Karadalis said:
First of all: You get a license for using ingame assets each time a developer ships a editor with their game. No this doesnt allow you to resell game assets but that is not the point here because for the most part no one actually does resell ingame assets, they simply use the editor tools as they are allowed to do under this liscence to insert their OWN work.
Except, they do. There are plenty of examples of mods being sold for profit, wherein the modders had to give a cut to the original IP holders. Gunman Chronicles and Day Z being a famous ones.
This is why modders can't sell their mods. If they wanted to they'd have to pay a cut to the IP holders, as per the rules set down in many EULAs.
SECOND: However most noteworthy mods dont even contain Bethesda code or assets to begin with since its allready present in the game or are completly independend from ingame assets. UI overhauls? New graphic effects? Extended script libraries? Heck even stupid things like horsearmor or new weapon models are 100% original and bethesda has actually no claim to that work. Yet they still demand 50% of all earnings? On wich legal grounds exactly?
These people are free to use the editors, tools, and ingame assets as much as they wish, provided they plan to give away their mods for free.
If, however, they want to sell their mods, then they have to pay for the licensing rights to the IP holder. What's confusing about this?
THIRD:
You are arguing a strawman here. Not only do you represent peoples arguments wrongly but you assume that people are completly against bethesda taking a share. What people are argainst is bethesda taking a 50% cut and valve getting 25% Leaving the modder with a measaly 25% for their hard work, when in truth it should be more like 25% for bethesda for providing the tools and 25% for steam for providing store shelf and 50% to the modders (if not even less % for the companies involved).
Actually, I didn't? I stated that to sell a mod one has to pay the IP holder certain licensing fees.
Besides, a 25% cut is actually
more then many dev studios get when they sell their officially licensed mods. So forgive me if I find the 'boo-hoo-ing' over the percentage childish.
The reason people are pissed about bethesdas share is solely based on the fact that bethesda is de facto stealing money from the modders for stuff they have no legal claim on to begin with. Its not their code, its the modders code, its not their graphic assets, its the modders graphic assets.
Which were made with Bethesda's tools and content, meaning that the moment the mods are for sale, Bethesda has a claim.
And this has
nothing to do with the notion of Bethesda trying to take modders money. Don't be absurd. Modders weren't making any fucking money in the first place. This is Valve trying to create an easier, more streamlined version of a system that
already exists to allow community modders to actually sell their mods for a profit. Where Valve screwed up was on the implementation, not the concept.
So a share of 50% is nothing but money grubbing greedy and shows the disdain that bethesda holds for the people that are responsible for the widespread success of their games, cause god knows they themselves are not known for good quality.
Disdain? Are you kidding me? Good gods...
Of fucking course Bethesda would like to make more money. Point me to a business that wouldn't. But this whole affair wasn't about tapping an untapped resource of funds, because that resource
received none. The modders made no money off their work to begin with, save for the lucky few who received donations. The idea behind paid mods was to give those modders interested in selling their work a means to turn it into a revenue stream. Something they could have already done, but was vastly harder and less profitable than what Valve tried to implement.
So yeah, next time you accuse others of ignorance you should check your own arguments.
The irony here is palpable. I may have to bask in the beauty of it for a while.
Also my personal pet peeve with this whole paid mod nonsense is the short sightetness of its defenders and modders that fall for it:
Says the person who's making sweeping assumptions about everything.
Pot meet kettle.
"Paid mods will help create better and bigger mods!"
This argument that people could make bigger and better mods because they would get paid is rather cute:
Where do you take the money from to create your mod in the first place?
Remember: You dont get paid till you deliver! If you even make it over the magical 400 dollar barrier that you have to earn AFTER valve and publisher take their 75% cut
Right, and that's not what the argument is based on. (ironic that you called
me out for a strawman fallacy)
The argument is that in order to make ones mod more popular, one puts in the extra effort to make a better mod. A better mod, hypothetically, means more purchases. More purchases means a bigger payday.
And why do you assume those seeking to sell their mods
have to start big? Those with some modicum of sense would understand it's better to start small, make some profit, and turn it around to make something bigger and better.
And from those 25% youre left with? You have to pay everyone involved in your big new quality and better then before mod, you have to pay your lawyers that you will inevitably need to cover your asses, you have to pay taxes too! Also living expenses and working expenses. And ontop of that you have to support your old mod/s while you work on a new one to make more money!
Which, if someone plans to turn their mod making into a steady revenue stream, is exactly what they'll need to do. Congratulations, you've begun to form a grasp of how business works.
However, this, again, assumes every modder out there will plan to sell their mods and have them be their sole source of income.
Do you really think at the end of the day you will make a living off modding for a single game for a single plattform? I dont think so.
Me personally? Doubtful. I haven't made a mod in years and don't really have much plan to start any time soon. But others? Why not? Why do you assume one couldn't? It worked for Garry's Mod. It worked for Day Z.
If you think you could survive on this system and deliver better mods then if you did it as a hobby you live in magical lala land.
So you're saying one is more likely to craft a quality mod if they're putting in all that hard work for free, with none of the responsibility, rather than if they're being paid to do so and must bare the brunt of the responsibility?
Yes.
I'm the one in "Lala Land".
The incentive here is completly on easy to churn out cosmetic micro transactions just like in any other game that has "paid mods" that valve likes to go on and on about. (pro tip: those arent mods to begin with since they dont modify anything, just added graphical assets thats all)
They weren't referring to those content as mods. They were referencing a system designed to allow community creators to upload content into a game and make money off of their efforts.
Regardless, what's your point? If all that these modders "churn out" is simple cosmetics, then the easiest solution is
don't fucking buy them. Throw your money at the quality mods instead. Or, not at all. It's up to you. The point is, if you don't like the idea of someone getting paid for half-assed work, then
just don't pay them.
It really is that simple. Making those modders who would genuinely like to sell their quality work suffer, just because some lazy fucks want to go for a cash grab, is pointless.
Not on the big game changing or content adding mods everyone is actually talking about when it comes to the modding scene.
Anything that takes more then one person and/or more then a couple of hours in a 3D editor software is simply not feasable as an income source.
Assumptions, assumptions, assumptions! Your entire counter argument is based on assumptions!
And please, if what you say is true, do tell how it's possible for dev studios, of whom spend many,
many hours coding their mods, can survive on their efforts as a source of income. Inquiring minds would like to know.