Exactly, if we were talking about massive mods with voice acting and hours of new content and story, that is one thing. But we are talking about UI shit and horse armor.
I'm afraid it's legit. They weren't getting the reception they wanted, so now they're trying to obfuscate it.
Additionally you can no longer read comments if you haven't purchased the mod, so yeah, there's no way to know the quality of the mod before buying it. Let's see how that "free market" works out for them now.
UI shit is very disrespective to the massive work Schlangster and co have put into SkyUI. We are talking about over hundreds or thousands of manhours. They also pretty much stopped working on it well over a year ago (could be closer to two years), but have now had the means and motivation to continue whilst still offering the old version. I personally think that the resurrection of SkyUI is one positive thing that has come out so far.Exactly, if we were talking about massive mods with voice acting and hours of new content and story, that is one thing. But we are talking about UI shit and horse armor.
It's debatable, but Dean Hall explains well why it's not unreasonable:Edit: So I'm reading the cut is 30% to Valve and 45% to Bethesda with 25% to the modder? Both Valve and Bethesda get a way too big of the cut.
Since the article itself keeps getting ignored I figure it's worth pointing one of the most prominents modder's, Dean Hall's, comments about the 25% cut:
I would consider a mod a derivative work of a licensed product. In this sense, you are making a new product based off the old one. This is a very different concept from licensing an engine (i.e. Unreal with 5% cut) or selling through a store (i.e. 30% cut or whatever). The comparison I would make is licensed productsin which case you must assess the value of the license when considering the percentage.
One of my key problems with the debate around this is the lack of discussion of split of profit vs revenue. Splits of revenue are very valuable, and perhaps unsurprisingly, very rare. Normally you will only make money after expenses, risk, etc are recouped. Who knows what revenue agreements for middleware Bethesda has made? What about their risks from someone releasing an ISIS mod and causing damage to their IP?
Why is 25 percent a fair cut?
Elder Scrolls has to be one of the main blockbuster IPs in the industry. It is like GTA, its incredibly valuable. If I approached Bethesda to make a derivative game, using their tools, assets, IP, distribution I would not get a 25% revenue split (I would get less). If we want professional modding, which is what this is, then people cannot apply emotional arguments they need to apply business arguments. Therefore the split needs to be considered based on value.
The parties to the arrangement are Valve, Bethesda (as the publisher), and the creator. Valve, understandably, probably want to maintain the same arrangements they always get its the store split that you compared in your article to the Apple Store. Bethesda have their own costs, and they take the rest of the split based on the value the IP has and their contributions to tooling, their risks and opportunity cost losses (DLC, etc ). Let us imagine that they are getting something like 30-50% of the transaction I would say that is a reasonable cut based on:
Value of the IP
Risks/opportunity cost
Provision of tools/documentation
What about more extensive mods?
Naturally this one size fits all approach there will be winners and losers. But for me, the fact is that if we swap out the word modder and replace it with developer this represents a great deal. So to say that this is a raw deal then it means that developers having been getting a raw deal for some time from publishers and that discussion should occur as a wider discussion and really has little to do with the value of a mod.
I would imagine if this system is successful for Bethesda, and I think it will be, it could well open up a whole new approach whereby either Bethesda supports these super mods with better deals, or the teams will have made enough money to strike out on their own.
Reading the whole article would be preferrable though.
That is some reeeeally shady stuff. Is that a decision Valve specifically made? If so, Valve is looking worse and worse as a company to me.
The solution is simple though, don't buy it. People who want to make easy money by selling crap mods will soon realize than noone wants to buy them so they'll either make something better, give the current one for free or give up. And if they somehow find an audience for their crap then, well, buyer beware. We should all strive to be responsible consumers and vote with our wallets.
Dark0ne (owner of the Nexus) released another statement several hours ago.
http://www.nexusmods.com/skyrim/news/12459/?
Might have already been posted, but it's a good read.
Free mods aren't going anywhere.
