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Businesses PC Games (Games) The Almighty Buck Games

Valve Pulls the Plug On Paid Mods For Skyrim 239

westlake writes: Valve has abandoned its attempt to introduce paid mods to Skyrim on Steamworks, following furious and unrelenting complaints by the gaming community that did not spare Gabe Newell. Valve said, "[O]ur main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid." Bethesda had similar goals, saying, "There are certainly other ways of supporting modders, through donations and other options. We are in favor of all of them. One doesn't replace another, and we want the choice to be the community’s. Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop than he made in all the years he asked for donations."
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Valve Pulls the Plug On Paid Mods For Skyrim

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  • Skyrim players are used to clicking and getting the mod for free. They could have offered this feature with a new game, but Skyrim players must have reasonably been worried that content they'd been getting for free would cost them money.

    • by MrBigInThePants ( 624986 ) on Monday April 27, 2015 @11:49PM (#49566397)
      Attempting this in the way they did AT ALL was a mistake. It was so obviously doomed from the start someone should be sacked over this.

      >>[O]ur main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to,

      BULLSHIT.

      If that was the case you would not have given them 25% and taken 75% for you and the game makers. That is just blatant and exploitative greed on both your parts. You should be ASHAMED that you and your inept marketing department, board or management ever thought this would result in a positive sentiment. I mean how out of touch with your customers do you need to be?!

      But then again greed blinds...
      • by The Raven ( 30575 ) on Tuesday April 28, 2015 @12:13AM (#49566479) Homepage

        Way to not pay attention. Valve took 30%. Bethesda decided they deserved 45%, and left 25% for the mod maker. 30% is Valve's cut on nearly everything, so this is not unusual or odd. If Bethesda had taken 20% that would have left mod makers with 50%, and the outcry would have not been there. If Bethesda had decided to forgo a cut in order to sell more copies of the game, everyone would have been cheering the 70% cut that mod makers received.

        Should Valve have anticipated that 25% to makers would look bad? Yes. Perhaps they should have refused to roll it out with that initial revenue split. They certainly should have put better moderation tools in place to control graft and mod theft.

        But the idea of charging for mods is completely fine; we've been doing it for years already with games like Dota and TF2. What's a community created hat? It's a mod that you pay money for.

        • by jythie ( 914043 )
          I suspect a lot of people were worried about the idea of Bethesda taking anything. Paying mod authors people can get behind, and people are generally ok with distribution services taking a cut, but the idea of mod revenue going back to the publisher would represent an uncomfortable shift.
        • by Totenglocke ( 1291680 ) on Tuesday April 28, 2015 @08:26AM (#49568415)
          There's one major flaw to having paid mods though, even if you solve the issues of theft / revenue distribution / quality / ongoing support / refunds. Mods very frequently are built off of other mods and have built-in dependencies. Mod X will not work without Mod Y installed. The problem that is that, regardless of if Mod X is free or paid, users who want to use it are forced to buy Mod Y. Short of the person designing Mod X just copying the code from Mod Y and giving it away for free (which defeats the whole paid model), I can't think of any way to solve that problem. Can you?
      • by Pi1grim ( 1956208 ) on Tuesday April 28, 2015 @12:14AM (#49566483)

        >> If that was the case you would not have given them 25% and taken 75% for you and the game makers.

        Well, let's see where does the 75% go? Steam takes 30% from all transactions as a fee for keeping servers running, providing unified interface, update rollout, you know, the infrastructure, for all the games, be it an indie for 3$ or a AAA title for 60$. 45% goes to Bethesda. You know, the guys that made the Skyrim. And you know who decides how much goes to original game maker? Original game maker decides. You know why they get to decide? Because the control derivative works from their games, they created the engine, a ton of assets, models, textures, sprites, effects, the whole game. If you don't like it - vote to change the copyright laws (long overdue by the way).

        But let's all whine at Gabe, because that bastard let Mod Creators CHOOSE to charge for their mods. How dare he give them the freedom to ask for money?

