers may now be grouches to modders that aren't doing charity work anymore, these modders can't hide behind the excuse of "just doing this for kicks" that let's them put out broken and unsupported content.

    For those that do go the extra mile and rush to the rescue whenever someone has a problem, they should be rewarded. And maybe the cut is crap, but it might be better than sporadic donation. TF2 (I think) and Youtube have similar reimbursement models and they work. If it's not good enough, then at least they now have a bottom line by which to judge their own capital venture.

    Marty: The future, it's where you're going?
    Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
  • WyvernWyvern Registered User regular
    I mean, thats the entire gaming market, currently. There is nothing stopping anyone from releasing a broken product.
    A professional developer or publisher has a reputation to worry about. If they get a reputation for releasing crappy, broken, unsupported games, they go out of business.

    Steam user XxSmokEvryDay420xX who released some hobby mod has no such reputation. If the mod pisses people off then oh well; he probably wasn't planning on getting his livelihood from modding future games. If he DID burn all his bridges but still wanted to get paid for modding again, he could even just create a new Steam account and release his next mod under a new name. Nobody would know except Valve, and they don't care if people release crappy, unsupported mods.

    Switch: SW-2431-2728-9604 || 3DS: 0817-4948-1650
  • PaladinPaladin Registered User regular
    The minimum revenue has the side effect of sitting out fake upstarts before bad reviews catch up with them, and I personally would lend a very critical eye to mods made without reputation.

    Marty: The future, it's where you're going?
    Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
  • chocoboliciouschocobolicious Registered User regular
    Wyvern wrote: »
    I mean, thats the entire gaming market, currently. There is nothing stopping anyone from releasing a broken product.
    A professional developer or publisher has a reputation to worry about. If they get a reputation for releasing crappy, broken, unsupported games, they go out of business.

    Steam user XxSmokEvryDay420xX who released some hobby mod has no such reputation. If the mod pisses people off then oh well; he probably wasn't planning on getting his livelihood from modding future games. If he DID burn all his bridges but still wanted to get paid for modding again, he could even just create a new Steam account and release his next mod under a new name. Nobody would know except Valve, and they don't care if people release crappy, unsupported mods.

    Last I checked Valve doesn't let you make multiple accounts with the same tax info. Specifically to not dodge things like market issues and such.

    So unless you like, had a kid and used their SS# that wouldn't actually be something you could do.

    Also, Bethesda, Obsidian, etc, are known for releasing horrible broken, often crappy, unsupported games! That is like, the entire existence of Skyrim broken into 3 easily digestable words. The only 'patches' that really fixed anything but the most glaring of issues were done as part of the DLC they released.

    Hot damn if Bethesda still doesn't make money hand over fist.

    steam_sig.png
  • AstaleAstale Registered User regular
    There are still some rather glaring bugs, dear god everything Markarth(sp?), that Bethesda has made zero effort to fix.

    Hell, I expect some of the first paid mods to be named "Actual Bugfixes".

  • frandelgearslipfrandelgearslip 457670Registered User regular
    GnomeTank wrote: »
    I mean, here's where the rubber meets the road: Arguably the most powerful game engine on the planet readily available to people charges a 5% royalty (Unreal). How in gods name do Bethesda and Valve think 75% is fair for distribution and tools? Bethesda's 45% cut is fucking crazy.

    From Valve's point of view, 30% is their standard fee. It's stupidly high, but there you have it...but Bethesda wanting 45-fucking-percent? That's the ludicrous number to me.

    There not just using the engine, they are using the ingame resources and they are using the IP which is worth a lot more. If they want to make a game from scratch using an engine, then they can pay 5%.

  • DarkewolfeDarkewolfe Registered User regular
    Mods aren't dlc. There, done.

    If steam legit wanted to do this right, they'd put effort into making it easier for modders to work with established games to create dlc through an alternate system.

    What is this I don't even.
  • chocoboliciouschocobolicious Registered User regular
    Darkewolfe wrote: »
    Mods aren't dlc. There, done.

    If steam legit wanted to do this right, they'd put effort into making it easier for modders to work with established games to create dlc through an alternate system.

    So like... letting people make content that they then get paid for?

