Are people really more in favor of modders getting 100% of $0 rather than 25% of $X?
Is there more to this debate that I'm missing?
Are people really more in favor of modders getting 100% of $0 rather than 25% of $X?
Is there more to this debate that I'm missing?
1. Modders are hobbyists, not professionals. Many modders came right out and said they would no longer make mods under this system, because the pressure to charge means it becomes a job. They no longer would have the option to just walk away from the mod. 2. Piracy. Modders have explicitly made their mods available for free. Once you have a system where they can be charged for, you have freeloaders putting someone elses mods on steam to make money. Steam provided no protection against this, the only resolution would be filing an individual complaint or invoking DMCA, and Steam was leaving that entirely up to the mod owners to figure out. 3. This was seen as a hostile move towards Nexus, the biggest provider of mods for the games in question. As soon as this was announced, mod makers began removing their products from Nexus out of concern that they would be dishonestly put on the Steam store. As Nexus is an ad-supported service, fewer mods means less income, and it would not be due to a capitalistic business reason.
In the end, most modders don't WANT to be paid for their mods, because it's not a profession. I saw plenty of support for a donation system, however.
Make that possible and you'd then have some professional modders and some amateur ones.
So in the end, most modders don't WANT to be paid for their mods, except they do WANT to be paid and call it a donation?
Ah, the ol' "look I want you to get paid for your work, I just don't want to have to be the one paying you. Don't worry, I'm sure tons of people will. Just not me."
If you are the seller, and you got paid, that means work. Give support or get shouted at by dozens of angry customers. Reply to emails for months to come when a competitor modder added your mod features to his mod and why the hell are you charging 4.99 if it's worth 1.99 and now you need to refund your costumer.
Donations, on the other hand... explicit intent and different expectations from everyone involved.
Also, it might be neither "most don't want to be paid" nor "most want donation", and both sets might have a very small intersection.
The beautiful aspect of this compared to selling products is that everyone involve know what is expected from each other, the responsibility to fix bugs is established in the beginning, and its very hard to sell someones else mod as your own.
It would be a great thing if Valve implemented a Patreon model for modding instead of direct pay. That would let people get the attention their great work deserves, streamline donations, and not change the nature of the modding community in the process.
A black and white webcomic I read runs a patreon page, and get $3k a month with only 800 patrons. The author was previously unknown, and managed to reach this point purely on the quality of his/her work and the readership it gathered. Looking at some of the major skyrim mods with millions of downloads, I suspect they could easily gain more than 800 patrons.
That's an interesting perspective. Sounds like there are some valid criticisms of the system Valve has put in place.
To me it seems that gamers have cut off their nose to spite their own face in this regard. It seems to me that a paid modding ecosystem would be a big win in favor of gamers.
If lone hobbyists can improve a game so much, can you imagine if a studio of 5-10 could make a viable living from modding?
And some mods do end having a "studio" backing... For example the Network Addon Mod for SimCity 4, it started with several individual modders solving their own problems with the game, and now it has a official "NAM Team" that act as a professional team (they give release dates, have deadlines, make their own installer, etc...)
There are some cases where companies have been overly greedy and compromised the core game to sell mods, but the general hatred toward expansion content seems to come mainly from a desire to get things for free rather than a rational complaint about harm they've experienced from expansion content. You'll also see a lot of gamers suggest that charging $60 for a game is morally questionable (unless you're Nintendo). The freak out over paid mods seems to be that variety to me — it's really hard to say that the existence of community mods devalues the core game. People just don't want to pay money for things.
After playing multiple games by Bethesda that have been relatively unpolished compared to what the modding community has done, I see the move as a cash grab by Bethesda in releasing a game and cashing in on people who just want the game to be more playable by selling the mods to other players as free generated DLC content. I understand that the modders have a lot of a headstart on the work as well, given to them by Bethesda, which is why I wouldn't support modders selling mods on their own. I think the free + donate model has worked very successfully in the past in both motivating and (I assume, but can't be sure in generalizations) compensation.