        The whole reaction is a kid's tantrum to "how dare those slaves ask for money for their work" ? What's most bizarre (quite usual actually) is that noone has any clue as to how the pricing is made (noone cares that Bethesda takes 45% and whines at Steam for taking too much money) but still throw a fit over "but mod devs get so little".

        • Re: (Score:3, Interesting)

          by vadim_t ( 324782 )

          Steam taking a cut is fair enough.

          Bethesda already got paid for those textures and so on when I bought Skyrim. I see no reason why they should get 45% of something they didn't have any hand in developing, they don't host, and they don't provide any support for.

          • by N1AK ( 864906 )
            How does that work? Steam already got paid when you bought the game for Steam. The marketplace isn't providing anything other than facilitating payment for something that was already happening, so why should they get 30% of the value when the people who made the game which the mod relies on get nothing?
          • As much as a lot of /.ers like to whinge and complain about IP rights, Skyrim IS Bethesda's IP. So marketing a mod for sale on the Steam store does put Bethesda in the right to take a cut.

            Maybe not *45* percent. HOly shit who's idea was that?

        • [...] 45% goes to Bethesda. You know, the guys that made the Skyrim. [...] they created the engine, a ton of assets, models, textures, sprites, effects, the whole game [...]

          ...and already got paid for it all by everyone who bought a copy of Skyrim. That includes the mod makers and the mod users. Bethesda was not taking their fair share, they were simply being greedy fucks, cashing in on someone else's work that directly translates into more sales for a still hugely popular game that was released in bloody 2011.

          • by jythie ( 914043 )
            Well, keep in mind that said 'greedy fucks' are developers who continue to work on new games. Also keep in mind that the success or failure of programs like this will factor in to how much development time (and thus expense) goes into mod friendliness in the future.
            • Yes, and they'll be paid for those new games when they're released and users buy them. Derp.
              • by jythie ( 914043 )
                New development is paid for by revenue of previous projects. These are not hobbyists sitting in their basement with day jobs and aspirations of future income, they are professionals who need to be paid for their work as they do it.
                • And they were paid for their previous projects - when they sold the goddamn games. If no one made or sold a mod, they'd still have their hundreds of millions of dollars to make Fallout 4. Why is this so hard for you to grasp? They're not hard up for money at all, they just got greedy.
                  • by jythie ( 914043 )
                    It is the 'they just got greedy' that I am disagreeing with.

                    They are under NO legal obligation to permit modding, much less support it. They decided to experiment with something that would encourage both modding and development/maintenance of modding support. They scaled it wrong and got hit with outrage, but the actual experiment could have produced an interesting new marketplace for sanctioned commercial production of 3rd party mods.

                    There is a reason mod developers tend to either take donations or wor
                    • They are under NO legal obligation to permit modding, much less support it.

                      You are correct. On the other hand, they have no legal authority to demand payment provided that the person who wrote the mod does not redistribute Bethesda IP.

          • Bethesda has released their Creation Kit (that makes all these mods) for free. Depending how this plays out, I wonder if this type of thing would have a different cost to it in the future. It's great that mod makers can get paid for using their time and free tools, and this "licensing" is typical of software that is free to use for non-commercial purposes. Once a mod becomes commercial, it's a whole different thing, and those free tool makers (Bethesda) want/deserve their share.
        • Alright then, I'll put a graphics program on Steam and sell it for 50 USD. Somewhere in the EULA I'll hide the clause that I'll maintain the rights on any derivative work, and if people want to sell anything created with my program, they'll have to give me 45% share and Steam 30%. They can only get 25%.

          How about doing the same for word processors, music recording programs, etc.?

          Also, how about creating a platform, something like an app store, and wait until nearly everybody is using it and there is no viabl

          • by jythie ( 914043 ) on Tuesday April 28, 2015 @07:56AM (#49568123)
            Ahm, because you can't do those things?

            Well, the tool example you can, but people actually do this and it is a pretty healthy market. Lots of software is marketed that way (free for non-commercial use, paid license for commercial derivative works), and movies work that way too (the license for home viewing and commercial display are not the same).