    You don't say.

    steam_sig.png
  • PaladinPaladin Registered User regular
    I doubt necessary mods would have a paywall; more likely that some do-gooder would perform the fix with an open source from scratch mod that would make any paid version a ripoff

    Marty: The future, it's where you're going?
    Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
  • DarkewolfeDarkewolfe Registered User regular
    Darkewolfe wrote: »
    Mods aren't dlc. There, done.

    If steam legit wanted to do this right, they'd put effort into making it easier for modders to work with established games to create dlc through an alternate system.

    So like... letting people make content that they then get paid for?

    You don't say.

    No, through setting up a process with a couple approval chains, some quality guarantees and a fair payment system. Not by enforcing a lolpayus scheme on am existing system.

    What is this I don't even.
  • chocoboliciouschocobolicious Registered User regular
    edited April 2015
    Darkewolfe wrote: »
    Darkewolfe wrote: »
    Mods aren't dlc. There, done.

    If steam legit wanted to do this right, they'd put effort into making it easier for modders to work with established games to create dlc through an alternate system.

    So like... letting people make content that they then get paid for?

    You don't say.

    No, through setting up a process with a couple approval chains, some quality guarantees and a fair payment system. Not by enforcing a lolpayus scheme on am existing system.

    Except it isn't enforced. There are still free mods! You are still free to post your mods freely!

    There is no enforcing or requirement anywhere that anyone has to ask for anything. So the premise of your statement is totally false from inception.

    What you're asking for is an awkard vetting process that would invariably cost the publisher money, which means they'd have no real interest and would cut the modders money down even lower. Unlike the current system wherein the amount can probably shift depending on how things work out. I'm sure the current numbers aren't set in stone.

    Regardless, publishers can't even guarantee their own games. People just have no willpower and buy whatever is new. Expecting something more out of modders is kind of questionable.

    In the end, the free mods will remain free if the people who actually do the work want them to be. No one is putting a gun to their head.

    On the other hand, people like the guy who made the Purity mod, who has made about $600 or so in the last 24h? Probably going to keep on charging because thats $600 for something they were doing anyway.

    Bad things won't sell. Good things will sell. If people can't take responsibility for their own purchases, thats on them.

    chocobolicious on
    steam_sig.png
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    Darkewolfe wrote: »
    Darkewolfe wrote: »
    Mods aren't dlc. There, done.

    If steam legit wanted to do this right, they'd put effort into making it easier for modders to work with established games to create dlc through an alternate system.

    So like... letting people make content that they then get paid for?

    You don't say.

    No, through setting up a process with a couple approval chains, some quality guarantees and a fair payment system. Not by enforcing a lolpayus scheme on am existing system.

    Except it isn't enforced. There are still free mods! You are still free to post your mods freely!

    There is no enforcing or requirement anywhere that anyone has to ask for anything. So the premise of your statement is totally false from inception.

    What you're asking for is an awkard vetting process that would invariably cost the publisher money, which means they'd have no real interest and would cut the modders money down even lower. Unlike the current system wherein the amount can probably shift depending on how things work out. I'm sure the current numbers aren't set in stone.

    Regardless, publishers can't even guarantee their own games. People just have no willpower and buy whatever is new. Expecting something more out of modders is kind of questionable.

    In the end, the free mods will remain free if the people who actually do the work want them to be. No one is putting a gun to their head.

    On the other hand, people like the guy who made the Purity mod, who has made about $600 or so in the last 24h? Probably going to keep on charging because thats $600 for something they were doing anyway.

    Bad things won't sell. Good things will sell. If people can't take responsibility for their own purchases, thats on them.

    Word. This is basic capitalism at work; market forces will drive all of this.

  • ArtereisArtereis Registered User regular
    edited April 2015
    Man, PC Skyrim was a decent game, but it required, at minimum, SkyUI to be playable in my opinion. If I have to buy the game and then buy the mods that make that game actually a good experience, I'm pretty content with just writing off Bethesda entirely for the foreseeable future.

    Artereis on
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    No offense meant, but I have not installed a single SKYRIM mod, nor do I ever plan to, and I have well over 100 hours clocked on that game. I strongly suspect that 95%+ of SKYRIM purchasers are in the same situation. So this striving to reach an audience willing to

    a. Install mods; and

    b. Pay for them

    is angling for a very small slice of the game-buying pie.

