Leafhopper
Banned
I'll pay money for a mod that makes Skyrim a good game how bout that
Miracles can't be coded.
I'll pay money for a mod that makes Skyrim a good game how bout that
So Bethesda and valve leverage community mods as DLC, getting 75% of the revenue.
I think the reasoning is that the upper limit on how much time/effort you can devote to a mod will increase if there's a possibility of being compensated for your work.
I'm curious to see proof of a direct correlation between the quality of something when it's free vs. when it's charged for. Are you saying modders have been holding back, waiting on this day to really step it up?
I'm curious to see proof of a direct correlation between the quality of something when it's free vs. when it's charged for. Are you saying modders have been holding back, waiting on this day to really step it up?
some people make TF2 maps and they get put in the game in an update and they get money
guys it's not like this worked for TF2 / Dota and actually bloomed that market and the amount of great content for those games and every content creator out there praised Valve by making that system and putting money in creator's hands
it all failed and it was terrible
id buy thatwhat if Chris Avellone and some other people suddenly make a campaign mod for Bethesda's Fallout 4
people jumping to conclusions yadda yadda. Im sure there'll be a system in place for those with stuff like compatiblity worries for example.
Even right now, in the world of open and free modding, things are competitive. Lots of mod authors like to fight for that hot file, for that file of the month vote, they want more views, more downloads, more endorsements. I wouldn't say it's an unhealthy obsession, not yet anyway, but it's always been there, that stark contrast between those mod authors who don't care about such "trivial" things, and those mod authors who really do, who really want their mods out there as much as possible. And sure, we have to sort out some squabbles every now and again, but such rivalries and competitions don't turn sour often because the thing being sought after is not some sort of finite resource with only so much to go around. A download, an endorsement; users can download and endorse more than one mod. They can do that for a lot of mods. Money, however, is finite. When you're competing to make your mod the top mod, the most bought mod, when you're trying to earn more money than your peers are you telling me that things don't change? You're now competing over a finite resource. Users only have so much money, after all. How does this change and affect other areas of the community?
How many mods on the Nexus use assets made by other mod authors? How many are made better by this? Such assets are used with the express permission of the creators of those assets. If a mod author came to you and asked if he could use some of your work in their mod that they were planning to sell for $5, would you feel more or less inclined to give him that permission? Would you, perhaps rightly, ask for a cut of the proceeds, a revenue share of your own? If you're one of those great authors who releases your mods freely for others to make use of in their mods, or a modder's resource developer, are you going to think about revisiting all your permissions in light of money entering the modding community? Are you still thinking about being so generous with your work?
How many mods have been developed by a team of mod authors? Lots of people working together to develop something amazing. Look at Nehrim or Falskaar, two epic, highly rated mods made by extensive groups of modders. I think a lot of us will have said at one point or another, either about those mods or about others, "I'd definitely pay for this". And my god, there are so many mods out there that are so good, so professional, so well done that yes, I'd pay for them in an instant! I mean, once you get SkyUI you don't ever want to think about going back to the way it was before again, right? But how are you going to sort out who gets what from selling such mods? We get lots of drama now, without any money changing hands, over permissions and credits, I don't even want to think how horrible it would be to try and sort out such issues when money is involved. That's a lawsuit waiting to happen.
what if Chris Avellone and some other people suddenly make a campaign mod for Bethesda's Fallout 4
they do and they havePretty sure they don't. People on FP were complaining about that today how there's still no map workshop and Valve haven't bought maps for ages.
what if Chris Avellone and some other people suddenly make a campaign mod for Bethesda's Fallout 4
I really can't say I like this. I think it's good for creators to get paid but certain mods don't work with other mods or can cause the game to crash. You might spend $1 or whatever on a mod only to find a week later it crashes the game in a weird spot. No thanks.
Donations > mandatory untrustworthy charge.
This should do: http://www.unitedracingdesign.net/#!projects/c66tI'm curious to see proof of a direct correlation between the quality of something when it's free vs. when it's charged for. Are you saying modders have been holding back, waiting on this day to really step it up?
