Sorry, I meant to get back to this earlier, but things came up.
gmaverick019 said:
Starke said:
Yeah, I'd say equating it to protection money is a little hyperbolic. They do provide the tools. Create a ready made market of potential customers. Provide an actual venue to sell in. Cover the associated costs of running that venue.
At that point, taking 75% is a bit steep, but it's not like they aren't offering anything. Granted, as a private developer, you can create all of those things yourself, but actually creating a game from scratch, getting the word out, maintaining a storefront, and actually driving sales is a lot of work, if you take it on.
So, there is value offered. That said, it's not like they're having to engage in all of that work themselves, so there is an economy of scale issue. But, I wouldn't call it extortionate.
those tools and ready made market and venue are all ALREADY there though,have been for years/decades and they are still there, and there are other markets too on top of that, they aren't "providing" anything that justifies getting such large slices of the pie, steam workshop was a SHITSTORM when paid mods first came out, so implemented in that same way again, but just with a new game..I don't see the results really changing on that.
Just because the tools exist, doesn't mean you get to make money on them.
I keep wanting to roll out an analogy, but ultimately it boils down to, yes, the stuff exists, no that doesn't mean you get to have it for free.
I mean, some of this comes down to the part where, calling it extortionate is hyperbole. It's not. You can simply choose not to go after this.
The other thing, and I think this is the biggest disconnect on the subject. I look at 25% royalties, and think, "that sounds really goddamn good." You look at it and think, "what the fuck, I did the work, that's all I get?" The difference is, I'm (somewhat) used to looking at royalty rates that are a lot less generous.
The 25% cut was supposed to be taken as very generous, and it certainly seemed like it to the people setting up the program. To people who are unfamiliar with "playing in other people's sandboxes" it looks horrible. And, it's lead to a serious disconnect.
This isn't Zenimax and Valve being greedy fucks, but for someone who's unfamiliar with this, it looks like it.
gmaverick019 said:
Yeah, there are issues with how mod development, particularly with Bethesda titles, have evolved. There is a lot of interconnected stuff, and having paid mods does call a lot of that into question.
That said... this isn't actually that insurmountable. There are a lot of mods out there that don't require anyone else's work. The Script Extender stuff is fantastic, and opens the door for a lot of really great work. So, in the context of selling mods, some special case probably should have been worked out, (like giving that team a royalty from any mod that used their work, pulling from the 75% share), but in general, mods that show up everywhere are the exception to the rule. The only two I can think of are SkyUI and SKSE. I know SkyUI was on board with this. Not sure about SKSE. But, in either case, that could have been addressed.
SKSE doesn't want any payment for their stuff and have no problem with anyone else using it for free or paid mods, but the creator did wish for most mods to stay free, if you want a source I can go find it.
other problems I have with it are:
game updates, the amount of times that games have broken mods or fucked up saves is a laughably high amount, this wasn't a problem so much before when you weren't paying for the 200 mods that you had loaded up in the game. (which this can be circumvented by not updating your game and hoping the mods update soon so you can eventually update with them)
This is rarer with Bethesda titles than other games. I mean, if we were talking about the first game to embrace paid modding being Far Cry 4 or Dragon Age: Inquisition, yeah, that would be horrible.
Skyrim was designed around the idea of modding, and for the most part updates don't usually break mods. The DLC releases did. Dawnguard and Dragonborn both break a bunch of old mods. That said, those came out long before this program was floated, and after major updates ceased for the title.
It's a legitimate concern, and if Fallout 4 is the game they're planning to explore this with, then it's something to remember. Because it's DLC releases will be breaking paid mods.
gmaverick019 said:
^so once you've paid for the mod, you're pretty much SOL when the modder decides to just say "meh, I've done enough, just don't update your game past this point if you want it to work." And that's when the customer is getting ripped off, because they have all these paid mods now that they can't use unless they are using old versions of the game to make them all work together right.
accountability...this will be stupidly easy to circumvent, modders are anonymous for the most part so that if they fuck up or "get greedy" or just drop their projects, they can just register under a new name and start over, the only person screwed in this situation is the customers. Once again, not a problem with free mods, if someone leaves the modding scene, then someone else either usually picks it up and updates it via an earlier version of the source code or they just upload the files themselves in a clean version of it since the author left.
To be fair, this isn't really a problem with paid mods. It's a problem with Steam, and it's persistent. We're seeing this with early access titles being released in an unplayable state with no intention of ever actually turning into a game, but trying to slip criticism by saying, "well, it's not finished."
We're seeing this with Steam's willingness to let any garbage through Greenlight. I mean, this
is already the business plan of several shovelware companies that are now operating out of Steam, including one of Jim's favorites.
So, it's something that needs to be addressed. I wouldn't call it irrelevant, but it's a separate issue that's ongoing, independently of the paid mod issue.
I know I've said it before. The implementation of this was
badly bungled, by Steam and Bethesda. I'm not arguing it wasn't. I'd just be faster to point at the random armor mods and other fluff being the initial offering, and the shit behavior of a few mod devs, than I would point at the unmoderated cesspool that Steam is rapidly becoming. Because, that just needs to be dealt with, paid mods or not.