  • Raiden333Raiden333 Registered User regular
  • Kid PresentableKid Presentable Registered User regular
    Raiden333 wrote: »

    I just clicked that and was disappointed that he didn't really say much, then realized that this thread just got started. Will be interesting to see how much he actually addresses.

  • PixiePixie They/Them Registered User regular
    edited April 2015
    I have a bit of modding history. I spent years deeply involved in Bethesda (and, later, Bioware) modding communities (under a different username). My mods on Nexus have millions of downloads, 10s of thousands of endorsements. I have one File of the Month and two mods for two different games (Fallout 3 and Dragon Age Origins) that have been consistently in the Top 5 mods for their respective games for years (since 2009 and 2010). (aside: I stopped publicly releasing anything a while back and have no publicly-released Skyrim mods, so I don't have a horse in this specific race)

    I would love to be able to make money off my work. My stomach flutters if I consider the possibility of having made even a penny-per-download - leaving aside the obvious argument that at a not-free price, I wouldn't have millions of downloads in the first place.

    The "Donate" button at Nexus has gotten me a few bucks here and a few bucks there but less than $100 total since I started modding in 2003 (in fairness, the donate button didn't even exist for most of that time and straight up suggesting/hinting for donations in your file description would get your mod pulled).

    That said, this whole thing makes me sad in its implementation and sad for what it probably means for the future of modding. And as a devoted Bethesda fangirl since Daggerfall, it also makes me feel a bit rotten. I'm not against (or for) a pay system. I just don't think this was done right or well or fairly and I don't trust either Bethesda or Valve to make it right, and I am suspicious of the implications for tools/etc for Fallout 4, TES6, etc.

    (edit; words are hard)

    Pixie on
    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited April 2015
    I have a bit of modding history. I spent years deeply involved in Bethesda (and, later, Bioware) modding communities (under a different username). My mods on Nexus have millions of downloads, 10s of thousands of endorsements. I have one File of the Month and two mods for two different games (Fallout 3 and Dragon Age Nexus) that have been consistently in the Top 5 mods for their respective games for years (since 2009 and 2010). (aside: I stopped publicly releasing anything a while back and have no publicly-released Skyrim mods, so I don't have a horse in this specific race)
    Fallout 3 was actually the first game I ever modded.

    Got a link to any of your mods? I might have been using them at some point.

    (you don't have to reply to this if you don't want to, just curious)

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • PixiePixie They/Them Registered User regular
    Dr. Chaos wrote: »
    I have a bit of modding history. I spent years deeply involved in Bethesda (and, later, Bioware) modding communities (under a different username). My mods on Nexus have millions of downloads, 10s of thousands of endorsements. I have one File of the Month and two mods for two different games (Fallout 3 and Dragon Age Nexus) that have been consistently in the Top 5 mods for their respective games for years (since 2009 and 2010). (aside: I stopped publicly releasing anything a while back and have no publicly-released Skyrim mods, so I don't have a horse in this specific race)
    Fallout 3 was actually the first game I ever modded.

    Got a link to any of your mods? I might have been using them at some point.

    (you don't have to reply to this if you don't want to, just curious)

    I have linked you by PM. I didn't want my post to be about my mods specifically and don't want to derail the thread in any way either.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited April 2015
    Dr. Chaos wrote: »
    I have a bit of modding history. I spent years deeply involved in Bethesda (and, later, Bioware) modding communities (under a different username). My mods on Nexus have millions of downloads, 10s of thousands of endorsements. I have one File of the Month and two mods for two different games (Fallout 3 and Dragon Age Nexus) that have been consistently in the Top 5 mods for their respective games for years (since 2009 and 2010). (aside: I stopped publicly releasing anything a while back and have no publicly-released Skyrim mods, so I don't have a horse in this specific race)
    Fallout 3 was actually the first game I ever modded.

    Got a link to any of your mods? I might have been using them at some point.

    (you don't have to reply to this if you don't want to, just curious)

    I have linked you by PM. I didn't want my post to be about my mods specifically and don't want to derail the thread in any way either.
    Yeah, I apologize, I probably should have asked as a PM in the first place. That was pretty dumb and blunt of me.

    Carry on, guys.

