Seems like Bethesda wants another go at this

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[–] 97 points 2 years ago (25 children)

Paid mods is almost never a good thing for the game itself.

Almost every mod out there is addressing some (real or perceived) deficiency in the base game. Good game studios look at what's popular and either pull those features into the base game, or work with the modder to do the same.

Adding a paid mod system changes that cooperative relationship into an adversarial one, where modders see their revenue stream attacked by the game maker.

(Except maybe the make everyone nude mods)

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  • [–] 56 points 2 years ago (11 children)

    In addition, mods always end up in a situation where someone's work was stolen, which no one cares about when it's free. Everyone's just using everyone else's stuff because it's all working to make a better ecosystem

    That all changes when people get paid, justifiably

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  • [–] 0 points 2 years ago* (10 children)

    In addition, mods always end up in a situation where someone’s work was stolen, which no one cares about when it’s free. Everyone’s just using everyone else’s stuff because it’s all working to make a better ecosystem

    Taken from https://creations.bethesda.net/en/creators/bethesdagamestudios

    Creations can range anywhere from simple cosmetics or gameplay tweaks to entire new quests and encounters - it's up to what you can conjure! Our internal document available to Verified Creators has some specifics, but in general:
    
    Creations must be standalone, so it cannot depend on other community releases, free or paid.
    
    Creations must be all-new to qualify for release. You cannot re-purpose older releases – or work by other authors, unless contracted.
    
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  • [–] 10 points 2 years ago (3 children)

    Bethesda's goal, as usual, is rent-seeking. They can't penetrate more markets, so they need to make new ones, and what better way to do this then to hire what amounts to contractors doing gig work. They don't even have to pay them except in commission, which is a really scummy thing to do.

    Some people see this as a way for mod-makers to make money, but mod-makers already have those! Every mod I've seen and every modder I've talked to has a donation link you can send money to, and the ones who didn't had organizations and charities you could send your money to instead.

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  • [–] 1 point 2 years ago* (2 children)

    Bethesda's goal, as usual, is rent-seeking. [...]

    It's not exactly that, yes they want to get fees/rent that I agree, but this at least the current idea is not a walled garden, devs can decide not put it in there, or put it there but free. Of course if that changes in the future, and that might be the plan, then that's another topic.

    Every mod I've seen and every modder I've talked to has a donation link you can send money to, and the ones who didn't had organizations and charities you could send your money to instead.

    Yeah but they cannot enforce it or totally make it a paid mod. A Bethesda implementation would be more enforceable, well maybe not so much on PC, due to piracy... but at least on consoles. So if somebody said, look this is good content I am not giving it for free, they cannot currently do, (in part maybe due to EULAs too... not sure, but not just that).

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  • [–] 1 point 2 years ago (1 child)

    It is exclusively about money for Bethesda. You can tell by looking at the last time they implemented paid mods, where they took a 25% cut for doing nothing. They offered no quality control, no resources, and boy howdy were a lot of paid mods stolen content, but they didn't care because they wanted that money.

    As to the modders, the only offer Bethesda can give is a wider customer base, but the assumption that you will make more money offering your mod for a price isn't founded. We will see a large amount of shitty mods clogging the store using asset flips to maximize returns, because that's what makes big money on mobile right now. Mod quality isn't going to be enhanced by this: Mods will remain the same. You will just more of the bad ones. $99 horse dicks, anyone?

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    [+] 41 points 2 years ago* (last edited 5 months ago)
    [–] 36 points 2 years ago (1 child)

    Because this worked so well last time...

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  • [–] 11 points 2 years ago (2 children)

    Well fuck this, broke my modlist again. I give up. I'm not buying Tes6, theyve burnt the goodwill with me.

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  • [–] 11 points 2 years ago

    It broke skse. Rip

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  • [–] 9 points 2 years ago* (2 children)

    So, I'm not sure if skyrim is right for this because it's had a certain modding community built up, and for whatever reason, corporate execs seem to love burning down organic communities with no idea of the damage they're doing.

    However, if a game was built from day 1 to have support for paid mods, I'd probably consider making assets for mods as a side gig, as would a lot of people who work in tech or are budding game developers, because its far less of a commitment than making a full game.

    The closest things that do this currently are roblox, which does everything in it's power to prevent you from withdrawing money from it, and second life, which is near dead and only still going because of furies and perverts.

    If a true platform-esque game, like Skyrim or Arma, were to come along with a shop that would let you do things like build a dungeon and charge a dollar for it, that would suddenly look attractive to a lot of people to get involved.