            One you move away from consumer goods into industrial (believe it or not, there are customers out there other than end consumers.) these types of contracts are actually pretty common, with it not being unusual for a company to get a cut of the revenue from downstream users of their product. Crow, there were probably libraries IN Skyrim that worked that way. 3rd party tools and libraries used in professional development often have per-seat or per-unit-sold licensing on them.

            In all these cases though, you are forgetting that this was not an EULA change, but experimenting with a new system that ran in parallel with the classic 'donation' stuff authors have been doing for quite some time.
        • by jythie ( 914043 )
          Something to keep in mind though is that in a way, people are 'voting' on how to change copyright laws here. A great deal of how 'fair use' copyright is determined is pulling from contemporary standards, what is reasonable or typical usage that an IP owner and 3rd party author can expect?

          Experiments like this can help set precedent, if they become large enough they help define what is normal and what is not, which affects expectations in other cases. So by embracing or rejecting this model, the community
      • by snowgirl ( 978879 ) on Tuesday April 28, 2015 @12:29AM (#49566523) Journal

        If that was the case you would not have given them 25% and taken 75% for you and the game makers.

        You know, I always hate how my grunt work for companies makes them 4 times the money they pay you. It's just greedy theft. We should start a movement where the means of production are owned by the workers rather than investors and management!

        • by Anonymous Coward on Tuesday April 28, 2015 @06:48AM (#49567675)

          Here's the problem with your argument. I work for a company, and I get a small fraction of what I make for them. But they also see to it that I'm paid regularly and they also absorb a lot of risk if I fail. In this case, Bethesda isn't doing any of that. Typically a company gets the big profit because they absorb the risk, but in the case of these mods, they aren't absorbing any risk. The absorbed risk when the original development of the game, but not for the mods. If they wanted to take that sort of profit, in normal buisness practices, they'd be expected to front the mod developers money to do what they're doing.

          From a buisness ethics standpoint, what they're doing is down right despicable. They fully deserve the backlash they're getting as hopefully it reminds other companies that ethics are actually something they occasionally need to abide by.

          • by jythie ( 914043 )
            *nod* anyone who has tried to go the consulting or freelance route can appreciate this tradeoff. When one works for themselves they tend to make more per job, it can be good money. On the other hand, one takes all the risk and there is no shared buffer to absorb shortfalls and there is no collective bargaining or scaled position when going to suppliers of resources or benefits.

            Though it should be noted that it is not quite true that the company took no risk. Besides the risk (and up front investment) o
      • by Anonymous Coward on Tuesday April 28, 2015 @02:00AM (#49566783)

        Yes, those were actually their goals.

        The 25% cut was already tested with Valve's own games. You can create and sell content for DOTA 2, Counterstrike: GO and Team Fortress 2 right now and you get the same 25% (however, there is no Bethesda in that equation: Valve gets the entire 75% remaining). Instead of people organizing riots, this has been extremely popular and well received so far. A coworker is making 20-30K a year making content for Valve games in his spare time, and the top dogs are easily getting 100-200K. No complaints to be had. Keep in mind like all digital markets, there is no middle ground. Top quality content makes thousands, and the rest makes close to zero. A better cut won't do a thing for any of them. Or, think about it in another way: nobody buys food with a percentage, but with money, and that 25% means a few thousands dollars opportunity at least. Good enough.

        Sure, you worked you ass to model your armor or level, it is all your content, and you only get 25% of the sale price. However, what is the real value of your product? If you are really good modelling swords, were is the market where you can model a sword and get thousands of people interested in paying $1 or $2 for it? I'd argue a lot of the value you're providing comes not from your mod, but from the framework that allows it to exist in the first place. And you don't own that.

        Here is another argument: Valve is still working and developing things in their games, founding that with third-party content revenue, while Bethesda has mostly forgotten about Skyrim, so it would be unfair for them to get a great cut from others' work. But it is naive to think that this test case would be universal or stay that way for long. If this experiment had succeeded, we would have got not only much better mod tools for their next game, but also continuous support for modders. Skyrim looks extremely mod-friendly to the casual observer, but the creation kit is mostly an unmantained mess released as a gesture of good will. Many, many mods require a DLL injection hack (SKSE) to provide basic functionality, for example.