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited April 2015
    Skyrim is pretty much the only Bethesda game I've played in, well, forever that is actually decent without mods. But what keeps all Bethesda games playable are the mods.

    I really have no idea how anybody at all thought this was a good idea. Mods are not fucking DLC, they're mods. They don't have quality control, they aren't made by companies. And the percentages on payouts are absurd. If this sort of thing is around for the next Bethesda game, I doubt I'll even bother getting it. No way am I gonna buy a game, then have to spend money on dozens of "mods" to make the game what it could have been.

    I've got nothing against mod developers asking for donations for their work, but if money is supposed to be changing hands for mod content, then the game developers should just hire the mod developers instead of this fucking nonsense.

    This is pretty much the perfect way to crush all the life out of strong modding communities, between forcing mod developers out because their shit is getting stolen and pricetags killing any interest in people picking up mods.

    Ninja Snarl P on
  • November FifthNovember Fifth Registered User regular
    GnomeTank wrote: »
    I mean, here's where the rubber meets the road: Arguably the most powerful game engine on the planet readily available to people charges a 5% royalty (Unreal). How in gods name do Bethesda and Valve think 75% is fair for distribution and tools? Bethesda's 45% cut is fucking crazy.

    From Valve's point of view, 30% is their standard fee. It's stupidly high, but there you have it...but Bethesda wanting 45-fucking-percent? That's the ludicrous number to me.

    30% is an industry standard for an electronic storefront whether it's Apple, MS, Google or GoG.

    Unreal charges 5% to license an engine. Modders are not licensing an engine, they are creating a derivative work using existing assets.

    There is a large difference between making a game using the Unreal engine and negotiating with Epic to make a work using Gears of War assets and that difference is 40% or more.

    The split is fine.

  • MuddBuddMuddBudd Registered User regular
    So as this issue develops right now I'm of the opinion that now I have to be real careful about buying Bethesda games until I've researched enough to know I will enjoy it without a lot of mods. Because now their safety net costs me more money. A shame because I freaking loved Skyrim.

    Also, I want the SKSE person (people?) to start charging.

    Seriously. Because if SKSE jacked their rates up from free to $99.99 (or higher), I think it'd put some serious pressure on Bethesda and Valve.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited April 2015
    MuddBudd wrote: »
    So as this issue develops right now I'm of the opinion that now I have to be real careful about buying Bethesda games until I've researched enough to know I will enjoy it without a lot of mods. Because now their safety net costs me more money. A shame because I freaking loved Skyrim.

    Also, I want the SKSE person (people?) to start charging.

    Seriously. Because if SKSE jacked their rates up from free to $99.99 (or higher), I think it'd put some serious pressure on Bethesda and Valve.
    SKSE team isn't charging anything, he said he's cool with whatever apparently.

    Which is pretty generous of him/her, he's one of the people that would have the most to gain since SKSE is involved with a lot of the better mods.

    Dr. Chaos on
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  • MuddBuddMuddBudd Registered User regular
    So what does this mean for people picking up mods after the original authors leave? WOW mods, for example, often get passed down the line to new folks as the old generation get too busy/bored.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • StericaSterica Yes Registered User, Moderator mod
    The 75%/25% split says to me that Bethesda actually has to put in an effort to make sure mods don't break and modders are kept abreast of changing to the game that could cause issues.

    Like, you don't get 75% of the money for doing nothing. That is bonkers.

    YL9WnCY.png
  • MuddBuddMuddBudd Registered User regular
    Dr. Chaos wrote: »
    MuddBudd wrote: »
    So as this issue develops right now I'm of the opinion that now I have to be real careful about buying Bethesda games until I've researched enough to know I will enjoy it without a lot of mods. Because now their safety net costs me more money. A shame because I freaking loved Skyrim.

    Also, I want the SKSE person (people?) to start charging.

    Seriously. Because if SKSE jacked their rates up from free to $99.99 (or higher), I think it'd put some serious pressure on Bethesda and Valve.
    SKSE team isn't charging anything, he said he's cool with whatever apparently.

    Which is pretty generous of him/her, he's one of the people that would have the most to gain since SKSE is involved with a lot of the better mods.

