KingsGambit said:
At the same time, I always questioned Bethesda's stance on forbidding sales of mods made with their toolsets. The kid who made Falskaar for example...he put thousands of hours into the project; why couldn't he sell it for $3-5 or something? The financial motivator could allow for some outstanding mods, things with the polish and depth of professionally made content.
Then you'd run into the same problem as this. Sure, that's probably worth a 10 bucks, but then the same slew of questions come up.
-Its Bethesdas toolkit and game, what should their cut be?
- If he's allowed to sell that then I can sell this peice of armor for the same price, right?
-Shouldnt people who assisted someone when they had questions making a mod get a cut as well?
-Why share techniques if it just allows more saturation of the "market" meaning less chance a person's mod will get noticed?
-Who will pay for the manpower required to make a quality control team that would be required to make sure mods that are dead on arrival or straight up copies don't appear?
-If the modder is not getting paid a salary to develop the mods they're going to sell, why would someone like the Falskarr dev take the days to add in more sidequests that nobody would miss if it was released without them?
-Does that previous scenario promote quality?
-Wouldnt it also be more economically sound to put out Falskarr in that situation to start making money and then release those extra quests or features as an "add-on" branch to the mod that you could ALSO sell? (See: how the iNeed mod was split into multiple parts, both being paid mods)
-Does that previous scenario work out better for the consumer?
-What level of accountability should therefore be on the mod creators part to make sure a mod is kept working?
-If there isn't much, why would a non salaried worker take up valuable time that could be used toward their next project fixing an old one that already got sold to x number of people?
And the list goes on. Its a tough situation and Valves approach was clearly not the best solution decided on by someone who probably didn't understand or fully think through the ramifications.
Sure mod creators being entitled to nothing seems like a shifty situation, but that's also thinking about it wrong. Time spent making a mod is time spent gaining experience. Honing your craft to a level that may lead to getting involved in actual development, be it at a corporation or indie studio. Quality work and good community interaction will bring in people who will want to donate, be it money, time, or experience. That's the real income from modding, and its a self sustaining machine. After all, it's still a copyrighted piece of code at the base, but that knowledge gained can be used to create your own game to sell.