Valve CEO: 'Pissing off the Internet costs you a million bucks in just 2 days'
uk.businessinsider.com
uk.businessinsider.com
That seemed preposterous to me. It can't be the additional hardware expenses to store/process the mail, those are negligable. I suppose it's simply the time the support staff have to spend to weed out all the irate mails. But can that really amount to a million dollars? Existing solutions for combating spam must be sufficient to classify those mails and throw them away or send out the boilerplate message the support staff would have sent otherwise.
Except maybe (I haven't tried contacting them) Valve isn't the kind of company that annoys customers even more by bulk classifying their mails and sending generic spam back?
From what I've heard however the emails may have been answerable/seen by non-support within the company meaning expensive developer time may have been used on reading and replying to emails.
I think that mass deleting e-mails would be noticed by the people e-mailing Gabe...
If he doesn't promise to reply, how?
It probably hit them harder than that, it'll take time to see what kind of a dent sales in add-ons have taken.
Honestly, I thought it was a good idea, funding mod makers to do even better work directly, but maybe they should've stuck to a new game to launch that idea rather than push it back into existing titles where people might get miffed their formerly free mods go paid.
A million is a pretty ass-pull number in an offhand comment, but it wouldn't surprise me if it rang true.
I've been in an 2 hour long meeting with 8 people who are effectively paid $400hr to talk about how to handle a $58 fee.
I mean, as a service I don't see any high cost to justify a 75% retain fee. The idea was definitely great, but execution was very poor. I would have been furious with them if I was a modder investing time and, sometimes, money to only get 25% on the price I was deciding for my mod.
This was a huge failure at so many levels... I hope they learned from this lesson.
Valve took their ~30% platform charge, and left the remaining amount to be split per the discretion of the publisher of the game, in this case Bethesda. Bethesda chose to give mod makers roughly 1/3 of the money left, resulting in a final split of Valve 30 / Bethesda 45 / mod author 25.
That seems to leave a pretty huge area for a license that requires payment.
Of course, this goes back to what was posted last week about true ownership of products (John Deere issue). I'd say you're still right because we've already paid them for their portion of it by buying the game. Not to mention, they'd likely make more money because people have to buy it to use your content.
The real, fundamental answer here is that Bethesda can just shut off modding entirely, or at least, they can going forward. Legally, this is their playground up to and including the ability to kick everybody off unilaterally and suing anyone that doesn't comply. Therefore, they can basically charge whatever they like, and give you the choices of taking the deal, or getting nothing.
Now, there are many ways of looking at this situation and you are free to use other value systems for your own opinions. I'm not saying this is the only way of looking at the situation. I'm just saying this is in some sense the most fundamental way to look at the situation... we wouldn't even be having this discussion if it weren't for this base truth of copyright law, EULAs, and the DMCA. Also, I'm not advocating for this position, just explaining it. I have neither created nor necessarily endorse this situation.
("The power to tax is the power to destroy"... well, it runs the other way too.)
Thanks to NexusMods, much of what I actually see when I play Skyrim has actually been created by other end users. This includes the "killer app" of mods, which involves the physics engine and more detailed model skeletons. You know which one I'm talking about. Jiggle, jiggle. The studio probably couldn't create half of those mods and still sell the game on console platforms. They would either bump up against resource constraints on the device or licensing restrictions on content (lookin' at you for this one, Nintendo).
The ability to mod is almost intrinsic to any game where the physics and rendering engine is separated from the content. The only question is whether that content-loader is exposed in any meaningful way to the end user. Even Doom had its WADs. Unless you're willing to completely break your world-design paradigm, motivated players can find a way to alter the content.
So Bethesda does not actually have that power to shut off all mods. They only have the power to shrink the brighter-hatted mod community. And they shoot themselves in the foot by doing so. They couldn't sell their own downloadable content expansions as easily!
Never mind the "bug fix" and "cutting room floor" mods. Arguably, these are things that Bethesda should have done themselves, prior to release.
I can think of no reasonable argument why Bethesda should get a cut of any mod. It would be like the construction contractor that built the wall getting a cut if Banksy painted something on it. Or maybe it's more like the original artist of a thrift-shop painting getting a cut when someone paints dinosaurs into it and resells it for more money. It makes no sense.
Copyright would only apply in that instance if someone made prints from the altered painting, but if you have to buy that existing copy of the original to get the additional dinosaur, there is no copyright violation, because there was no copy made. The dinosaur may now be inseparably attached to the original, but the original was already paid for when it was altered.
"If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit. You also waive and agree never to assert against Bethesda Softworks or its affiliates, distributors or licensors any moral rights or similar rights, however designated, that You may have in or to any of the New Materials."
If I develop a Windows application, I don't owe any money to Microsoft. If I make a cocoa app I don't owe money to Apple, There's countless examples of people writing software that runs on top of other peoples copyrighted software. I don't think you can make an argument that it makes your work a derivative work. It's pure crazy to think that I would have to give a substantial cut of my revenues for that "privilege".
If Bethesda are 'rational' then they estimated how much they'd make at various royalties and decided that they make the most when they take ~45%, so 'deserves' never entered into their decision and it's reasonable to assume that it never entered into Valve's decision to take 30% either.
I agree the percentage is ludicrous, but I don't find a small fee unreasonable at all. Developing a customizable system is hard. We may argue that they may sell extra copies based on that feature, but we'd never have objective data to back up or refute that claim.
But given the state of the existing mod communities, doing these things for free or donations and usually out of a love of the game, normalizing an environment where Bethesda gets money for doing no additional work is going to be understandably resisted.
Example:
If you rent a house and you have a party and make a meal, you are allowed to use the house to your fullest extent and eat as many meals as possible etc but the house is still owned by the landlord.
If you purchase a house and you have a party and make a meal, you have complete freedom and own the house outright.
Your meal is your mod and your house is Skyrim. They built the house and apparently think that they're just renting it to you even though you flat out purchased it from them.But they should not get more than the actual modder, imo.
Bethesda was already benefiting from the mods in the form of increased sales.
My big hangups were:
-Bethesda gets a cut, but offers no guarantees concerning compatibility and user support.
-Mods usually use other mods for back-end functionality or as an augmentation. i.e. using a new cloud generation mod for an overall weather mod. It generally devolves into a legal tangle of who owns what and who gets what.
-The steam green light and early access marketplaces are becoming clogged with low-effort garbage that unscrupulous devs are trying to make a quick cash in. Steam has no structure in place to stop that from happening in the paid mod store.
-They poorly and shoddily introduced monetization in a model that didn't have one already in place, skewing incentives and placing the community under tension.
The only remedy Valve offered was DMCA takedown notices or similar self-directed policing.