Requirements for a future "paid mod" system:
- Don't call it "paid mods". Because its no longer a "mod" if you're charging for it. "Mod" has certain implications associated with it. Call it "Community DLC". Because really that's what it is. Its a product someone has made as an addition to the game. The moment you start charging upfront its a business transaction, not a community project.
- Some damn accountability for the quality and stability of the mod by someone, anyone. I don't care if its Valve, the modder, the Publisher or the original Developer. SOMEONE has to have responsibility for the product being sold. Which means it needs to be QA tested and ongoing future support. Unfortunately this would also mean Valve would have to sort out their shocking community support.
- Some actual curation of the stuff that's going to go up there. This follows on from the above point but if you just dump any damn thing on there as paid you're going to have a mass of junk which people have made and thrown up to make a couple of quid quick. DOTA2 gets around this because items have to go through a process of being selected and then tested by Valve themselves, so you're less likely to get garbage and/or stuff that's been stolen. Having a totally open market on this is absurd.
- Paul Tassi over at Forbes did a very good article in which he suggested an "audition process" whereby you need to submit several free mods which are downloaded by significant numbers of people and/or are highly rated before you can submit paid mods.
Alternatively don't do paid mods and instead have a "tip jar" on each creator's page that people can send money to if they like their mod (NOT a "pay what you want" system because that implies paying before you've decided if its any good).
In any case I'm delighted this thing has been brought down for now. But have a rather ominous feeling we'll be revisiting this for Fallout 4 and TES6.
- Don't call it "paid mods". Because its no longer a "mod" if you're charging for it. "Mod" has certain implications associated with it. Call it "Community DLC". Because really that's what it is. Its a product someone has made as an addition to the game. The moment you start charging upfront its a business transaction, not a community project.
- Some damn accountability for the quality and stability of the mod by someone, anyone. I don't care if its Valve, the modder, the Publisher or the original Developer. SOMEONE has to have responsibility for the product being sold. Which means it needs to be QA tested and ongoing future support. Unfortunately this would also mean Valve would have to sort out their shocking community support.
- Some actual curation of the stuff that's going to go up there. This follows on from the above point but if you just dump any damn thing on there as paid you're going to have a mass of junk which people have made and thrown up to make a couple of quid quick. DOTA2 gets around this because items have to go through a process of being selected and then tested by Valve themselves, so you're less likely to get garbage and/or stuff that's been stolen. Having a totally open market on this is absurd.
- Paul Tassi over at Forbes did a very good article in which he suggested an "audition process" whereby you need to submit several free mods which are downloaded by significant numbers of people and/or are highly rated before you can submit paid mods.
Alternatively don't do paid mods and instead have a "tip jar" on each creator's page that people can send money to if they like their mod (NOT a "pay what you want" system because that implies paying before you've decided if its any good).
In any case I'm delighted this thing has been brought down for now. But have a rather ominous feeling we'll be revisiting this for Fallout 4 and TES6.