My last note on the issue is that at the very least this move should not be implemented on a fully developed modding ecosystem where the mods have already intertwined to a degree that this causes a single person decisions to need to be made by multiple mod developers. With mods using other mods, it would be acceptable to have to buy the used mod if that was a design decision by the original modder, but that information was not present as the ecosystem developed and I think it introduces a great deal of harm. As a source I cite all of the trauma that Nexus experienced in the wake of this system being released.
I think the worry is that the move would have killed the lone hobbyists. Even though you could argue that this feature is pure value-added as it doesn't stop anyone from modding the same way as before, it would have reshaped the community. So you'd have a few great mods by semi-professional studios but it could also discourage the hundreds of passionate modders who enjoy putting quality before marketability. In my opinion, the Android and iOS app stores are a good example of this.
If this was viable, you'd think that studios would consider paying small teams to continue patching and generating content for games for some years. </?>
Obviously this has happened with a few games, but one minor argument I've seen put out over the weekend was something along the lines of "why don't $studio just hire these guys?", and some sadness that it might happen even less often.
If you're Bethesda then maybe you don't get out of bed for less than $10,000,000. This leaves the door open for small teams that will be more than happy with a much smaller pay day.
Unless I'm missing something, nothing happened that would have forced mod makers to start charging, right?
It's an app store. The question comes down to: would you rather have an ecosystem of only free (or donation-driven) mods, or would you rather have some mods be paid mods? I really don't think the move to paid mods is as apocalyptic as reddit was making it out to be.
Honestly, they could have pulled this off. If they made a new game with the option to sell mods and had some sort of review process doing due diligence that would have been something else. Or even some sort of auto check for conflicts. But, this seemed like a horrible money grab where they wanted to extract 75% of the income without doing anything.
Most gamers are aware of how Valve became so big and it's through the modding community in HL1 and eventually HL2. Can you imagine how prohibitive it would have been for Counter-Strike to grow if they charged $10 for the mod (obviously when it was till a mod =< v1.6)?
On top of that, some mods were genuine improvements over the original. For instance, there is a huge Skyrim UI mod that is a vast improvement over the vanilla. Some people were actually afraid that game companies would use this pay for mod system as a way to double dip. "Let's release a half-assed UI, let some modder charge for his better UI and take 45-50% of his sales."
As far as donations, there is no way you can assume that. Sure, a vast majority won't pay, but I'm sure there are those out there who are generous enough to throw a dollar or two out there to support the modder. Shit, it works for server admins.
Edit: Donations also work for people who contribute nothing and just stream themselves playing games. Some do very well, so I would venture a guess and say a modder putting out quality content could gather a few bucks.
What I was more concered about was the 'quicksilver' effect. When apple hired the dev who made the tool, it just stopped getting updated.
Everytime a game was patched or updated, what % of the mods would then become unusable, despite paying for it? Can't complain when it's free, but if you paid for the mod is there an expectation of it being working for a period of time? What was that period of time?
Many gamers feel [1] where in the past you paid $a for a complete game, today you pay $a for a fraction of the game then an extra $b and $c and $d and $e through these extra mechanisms.
I suspect some people saw the 75% profit margin, and felt this was more about adding on $f, a new mechanism to transfer yet more money from gamers to big publishers, rather than anything to do with rewarding mod creators.
http://en.wikipedia.org/wiki/Rent-seeking
It also appears to have created quite a feud among moders which were or weren't going to charge for their work, since some mods are quite intertwined.
So it was a combination of effects. I do think the basic idea is worth of discussion, but it's certainly debatable if anything other than pay-what-you-want actually fosters the moding community.
Especially when there's still no requirement for the original developer to have made the modders lives any easier to get this benefit.
If you read Gabe's responses he starts poking at the "Wow wow wow, why is this bad?" and learns a few things.