        The Internet wants to think that Skyrim is a broken game that would have failed, until modder heroes came, saved it, and brought it to great success. Even the most reasonable people argue that the game's long shelf life was only possible thanks to mods. But this is not the case. While I'd say mods provide added value, the primary SKUs are still unmodable consoles, and there is no sales spike to be seen when an amazing mod is released. Nobody buys Skyrim just to play a mod, although their existence may be a factor in the purchase.

        A lot of people inside Valve are modders. In fact, they have some of the best modders ever, people who made mods which went beyond the original game and actually manage to sell game copies, until eventually becoming great games of their own: DOTA, Counterstrike, Team Fortress. Skyrim has no mod of this level, and Valve actually wants to create a climate were another uber-mod can be born. Skyrim had the community and the tools available, though.

        Was the mod market a way to bring that? Could the uber-mod have been born from this opportunity? We will never know. It has been killed by the angry mob. Bad products and bad ideas are best tested in the market. If nobody buys it, it is worthless. If many people buy it, it has value. The mob disagrees. They think that some thinks (things they happen to like, for now) should exist, and others (things they happen to dislike, for now) must die. The angry mob is emotional, and any arguments used by them are pure rationalization. Today the hate was on the mod market, but tomorrow the hate may be on smartphone games, on console games, on jews, or on yourself.

        I despise the Internet.

        • I mostly agree. But the problem with Skyrim mods compared to DOTA2, CounterStrike, TF, etc, is that Skyrim is a much more complex game and mods are much more intricate and risky as result. With a TF mod you pretty much know what you're getting whereas with a Skyrim mod it's almost impossible to know beforehand if it will work as advertised, or if it will break your game, be incompatible with other mods, corrupt your save file... it's simply a much more experimental and risky way of modding than TF. This is

        • Sure, you worked you ass to model your armor or level, it is all your content, and you only get 25% of the sale price. However, what is the real value of your product? If you are really good modelling swords, were is the market where you can model a sword and get thousands of people interested in paying $1 or $2 for it? I'd argue a lot of the value you're providing comes not from your mod, but from the framework that allows it to exist in the first place. And you don't own that.

          By that logic, the government

          • By that logic, the government should be taxing businesses at 75% because, hey, without their infrastructure, property rights, and policing, where would that business be?

            Top marginal tax rate was over 90 percent at one time. So actually, they did. Business tax rates were higher too. Was one of the greatest growth periods of American history, because the government spent that money on infrastructure. a LOT of infrastructure.

    • We understand our own game's communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there's a useful feature somewhere here.

      Most important quote. They want to monetize the mods, like they did when they bought DoD, CS, etc. They just made the mistake of trying to monetize the mods of an established game of a different publisher/developer.

    • Comment removed based on user account deletion
  • Customer revolts are wonderful things.
  • Support our modders, give a little something each time we download or even just go by the mod webpage - be it a dollar/euro or two - so that modders can keep taking part of their time to further update and develop their mods, and most importantly editors/distributors don't have a leg to stand on when requesting 75% of the money on the premise that they sold the engine, so they should get 3/4 of all newly created content.

    • and most importantly editors/distributors don't have a leg to stand on when requesting 75% of the money on the premise that they sold the engine

      The claim that without the game itself there would be nothing to mod seems like a rather large leg. Never mind that Valve is allowing the use of their store and payment system which makes it a lot easier to collect money.

      That said, there are far too many problems with the current implementation for Valve to allow for paid mods. They already have enough issues with quality control on Greenlight. Mods are an even bigger problem as there's no guarantee of quality, indication that there won't be conflicts wi

      • by DarkOx ( 621550 )

        The claim that without the game itself there would be nothing to mod seems like a rather large leg.

        Yes and no, on the hand the statement is true. On the other hand Bethesda already got paid. If they had said at the outset we are going to use the Gillette model charge a minimal fee to recover our costs developing the game, and let the community produce a sell additional content for which we will take a cut, things might be different.