    I'd say generous is understating it. If he charged or enforced copyright on these (in whatever way this new system allows), he could outright cripple a decent chunk of the mods out there. I guess they're lucky he's super-nice.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MegaMekMegaMek Girls like girls. Registered User regular
    Skyrim is pretty much the only Bethesda game I've played in, well, forever that is actually decent without mods. But what keeps all Bethesda games playable are the mods.

    I really have no idea how anybody at all thought this was a good idea. Mods are not fucking DLC, they're mods. They don't have quality control, they aren't made by companies. And the percentages on payouts are absurd. If this sort of thing is around for the next Bethesda game, I doubt I'll even bother getting it. No way am I gonna buy a game, then have to spend money on dozens of "mods" to make the game what it could have been.

    I've got nothing against mod developers asking for donations for their work, but if money is supposed to be changing hands for mod content, then the game developers should just hire the mod developers instead of this fucking nonsense.

    This is pretty much the perfect way to crush all the life out of strong modding communities, between forcing mod developers out because their shit is getting stolen and pricetags killing any interest in people picking up mods.

    See, this is why I feel the Day Z and Garry's Mod guys are kinda full of shit. There was already a path for truly talented modders to make some money. I'm interested in the industry opening up more on that front, but this bullshit where they "allow" people to keep doing a thing they've been doing for decades and "only" take a 75 % cut (industry standard!) shouldn't be flying for anyone.

    Is time a gift or punishment?
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited April 2015
    Were Day Z and Half Life 2 horribly broken in alot of ways before modders got a hold of it? Honest question becuase I don't have a lot of experiences with those myself but I can't imagine them being quite like Bethesda's open world RPGs, those seem to have a unique reputation.

    I feel like a lot of these guys with success stories from other games aren't really familiar with how ridiculously temperamental and fragile Bethesda's engines are. I mean, I love these games but they're a mess which is no surprise considering the sheer scope of them all.

    Its absolute hell for the people who have to sort it all out from the player perspective and their load order and can't figure out why or what is causing the game to CTD, I can't imagine how it is for the actual modders who spend a shitload of time trying to bugfix their mod and still finding it crumbling to pieces on release. The whole thing is like a jenga tower.

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • ScosglenScosglen Registered User regular
    edited April 2015
    Gabe Newell has two posts in his redddit Q&A right now that are virtually the exact same comment word for word. One of them is at -150 and the other is at +400, and they are both continuing to accrue more downvotes and upvotes respectively.

    I'm not sure how exactly to interpret that other than as a sign of community hysteria.

    Scosglen on
  • override367override367 ALL minions Registered User regular
    edited April 2015
    basically my view is with such an extreme cut, Valve could at least curate the fucking things and Bethesda should be providing real genuine help in the form of "here's how you could make polearms work in our engine" "oh we're releasing an OFFICIAL script extender that will grand modders far more capabilities"

    The paid mod store should have a limited selection of high quality mods that are directly approved by someone at Valve or Bethesda

    and even then their cut is still way, way too large. It's "$100 for a cup of lemonade then I only need to sell one cup!" levels of absurd

    edit: Really this is about free dlc for Valve and Bethesda and has nothing to do with supporting modders, something that I am all for as a former modder myself

    override367 on
  • PaladinPaladin Registered User regular
    ARMA 2 and Half Life 2 (really the source engine) were not terribly broken as games, but both the Day Z and Garry's Mod games changed so much fundamentally about the game that it's hard to say how frustrating the game was to mod. ARMA 2 was not designed for the stuff that Day Z made it do, and so a lot of the headaches were to be expected.

    Part of the appeal of 95% of Bethesda mods is that they supplement the game instead of replacing it and keep the numerous assets of the nice map, the character progression, the enemies, the weapons, the spells, the voice acting, the animations, and/or the story. The problem was, if you intend your mods to supplement rather than replace an entire game, you've got to work around code that wasn't designed to accommodate this. Bethesda games aren't designed to be modded - they just have very lax control over what you can and can't access.

    Marty: The future, it's where you're going?
    Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
  • PaladinPaladin Registered User regular
    edited April 2015
    Additionally, this is the exact same cut and minimum that valve takes for every user created thing for sale at MannCo.

    Paladin on
    Marty: The future, it's where you're going?
    Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
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