I wonder (and sorry if this has been brought up before) what this arrangement might mean for Bethesda and how they update their games. It is unlikely for Skyrim to receive another patch but assuming this is a dry run and will be implemented in their future games...
Previously as a developer it didn't really matter when you updated your game if it broke a mod. That was 3rd party unofficial content, nothing to do with Bethesda or Valve or whoever made the game. It was not a major concern.
But now that these mods are sold and more importantly Bethesda themselves are taking the majority of the money from those sales, do they have a bigger responsibility to not break mods? Does this tie their hands in any way to what kinds of updates they make to their game? It would look really, really bad if Fallout 4 receives a patch that breaks all the mods people have bought. And since it's Steam it isn't like everyone can decide to not apply the patch.
The only major problem I have now is that many mods will exclusively be on Steam Workshop.
Steam Workshop is great for many games but for Skyrim I don't like it, the mod managers for Bethesda games such as Mod Organizer for Skyrim + download mods manually from nexus (or through the mod organiser) is the superior way for when you have a lot of mods. There's a lot of functionality for dealing with many mod installs.
If modders exclusively put it on Steam Workshop that's when it becomes shitty and I don't want to see that exclusivity. It's particularly useful when you experiment with a lot of different mods on a large modded Skyrim. If you can't access the mods outside of Steam Workshop then it's a huge hamper.
We live in a world where many $60 games are bought and sold and are nigh unplayable, and many more will still in the future. At the very end, the customers will be the ones who will rue the day, mate.
It's been disabled because all the fucking comments were insults, death threats and vitriol. There was exactly fucking zero information about the mod in the comments at all.
That was a great read.
Ban users or delete comments that are that toxic. Legitimate users deserve the right to discuss and inform others about the mods. It's censorship. Even if 90% of the comments are death threats, those 10% deserve a right to the forum.
Dark0ne (owner of the Nexus) released another statement several hours ago.
http://www.nexusmods.com/skyrim/news/12459/?
Might have already been posted, but it's a good read.
Free mods aren't going anywhere.
Prove it.
Anybody knows what is the revenue split for Valve titles content?
"Bu-bu-bu Legacy! IP owners RESERVE the right to allllllll the monies!"
-People who dont seem to care
75% to Valve, 25% to the content creator, in Dota 2/TF2/CSGO.
This pathetic, godawful pittance of a revenue split (as per the Skyrim commentary) has paid out $57 million to the community content creators as of the beginning of 2015, an average of $38,000 for each of the 1500 creators.
75% to Valve, 25% to the content creator, in Dota 2/TF2/CSGO.
This pathetic, godawful pittance of a revenue split (as per the Skyrim commentary) has paid out $57 million to the community content creators as of the beginning of 2015, an average of $38,000 for each of the 1500 creators.
It's debatable, but Dean Hall explains well why it's not unreasonable:
75% to Valve, 25% to the content creator, in Dota 2/TF2/CSGO.
This pathetic, godawful pittance of a revenue split (as per the Skyrim commentary) has paid out $57 million to the community content creators as of the beginning of 2015, an average of $38,000 for each of the 1500 creators.
When the game is F2P I don't think it's that unfair, thought I sure wouldn't be against them giving more to modder in those game.Yup, and it could have been $114 million or $171 million! But who got that? The starving publishers.
It's debatable, but Dean Hall explains well why it's not unreasonable:
Yup, and it could have been $114 million or $171 million! But who got that? The starving publishers.
?? You mean Valve? You know, Valve, the creators of Dota 2 and TF2 and CS:GO, the Steam platform they run on, all the community infrastructure and functionality that fostered a dedicated userbase, and the company that provided the opportunity for that community to make official content for their products for a revenue split that was freely disclosed, to the benefit of everyone involved? That starving publisher? Please join real life.
There's a much better argument to be pissed off at Bethesda for choosing to take a 50% cut when mods tend to be essential to fix their broken-ass games and add value to products that aren't necessarily very compelling otherwise.