        That isn't what they did though, the charged as much for the game as any other AAA title, and now seek to profit handsomely for efforts they have little to know hand in. Th

        • Yes and no, on the hand the statement is true. On the other hand Bethesda already got paid. If they had said at the outset we are going to use the Gillette model charge a minimal fee to recover our costs developing the game, and let the community produce a sell additional content for which we will take a cut, things might be different.

          Beth got paid for the modder to play the game and enjoy the art. That would reasonably cover even the use of the game engine and art assets for the modder's personal projects.

          Beth did not get paid for the modder to resell modified art assets to other gamers.

          Some companies may decide that they would rather not take a cut to encourage a mod scene ... but it is within their rights to charge paid mods whatever cut they want. Some desired percentages may be counter-productive, profit-wise, but no one has

  • Comment removed (Score:5, Interesting)

    by account_deleted ( 4530225 ) on Monday April 27, 2015 @11:48PM (#49566389)
    Comment removed based on user account deletion
    • Comment removed based on user account deletion
    • by Sycraft-fu ( 314770 ) on Tuesday April 28, 2015 @12:54AM (#49566605)

      I mean if you are going to take a 75% cut, well then you can afford to spend the fucking time curating your shit. If they are going to charge that kind of cut, they can afford to have people review the content. Given that they are taking a much larger cut than the dev, it should stand to reason that goes to paying for some work on their part.

      Have it where you submit a form to Valve with what your mod is, what it does, etc. They screen it to make sure it sounds like a reasonable idea, and then send you stuff to sign where you declare that this is your work, you aren't violating copyright, you've paid commercial licenses for software used on it, etc. Once they have that, mod gets submitted and then it goes off to Bethesda for QA. They test it to make sure that it does what it says, doesn't crash the game, and so on. Maybe even help fix bugs possibly. If that's all good Valve does a final check to make sure they don't see any copyright violation (maybe an automated system that flags and then a human checks i there are flags to see if it is legit) and it then gets posted.

      If they were doing something like that, then ok maybe there's some justification of the price. Ya there's a big cut getting taken, which means higher prices, but you are getting something more along the lines of paid DLC. QA like that might be worth it.

      However they were just letting anything and everything get posted. They were treating it with the same indifference as the rest of Steam, which is just not ok.

      • Comment removed based on user account deletion
      • Valve corporate culture simply makes this impossible, they don't hire the gruntwork required for this kind of task, it is the reason that Steam support is so terrible. However I do agree with your ideas, if they did all that then 75% cut is fair.

    • by Luckyo ( 1726890 ) on Tuesday April 28, 2015 @03:40AM (#49567125)

      The biggest problem was that this opens a huge can of worms. It introduces a perverse incentive to companies to hunt down and take offline any free mods because they would be competing with "their" paid mods (their since between steam and publisher they get 75% of all revenue).

    • On Steam Workshop, most of those mods didn't require the script extender because you couldn't get it there. For a long time there was a hard size limit for mods on Steam Workshop as well.

      I think the biggest failure here though was that Valve/Bethesda kept this all secret and then tossed it out as a surprise with very little explanation of the reasons, with zero customer interaction. Some people did predict something like this, but those who had actual hard info were asked to keep quiet, and others had an

  • The amount of douchebaggery over this was incredible.

    First, you had a number of people who've decided modders shouldn't get paid for their work. I know some modders/mappers and while you'd never hear them complain about their hobby, the amount of effort they put in to these things is astounding and it's always pained me to see the amount of entitlement people display towards it.

    And finally you had Nexus Mods, who came out as the people's champion despite they themselves actually raking in tones of dough ove

    • Re: (Score:2, Interesting)

      by Anonymous Coward

      Altough there where doucebags, the MAJORITY of people agreed that modders deserved payment...

      The biggest outcry was about the 25%/75% split, and the fact that it was an paywall. Most people would have agreed with an donation button, so they have the choice IF they want to daonate and how much. Most people would have agreed with an better split for the modders (say 50% modders and 50% to steam/publisher).

