runic knight said:
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.
As seems to be a pattern I've noticed, the real underlying issue appears to be Steams lack of responsible moderation. To reach out an olive branch, I agree that Steam does need to regulate their store more and better. If they did, would you agree that allowing modders to profit from their work is a good idea?
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.
Youtube has the same underlying problem as Steam: no actual oversight. They want to be able to fix every problem with an algorithm so that they don't have to pay actual humans to properly manage their market.
However, the relevant comparison here isn't between Youtube right now and some perfect version of Youtube. It's between Youtube right now and Youtube if nobody was able to make any money from the videos they create. How many big Youtube channels do you think would remain if suddenly nobody on Youtube could make any money off their videos? Allowing people to profit from their work has expanded the quantity and quality of content by an order of magnitude.
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.
Steam won't make any money if they wreck the modding scene and prevent creators from developing new content as you're suggesting. They have as much incentive to make this work as anyone. I don't see any logically consistent scenario where only Valve comes out ahead.
I also just don't understand how this is such a deterrent for modders. Nobody's being forced to participate, so if you don't like Steam you can ignore it. If someone steals your work and tries to monetize it they'll only be spreading your work farther with no cost to you, and nobody will pay for it anyway if they realize you're giving it away for free somewhere else.
I could go on, but that seems to cover the basic issues. The chain effects of flooded mod market with garbage,
Garbage which will in no way affect good mods.
the reduction of game longevity decreasing audience amount(usually increased by mods now having to compete between each other decreasing that effect substantially)
I'm not sure I understand what you're saying here. Don't mods generally increase game longevity?
and the effects an inevitable market boom and burst would have are also worth going over.
An inevitable market burst? You can't just throw that out there without explaining it. Why would a market burst be "inevitable"?
Also increased legal scrutiny by companies because money is related (as happened with youtube and companies growing increasingly more DMCA happy),
Only when Valve fails to do their job properly. Sure some legal scrutiny is inevitable, but it's just a side effect of a marketplace going legit. You want something to be more than a side hobby for a bunch of enthusiasts? You're going to have to put up with some legal issues.
rise of cliques similar to the youtube company-channels like Polaris,
I'm not sure what you're referring to here. It seems like these little social circles are just a result of the internet in general. I'm not sure how it relates to monetization.
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.
Treating an independent modder like a large company delusional stupidity on the part of any consumers. Any modder selling their content should be free to clarify who they are and what they do so that there's no confusion. Some tension between supply and demand is going to occur, but that's for the best since it drives prices to a reasonable equilibrium that works best for everyone.
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,
I just don't get why this is seen as such a drawback. Any popular market is going to become filled with shovelware. So what? When the Wii became a hit it got flooded with shovelware. As a Wii owner, did this bother me at all? No. All it did was give me some amusement to look at the ridiculous crap people were pumping out for it. As long as there's still a way to find the stuff worth purchasing, I don't care what else exists. Besides, who has the right to declare any particular game, app, mod, or video "shovelware". For all you know some people may genuinely enjoy it.
That's not specific.
Neither is that.
legal pressure by people making money to attack competition.
I'll grant you that copyright and IP laws are super outdated and unequipped to handle markets where the product is software. I don't know what the solution is, but I don't think it's to just remove the markets for said software entirely.
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.
It seems to me that the state of the mobile games market is at least partially the result of apathetic consumers who just want a distraction while riding the bus. If the majority of people who play these games actually devoted large sums of time and money to them, like gamers do for major releases, they would probably demand more from it and seek out genuine quality. That's how I see it. I could be wrong.
In example, Flappybird and the million clones it spawned after the creator wanted it to die.
That doesn't seem like a great example to use. Flappy bird was a huge hit. For some reason, people loved it. And the creator could have made a fortune off it. I don't know why he wanted to kill it (well I sorta do, but his stated reason is ridiculous) however, if he had been successful in destroying it he would have taken away a game a lot of people enjoyed.