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  • [–] 3 points 2 years ago

    If you want a gig like that, costume clothing, furniture, wallpaper and flooring for Sims 4. While there is somewhat of a community thing and the TOS about only having paid early access of a reasonable time, a lot of creatures don't, and big chunks of the community will bend over backwards to defend it. So if you put out some paid stuff a lot of people will pay for it. If you don't reales it for free after some time, big parts of the community will be mad at you, but many creators don't follow that code and you can choose between putting up with it or just release it for free after sometime frame you are comfortable with, community stand is a month but ones again a lot of people don't follow that and have lots of people buying their stuff.

    And also if you just put out relatively good stuff, you will get a huge bonus over other people, even if you are paid only or have longer than community standard times. Because a lot of Sims 4 cc (in the Sims community moded assets are called cc while just mod/mods means gameplay mods) is really bad, with chep asset flips, theft and just really badly looking and functioning stuff and that includes quite a lot of the paid only scene. So you know the bar ain't that high.

    If you want a in game or developer official option, keep an eye on the upcoming Project Rene it's the next sims game / sims spin off and while it is not confirmed to have paid cc and mods, there is a high likely hood of it.

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  • [–] 3 points 2 years ago*

    As soon as you started, I knew you were going to mention roblox. I wish they would release an adult version with a different aesthetic, SO BAD. I like LUA, but I will admit they're pretty predatory with their payments.

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  • [–] 8 points 2 years ago (4 children)

    The issue Valve had with this was that they weren’t willing to do the basic vetting needed to ensure a mod’s content is legitimately owned. For a full game, made from scratch in Unity, that’s not necessarily easier to verify, but the bar for entry (and to making something interesting for viewers) is high enough that a developer can be harshly penalized for breaking it. And of course, it has still happened, wherein a little Superman game is found to have been completely stolen from someone who put it out for free.

    When you have a big complete game like Skyrim, and one mod only needs to do something silly like put Thomas the Tank Engine’s face onto a greathammer, it’s a low bar for entry for something some people might actually want, as opposed to shitty Unity asset flips. Still, the storefront needs to be sure that THAT developer owns Thomas’s face (they don’t) and that they put the work into applying it (they might have just pulled files from some obscure Nexus Mods entry and hoped no one noticed).

    Ownership verification is tough. I seriously doubt they’re actually putting the time in.

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  • [–] 1 point 2 years ago* (1 child)

    But do they need to for the copyright case? Aren't most pages on internet, like "Here is where you can sent us a DCMA request, we will take it down after checking it".

    Then they don't need to vet it until there is a request, still that is work not gonna lie but they don't have to check every single upload stuff, plus they probably would have a report system or similar if the issue isn't copyright but idk that somebody uploaded something illegal somehow.

    Of course maybe I am missing something and there is some laws that require active monitoring of each uploaded stuff.

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  • [–] 1 point 2 years ago

    You're not totally wrong; they could operate that way, wherein victims of theft would report what people have re-uploaded as their own. But the problem is, this puts the onus of policework entirely on mod operators, who have their own lives and livelihoods. Imagine you wrote a mod as a hobby for four years, spent some time abroad, came home, never heard about the mod workshop stuff, and then discovered that your mod blew up in popularity under someone else's name. Plus, Valve would need to moderate and figure out who is telling the truth (lest a bad actor make a fake claim on a legitimate mod seller). That kind of situation is often unrecoverable.

    You can even read stories about the wars that photographers have over this kind of thing - photos are the kind of thing people pass around like candy, even though some amazing ones take tons of expertise and effort for the photographer to take; they often struggle to get websites and magazines to pay the ad revenue they're due for each time they're shown. It's much like the mod workshop would have been - a very "low friction" environment for reuploads.

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  • [–] 0 points 2 years ago (1 child)

    Valve had no issue with it. They went through with the release until the huge backlash when even the most loyal communities, like /r/pcmasterrace, were suddenly all about getting rid of Gabe from the sub banner and building a new client to replace Steam (1, 2). All of Bethesda's most recent games were getting heavily review bombed on Steam and elsewhere. These things forced Valve to backtrack.

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  • [–] 3 points 2 years ago

    The review bombing was the form of communication used to inform Valve of what I just described. The prime complaints were based around lack of authenticity in many of the mods that first requested payment - many mod authors saw their work stolen and reposted.

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  • [–] 7 points 2 years ago (8 children)

    In theory I'm not entirely against the idea of paid mods. I don't necessarily buy that mods are more "pure" if no one is able to make money from them. And I do like the idea that people might invest more resources in mods than if they are effectively donating their time to the projects.

    That said, things can definitely get complicated quickly once you start providing financial incentives. I think it's smart to require mod makers to go through an approval process rather than just make it open.

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  • [–] 2 points 2 years ago (4 children)

    As long as they don't take free mods away I'm fine with it.

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  • [–] 6 points 2 years ago (3 children)

    Apparently it's broken SKSE, which is required for many many free mods.

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