      Do not forget an lot of gamers are running tired and sick about the increase of "first day" DLC's and mic

  • by gman003 ( 1693318 ) on Tuesday April 28, 2015 @12:05AM (#49566461)

    Valve and Bethesda made numerous mistakes with this implementation, but I still consider it a good idea. I'm definitely planning to allow paid mods in my own games, if I ever get one ready for retail. But here's where they went wrong.

    1) They set a minimum price far too high. Relatively few mods are worth a dollar, even the ones that are worth buying at all. Give supply and demand a free hand to set prices, and I think most average-sized mods would have been priced around $0.20. Some might have been able to sell at a much higher rate, but not many.

    2) They didn't protect from fraud. As soon as the announcement hit, people started uploading mods they didn't make - there was already a massive corpus of free mods, after all, and basically no protection against this. The least they could have done is give a decent warning period, for mod authors to decide whether to start selling their mods or not, and to search for fake versions being uploaded without their consent. They didn't do that, and they definitely didn't do any sort of technical measures, like comparing uploaded mods' checksums against those already uploaded. All of that is easily foreseeable because I actually foresaw it - I've been planning how to do this in my own games, and all of that was on my list before they even announced their feature.

    3) They didn't share the profit well. Valve was taking a 30% cut, which is already more than they do for full games, and then Zenimax was taking another 40%. I can see that, because the base game does a non-trivial amount of work for the mod, that they do deserve some compensation (although I'd say increased sales are the true payment to the publisher). But a cumulative 70% is just ridiculous. I'd argue that no less than 50% should go to the modder. For my own games with paid mods, I'm thinking more in the 75:25 or 90:10 range, or even 100% to the modder (because, after all, a vibrant modding community brings about more sales, so the marginal loss on hosting is more than recovered).

    4) They launched it suddenly, with no notice. Nobody had any inkling it was coming, least of all the modders who would be most affected by it. Valve and Zenimax should have given at least the big-name modders some heads-up, so they could think and have time to rationally decide whether to start selling, and for how much, and to work out any licensing issues in multi-person teams. And perhaps if gamers had been able to see it coming, they could have realized it was a good thing, instead of letting the knee-jerk reaction control the debate.

    They did, however, do one thing surprisingly right, which deserves recognition: they gave full, automatic refunds within 24 hours of purchase on any mod you didn't like. That's definitely something necessary, and something very surprising to see from Valve.

    Hopefully they can sort out these issues with the next game they try this on, instead of giving up on what is an excellent idea.

    • by Anonymous Coward on Tuesday April 28, 2015 @01:14AM (#49566651)

      Zenimax was taking another 40%. I can see that, because the base game does a non-trivial amount of work for the mod, that they do deserve some compensation

      That is a dangerous assertion. Why shouldn't Microsoft take a 40% cut of Zenimax profits because Skyrim runs on Windows? Why shouldn't Intel take a 40% cut of Microsoft since Windows runs on their processors? Amusingly enough: Why shouldn't PC Gamers take a 40% cut of Intel profits since Intel processors run on the machines they build?

      • Why shouldn't Microsoft take a 40% cut of Zenimax profits because Skyrim runs on Windows? Why shouldn't Intel take a 40% cut of Microsoft since Windows runs on their processors?

        The difference is that most mods use significant art assets. With Windows programming, the Microsoft assets used are typically minimal. You are also not considering that these costs are passed on through the wholesale agreements these firms reach with one another.

        • by vadim_t ( 324782 )

          The Microsoft assets used are minimal? Look at Wine and how much work it took to get to a point where it can be halfway useful. You know why that is? Because the things that Windows provides to the application are far from minimal.

          A game might not care much about the Windows UI, but many years of work went into making the Windows kernel and DirectX into what they are today. Those are not simple bits of code.

        • by kuzb ( 724081 )

          Anything using the .net runtime is using significant amounts of windows assets. Just because you can't outright see it doesn't mean you're not using someone else's work. While we're at it, you're also using a compiler and an IDE you probably had nothing to do with the creation of.

      • by Kjella ( 173770 )

        That is a dangerous assertion. Why shouldn't Microsoft take a 40% cut of Zenimax profits because Skyrim runs on Windows?

