Olas said:
I don't see how introducing a monetary option "breaks" the community. If people want to create mods for free I don't see how this would impede them.
People sell movies, yet that doesn't keep people from making youtube videos with high production value freely available.
Ya, sure it's a different product, but you have to convince me that allowing mod creators to charge for mods will somehow dismantle the market, which nobody has yet done. In my experience, allowing producers to make money universally increases both the quantity and quality of the products they supply.
I'll touch on some of the ways this harms the overall community.
first and foremost, it isn't moderated. People can and already have been caught stealing assets and putting them up for cash. This has resulted in people pulling mods down so it doesn't happen to them. That in turn decreases the total mods out there, weakens the community, breeds distrust and kills the very atmosphere that made it a community in the first place.
Beyond that, it encourages the parasites to come visit. Once you make it monetized, you make it exploitable. When coupled with the first point, it is a disaster waiting to happen.
Added to that, the use of paid mods creates incentive to be selfish, hoard knowledge or resources, falsely DMCA other creators and try to game the system via connections. Pretty much exactly the sort of behavior youtube has been infested with. yeah, it doesn't "stop" them, but that is because you look at the general idea of "well, people still do this". The problem is that on individual levels, it has stopped many youtubers who had enough and just quit. And youtube is a very very low-skill entry thing, modding can take a bit of effort and time, and are considerably fewer people out there willing to do it then there are people with a webcam and an opinion. Making the community a pain in the ass to deal with and then getting hands off about moderating it will effectively kill any community that would rise around modding a game with a paid-mod section, even across other sites as people will loot from one site to host on another. And the only ones making money would be steam and developers, not actual content makers.
I could go on, but that seems to cover the basic issues. The chain effects of flooded mod market with garbage, the reduction of game longevity decreasing audience amount(usually increased by mods now having to compete between each other decreasing that effect substantially), and the effects an inevitable market boom and burst would have are also worth going over. Also increased legal scrutiny by companies because money is related (as happened with youtube and companies growing increasingly more DMCA happy), rise of cliques similar to the youtube company-channels like Polaris, and increased conflict between modders and audience as people treat all modders as companies selling products, making the atmosphere more hostile and decreasing the desire to mod for free.
Considering the quality, respectability and community of the mobile market, to say nothing of the lack of trust in the very nature of that, and the frequently reported abuses, I certainly don't blame people pissed that steam is trying to reduce modding to that.
First of all, what specific problems do you have with the mobile market that you think will occur to the MODS market if it allows revenue?
I use the android market and I don't really have any issues with it, but I can't respond properly if I don't know what we're talking about here.
Second, why do you assume the MODS market will resemble the mobile market specifically?
1. Flooding of shoveware, anti-consumer practices, cash-grabs, legal pressure by people making money to attack competition.
2. Because it is as close to an unmoderated market of technical nature as I can think of in terms of profiteering for profiteering sake via flooding of low quality programs, similar to what adding profits to mods will likely become. I suppose I could have also referenced the facebook flashgame era, though most of those moved to app games so sort of the same thing.
In example, Flappybird and the million clones it spawned after the creator wanted it to die.
Modding does not exist because people can make money off it,
Obviously, since they can't.
Also because the motivation for it in the first place was never money based but rather fan/passion based. After all, do you know what the people who wanted to make content for money did instead? They made actual games.
but you have people looking upon it and trying to force it to make them money. That's sort of the problem.
I don't see how Valve is trying to force anyone to do anything. It seems pretty clear that this is an optional service people can try. And frankly, I think the fact that people don't want modders to be able to earn money for the work they put into mods is absurd. Not only does it benefit modders, but it benefits the consumer too because the supply of such goods will inevitably increase.
Please don't misrepresent people. No one does not want modders to go unrewarded, what they have a problem with is this implementation. Add a tipjar function and a system to allow popular and successful modders to submit ideas to the dev and get them ok'd and sold that way, and you'd get none of this backlash. Having modders take previously free mods and tack a pricetag on them and open the floodgates for theft, shovelware or legal shenanigans at the expense of killing the mod community and you will rightfully get reaction.
As for quality of goods improving... it is remarkable how many times I have heard that and yet never seen it. Passion makes quality, not throwing money at something. I can point to an endless sea of failed kickstarters to demonstrate that. No, making it a for-profit thing will do the opposite, it will decrease overall quality. Aside from modders being more distrustful of one another thereby decreasing them helping fix bugs and issues, it creates reason to flood the market with crap, as all it takes is one "FlappyBird" to make someone rich. Yes, you may argue that the 25% someone would get (if they could get up to $400 anyways) might be incentive to try harder, but compare that to the time they would need to put into a mod to make it excel. Thousands of hours into one is not uncommon, and a measly $400 is never going to convince anyone to put that much effort into it if they weren't already. But it will get people to steal other's work or pump out shitty projects in an hour or two and slap a price tag on.
The first cut of those seeking profit is always quality. Quality of worker, quality of product, quality of customer support... When money is the sole goal, and indeed after the community is gutted and reduced to a shallow husk, that is what it will be, quality will be forfeit gladly for a little more. I wonder, will they start to make mods into cookie-clickers where you have to buy new packs every so often? It isn't hard to, but until now there was no good reason to.