Like I said earlier, Valve can't even get its customer service division straight. Expecting them to be on top of this to the level some people here expect it will go (that is, gangbusters) is assuming a hell of a lot, even without the issues I mentioned earlier.
The Nexus blog post had good points too:
This discussion reminds me of freelance writing. The ongoing dilution of the craft has been a problem for years, and even though it doesn't exactly prescribe to the same ethics or principles, the intent is the same in both cases.
Like I said in the Steam OT, you can be a master at the top of your game and create compelling content, but there's always going to be someone who will do the job better, faster and cheaper (or free) than you will ever want to admit.
Mods being free never had this issue, but now that Valve is seguing into the paid side, I won't be surprised at all if it tanks and everyone on Nexus one-ups paid creators just as a sort of "fuck you" to them. It's already happening in the comments section on the listed paid Workshop mods that had original versions over at Nexus - people are unendorsing them en masse and warning others to look elsewhere for better content.
Arguably, allowing paid mods should increase the visibility of quality, no? If a mod is both paid and popular, that should be a great indicator of it being worthwhile.
Anyway, as with the game "curation" debate, I think it's all just a matter of software -- data aggregation and analysis -- and offering the right self-curation tools to the community. Valve are already on a great path for this. As a working example, Amazon doesn't curate books, there are a lot more of those than games, and yet I've never seen any complaints that it's a sea of shit (though objectively and statistically speaking, it is!).
You clearly don't know how Dota 2 cosmetic items work do you? First creators need to put them on the workshop they need to get voted to a point will put them in a crate and first go through a process from valve. Then if maybe when you're lucky or do make great cosmetic your stuff will come to the dota 2 shop. There is a difference between a mod and a cosmetic item.
Like I said earlier, Valve can't even get its customer service division straight. Expecting them to be on top of this to the level some people here expect it will go (that is, gangbusters) is assuming a hell of a lot, even without the issues I mentioned earlier.
I'm curious to see proof of a direct correlation between the quality of something when it's free vs. when it's charged for. Are you saying modders have been holding back, waiting on this day to really step it up?
The cream of the crop should have no issue with getting noticed and the quality at the top will probably improve. However discovery of content becomes much harder beyond front page type stuff, the old question of how one gets noticed.
I'd argue that the steam curation system as it stands is fairly ineffective for discovery and in that sense nothing has changed, thus one still has to rely on external sources. The same goes with Amazon, I tend to know what I'm looking for before I go there.
It means we can now justify spending entire weekends coding at the expense of our social lives with "well at least I can make a living now."
Yes, we hold back our time because unpaid work doesn't always trump, say, going on a date or hanging out with friends. But pay might.
Yeah just like that time they didn't buy those shitty early access/greenlight games that weren't even a game.I don't see the complaint of "people are just gonna make fucking horse armor for $5!"
no one will buy that shit and it'll go to the deep bottom. it's a non-issue
The Nexus blog post had good points too:
the curator system is bad but this is different
this could be more akin to the automatic "top sellers" on Steam, which ussually shows good stuff people are paying for
I don't see the complaint of "people are just gonna make fucking horse armor for $5!"
no one will buy that shit and it'll go to the deep bottom. it's a non-issue
What if I buy a mod, and the developer never updates it? Since you have only a day to get a refund am I just SOL? That's what's making me nervous about this. I'll probably have to stick to only the top modders that are trusted.
What if you buy an MMO, and they take the server down in a year?
What's the incentive to buy a mod on Workshop versus getting it for free somewhere else?
RIP Nexus?
What does that mean?
What if you buy an MMO, and they take the server down in a year?
what if Chris Avellone and some other people suddenly make a campaign mod for Bethesda's Fallout 4
Are you saying you don't see the fact that if someone can be paid for their work they could possibly spend more time on it? If modders can earn a legitimate, steady income from their work then they can either go full time or part time just working on the mods.
If its free, people still often need to work full time to keep themselves housed and fed. A way to easily sell content has given lots of people a way to go full time in other parts of the Steam ecosystem, it could do the same for modders.
I will be buying Skywind.
Now that I think about it, can you even use Mod Manager with mods downloaded on the workshop ?
but you should only pay if you find the current content is worth paying for anyway.