        If Microsoft wants to charge 40% to use DirectX, let them. Like certain GPL proponents like to point out, if you don't like the terms don't use it. Imagine this was something bigger and more formal than a mod, like a partnership. They make and sell the base game, you build DLC content for it. They're not going to give away their content and engine for free so you can make money off it, you won't write the DLC for free so they can make money off it. You'll agree to some commercial terms, a 40% cut is one pos

      • Many game making engines charge money for you to make a commercial game in them. Skyrim is a highly focuses game engine that make making a "game" very very easy, with all its art assets, gameplay, physics, and story offered up for use. Windows has notepad I guess, which you could write code in; And I am assuming it has some sort of built in compiler for some language but I could not hazard a guess on which one. I guess you could at least write html games and play them on IE.
    • 1) They set a minimum price far too high. Relatively few mods are worth a dollar, even the ones that are worth buying at all.

      I agree to a certain extent. For Skyrim certain mods have just become standard fare to install, like SkyUI which makes the UI at least usable. I'd be happy to pay a dollar for SkyUI (ignoring the whole SKSE thing for a second) if that would rid me of the default UI for Skyrim for the 200+ hours I've put into the game.

      2) They didn't protect from fraud.

      This was in my opinion the worst problem with the whole ordeal. Not just fraud, just the fact that they barely checked what was going on with the mods in question. Even their rules for mods tha

    • by Schnapple ( 262314 ) <tomkidd@@@gmail...com> on Tuesday April 28, 2015 @09:54AM (#49569295) Homepage

      Valve and Zenimax should have given at least the big-name modders some heads-up, so they could think and have time to rationally decide whether to start selling, and for how much, and to work out any licensing issues in multi-person teams.

      I guess you missed it but they did exactly that.

      Creator of removed paid Skyrim mod gives his side of the story [pcgamer.com]

      Basically Valve contacted him and several other high profile mod authors over a month and a half ago to participate in the rollout. In this particular case, the Art of the Catch mod (adds fishing to Skyrim, I think, I haven't tried it) needed some files from another mod to run, or it had a dependency, or both. Valve told him their legal team thought it would be OK but that the author should consult a lawyer on his own. He didn't, and many butts got hurt over the result.

      But your assertion, that they did this with no notice to anyone, least of all the high profile modders, is wrong. They did exactly that.

  • The idea is good the implementation was terrible.

    Valve was taking too big of a cut, pressure needs to be put on the developers to take a reasonable cut... and of course, whether or not anyone actually charges for a mod must remain up to the modder.

    I think if valve charges more than 10 percent of the gross they're being greedy.

    And as to the devs... they should be able to decide precisely how much they charge as a percentage of the sale. People have to know that the reason why dev X charges Y is because dev X

    • The game developers should get no more than 0% share, because anything else would create an obvious conflict of interest.

      When I buy a game, I want it to be halfway finished and playable, not a bug-ridden unfinished modding platform.

      • I'm happy to leave that up to the devs to decide. What is more there is an argument for giving the devs something just so they keep releasing patches for the game, assist the modders in making the game more moddable, and generally keep the community alive.

        If the devs get nothing then they have no interest to spend any further time on the game and will abandon it.

  • Overall the idea was good and sure the first implementation had problems but pretty much all new systems have that. However, it seems that most would rather jump on a hate bandwagon and destroy something instead of actually giving constructive criticism to fix it.

    Bethesda put money into making tools for modders. If this has worked then Bethesda would have had justifiable resources to put back into better modding tools, documentation, examples etc.

    Modders don't do all the work by themselves. They build on to

    • My chief complaint with Bethesda getting a cut in this case is that their support of the game has been crap. They shoved out a few DLC's and basically phoned it in. For years there was a mod for which the sole purpose was fixing bugs in the game. Bethesda, rather than adopting those fixes and releasing a bug fix patch just left it all to rot. Meaning that if I wanted to quickly fix the hundreds of known bugs which the community had already figured out I had to install some 3rd party mod, instead of Bethesda

  • by TheCarp ( 96830 ) <sjc@@@carpanet...net> on Tuesday April 28, 2015 @06:02AM (#49567479) Homepage

    I really think paid mods are dumb, they will do little good other than encourage new modders, but, it will do it by giving them false hopes and setting them up for an antagonistic atmosphere. Look at Kerbal modders now for an example. They work together. There are few "competing" mods, most work with eachother, and when you see two modders working on similar or related mods meet in the forums it is always a "Oh you are the guy who does X? Awesome how did you do Y?" and they have a great conversation and work together a bit.