Note, this would have been just as true if it weren't monetized.
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.
That's a tautology. Of course it wasn't money based, how could it have been when there was no money? That doesn't prove that those creators wouldn't have preferred to make money. It doesn't prove that allowing them to mod as a full time job wouldn't have improved the quantity and quality of their work. It doesn't prove that there aren't more people who would have tried modding if they could make money from it.
After all, do you know what the people who wanted to make content for money did instead? They made actual games.
So the options were:
a. Make mods for games you love for free
b. Make a completely different game from scratch and just accept that the game you already love will never be improved in the way you want.
People didn't mod because they wanted to do it for free. They modded because they wanted the games they loved to be better, and the fact that they had to do it for free was out of their control.
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.
I don't want to misrepresent people, but it seems a lot of them, you included, are against the IDEA of letting modders charge for their work, in addition to complaints about specific implementation. If this was just about the specific implementation of Steam, then I wouldn't be having this discussion because I mostly agree with you on that.
I think that's a good idea, but it's not a replacement for letting creators charge up front. Fun fact: most people on the internet aren't super charitable. Besides, there's already Patreon.
and a system to allow popular and successful modders to submit ideas to the dev and get them ok'd and sold that way,
Assuming the dev wants to wade through mountains of mods waiting for approval, and assuming modders are willing to wait long periods of time for the
possibility that their mod will be approved. I thought the point of modding was that it was independent.
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.
Call me cycnical, but I suspect at least some of this reaction is coming from people worried they'll have to pay money for mods that they'd otherwise get for free. The issues you've stated aren't entirely without merit, but they're factors that come with any legitimate marketplace.
As for quality of goods improving... it is remarkable how many times I have heard that and yet never seen it.
Then give me some examples. The mobile gaming market isn't a good one. It's thriving and full of good games. The ability to monetize games hasn't killed it.
Passion makes quality, not throwing money at something.
As if passion and monetary compensation are mutually exclusive. If people are passionate now, why would they stop?
I can point to an endless sea of failed kickstarters to demonstrate that.
What does Kickstarter have to do with this? The problems with Kickstarter come from the idea of sales preceding the actual creation of the product. The fact that some people on Kickstarter can't properly estimate how much a product will cost and deliver on their promises has nothing to do with a market where people create products first.
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,
I don't care about the overall quality, I care about the quality of the mods I want. If there's a thousand shitty clones of a good mod, it doesn't somehow detract from the original. It does however open up the possibility that one of those clones will actually be an undiscovered gem that has actually improved on the original.
As for bugs and issues? If you want your mod to make money, it seems logical that you would want it to run as well as possible. The only possible downsides come from a lack of information, which there's no excuse for on an online platform.
it creates reason to flood the market with crap, as all it takes is one "FlappyBird" to make someone rich.
Like I said, I'd prefer a wider selection of good and bad games than a smaller selection of good and bad games.
And you know what hasn't been mentioned already? The fact that the free modding communities were already filled with crap. Have you tried searching for Skyrim mods on Nexus? Have you seen how many shitty, borderline pointless, and often buggy mods it has? Stop treating the community like it was already some golden city on the hill.
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,
Ya, there's certainly an argument to be made for money incentivizing people to do things. Considering it's how western civilization has operated for millennia.
and a measly $400 is never going to convince anyone to put that much effort into it if they weren't already.
$400 is the minimum amount, not the maximum. Also, I don't know about you, but $400 doesn't sound measly to me, especially if I get it for doing something I love.
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.
And if those projects are shitty people won't buy them and the creator will make nothing.
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,
For reasons that I'm still unclear on.
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.
Cookie-clicker was a free game created as a "passion project" by a French programmer in his down time. It wasn't until after it had exploded in popularity that ads were introduced and they haven't stopped it from being popular. Personally I think it's an ingenious parody of the skinnerbox gaming formula.