Dark0ne (owner of the Nexus) released another statement several hours ago.
http://www.nexusmods.com/skyrim/news/12459/?
Might have already been posted, but it's a good read.
Free mods aren't going anywhere.
?? You mean Valve? You know, Valve, the creators of Dota 2 and TF2 and CS:GO, the Steam platform they run on, all the community infrastructure and functionality that fostered a dedicated userbase, and the company that provided the opportunity for that community to make official content for their products for a revenue split that was freely disclosed, to the benefit of everyone involved? That starving publisher? Please join real life.
There's a much better argument to be pissed off at Bethesda for choosing to take a 50% cut when mods tend to be essential to fix their broken-ass games and add value to products that aren't necessarily very compelling otherwise.
I wonder why since content created with Source 2 will not have a fee.
I think the article seems pretty unreasonable. He brings up poor arguments like tools (which are included with the price of the game) and opportunity costs (when this has been implement after the release of Skyrim's last piece of DLC.) Whilst ignoring how mods can encourage people to buy/continue playing games (I find this particularly curious from Dean given how radically ARMA's sales were boosted from DayZ) and how many Skyrim mods are more or less patches given how broken the game is.
Him ignoring the fact he released a mod which boosted the sales of Arma by over 300,000 copies seems pretty suspect to me. Especially given how broken his stand-alone game is and how he'd benefit from members of its community fixing it for a profit.
This whole paid modding thing is absolutely brilliant. Valve is making millions profiting from free labour and they actually get defended for it, and Bethesda is planning on doing the same once Fallout 4 or the next Elder Scrolls is coming out. 19th century robber barons couldnt have done it any better.
Agreed, there's no guarantee of inter-mod compatibility. If two mods conflict, and you're left with a buggy mess, and your only recourse is to get a "refund" for one of them. And let's be honest: if you're willing to mod Skyrim, you're not likely to have less than a dozen mods running at once. You're not likely going to have somebody swoop in with a compatibility fix for two dead mods that require money to buy in the first place.
I am all for mod authors being paid, and I'm repeating myself at this point, but the way Beth and Valve implemented this is in the most anti-consumer way possible: outside of the infrastructure to line their own and Bethesda's pockets, what else have they done to ensure that the player experience is robust? Absolutely nothing. You would think that maybe they could have made something akin to a mod manager (and if they had done something like this, I would have been far more supportive of them taking the cut they do).
Reading that thread is disgusting.Man, the SkyUI team need to put Mardoxx on a leash because he's pretty much a PR disaster at this point.
Is one of the tamer posts.people are already "pirating" the latest skyui.
how does that make you feel?
How is he ignoring that fact? If anything, he takes that into account on his views. Just look at Durante here on Neogaf. Dude has fixed several ports, increasing their sales(especially Dark Souls, which wouldn't sell nearly 2 million units on PC without him) and he has made the best downsample tool in existence. He doesn't plan to ever charge for his mods and yet his views on this are pretty similar to Dean's.
Man, the SkyUI team need to put Mardoxx on a leash because he's pretty much a PR disaster at this point.
I might be off as I'm pretty damn ill right now, but where in the article does he mention how mods can increase the sales of existing games?
Nah, that's a a different issue entirely. Source 2 is free to develop for without licensing or royalty charges as long as any commercial products released using it are sold through Steam (so that Valve gets its 30%). That's for separate standalone commercial products made with Valve's engine.
Dota 2, TF2, and CS:GO content created by the community with that 75/25 revenue split is officially integrated and sold within Valve's games. The creators of that content are independent contractors working for Valve.
"With Source 2, our focus is increasing creator productivity," said Stelly, according to the press release. "Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games."
Man, the SkyUI team need to put Mardoxx on a leash because he's pretty much a PR disaster at this point.
Well, from these words I understand they are talking about mods too.
http://www.pcgamer.com/valve-announces-source-2-will-release-it-for-free-to-content-developers/
Possibly. I just have little sympathy for people who spend money without doing proper research. As I sbe aid we need to be careful and responsible consumers, myself included.