    Enter paid mods, and they would have incentive to...not do that. You would have modders who just copy others and release trying to make a buck, you would have people trying to obscure code, and hide their "secret sauce".... all.... for a pittance that will never sustain them.

    I run 30 kerbal mods now (and a similar number of skyrim ones). If mods started going paid, theres maybe 2 or 3 on each I would even consider continuing to use if they were even a $1 or 2....in fact, it would massively increase my resistance to even wanting to try a mod.

    So the main thing it will do is mean a lot less mods get used.

  • by Headw1nd ( 829599 ) on Tuesday April 28, 2015 @06:31AM (#49567597)
    I'm sorry, but the mental gymnastics to find a rationale of why this is bad are just a smokescreen to cover up the truth: People don't want to pay for things that they could once get for free. Nobody cares about mod developers, or the mod community, they just want free stuff. If I was a modder I'd remember this as the day that the rightsholders said "hey you deserve to make money off your work", and my alleged fans said "No."
    • Re: (Score:2, Interesting)

      by Anonymous Coward

      I'm sorry, but the mental gymnastics to find a rationale of why this is bad are just a smokescreen to cover up the truth: People don't want to pay for things that they could once get for free. Nobody cares about mod developers, or the mod community, they just want free stuff. If I was a modder I'd remember this as the day that the rightsholders said "hey you deserve to make money off your work", and my alleged fans said "No."

      Within 24 hours they had dozens of mods that people (NOT the creators) had scooped up from websites and submitted as their own, and Valve was going to do nothing to rectify that. There was also a mod for new spells that had a "trial version" which had a chance to spawn an in-game "Please upgrade" popup whenever you cast, and it wasn't one of those protest mods. Without even talking about the fairness of the cuts taken by the publisher (which was more like "hey WE deserve to make money off your work") , tha

    • The only mental gymnastics here are the ones you use to avoid the real issue at heart and piss and moan about "those bastard commie pirates that want it all free!!!!11!" and Bethesda trying to legitimize the whole thing because "hey, one dev made more money during that than they ever made on donations!!!" as if a single outlier justifies the whole thing. It smacks of greed.

      Here's the reality: The mods developers deserve the majority of the cash. The game developers deserve none of it. They get their cut whe

    • I take it you're fully in support of modders getting a measly 25% cut?

  • Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop than he made in all the years he asked for donations.

    Because it's EASY to pay through Steam, you already have an account and your credit card info stored. Most people don't want to deal with the hassles of creating yet another goddamn account and dealing with another login. Steam could implement a "donation" system that people would be much more likely to use it since there's no extra effort or time involved.

  • Curation (Score:4, Interesting)

    by wisnoskij ( 1206448 ) on Tuesday April 28, 2015 @08:48AM (#49568617) Homepage
    I think it could of worked, if handled better.
    The mods would need to be fully vetted by an authority to make sure that they are relatively bug free and honest on their description. And to make sure the they are compatible with the existing paid mods and to give potential buyers a list of mods it will interfere with.
    Another important part is that not all mods are equal. If we ever allow a skin mod to be sold (def. adds solely cosmetic and/or stat changes [so you can have different looking swords or swords with different dps/weight/ect]) it should be handled different than a mod that rewrites the entire campaign. There are mods out there where Skyrim is nothing more than an engine to run the 100% new content created by the mod developers. So if Skyrim's developers get a cut it has to take into consideration how much of the original game the mod developers used.
    I am of the opinion that it would of been a good idea if they added a few huge mods/mod packs. Don't allow skinning mods to be sold, but vet a few of those large overhaul mods and a few of the really cool add some neat location/thing mods

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