Boss Doggie
all my loli wolf companions are so moe
Makes you wonder if eventually in the future they'll monitor "illegal" mods.
Makes you wonder if eventually in the future they'll monitor "illegal" mods.
I mean whats wrong with the implementation, I already understood that you think it's bad.
he said the viewpoint was a cowardly and irresponsible one to take, especially in consideration the fact that this implementation may serve as the prototype for future attempts, not neccecarily that you were a coward or whatever you assumed him to call you. it's entirely possible to be in support of a concept while being against an implementation of it
edit: LOL at the ban
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 products—in 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 IP’s in the industry. It is like GTA, it’s 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 – it’s 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.
Be less concerned about corporations taking a cut in a paid marketplace and more concerned about modders getting jack shit in the utopian free mod scene.
You say the comparison I used [to the Apples Store] is off the mark and I agree it’s far from perfect. What comparison would you make instead?
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 products—in 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 IP’s in the industry. It is like GTA, it’s 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 – it’s 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.
But aren’t modders doing all the legwork at this point?
That is naive. That is not how business works. If we want professional modding then it is a business and our deals should represent business value considerations. It’s not “who did more work” it’s an assessment of value. Bethesda have made an incredibly successful license and they are entitled to capitalize on that. They have valued that contribution to somewhere between half/a third of revenue.That seems very fair to me.
Meaning?
Nothing prevents people from continuing to do that.Not everything should be fit into capitalism.
The fact that people were doing mods because they just loved doing it, and not for the money was what made modding as beautiful as it was.
Completely the wrong way to look at it. Modders have never been in it for the money. They have never seen themselves as "developers" of the game they're modding, but instead as dedicated fans who do it because they want to, they love doing it, and they want to be part of a community that shares that view and shares their work.
The next example me paraphrasing from Dan Pink's TED Talk, "The Puzzle of Motivation":
Remember Microsoft's Encarta encyclopedia? MS got a bunch of professors and writers and editors to write articles for it. Each contributor was assigned a subject and deadline, and made responsible for their own area of expertise. They submitted their articles and got paid for them. It worked for a while.
And then a new paradigm came along. Wikipedia. An encyclopedia that anyone can contribute to. No one gets paid. You work when you want and do what you can. Everyone works together to fact check and fix mistakes and keep it updated. Now it's the biggest repository of human knowledge on the planet, and no one has even heard of Encarta anymore.
The best mods are incredible technical and artistic feats. You load them up and it's astounding how rich and complex they are, and the extent of creation and creativity from a single person or tiny team with a shoestring budget is mind boggling, often better than the original game. That's because it's a labour of love. It's not something someone rushed to meet a deadline to get a paycheck, it's a work that is good because it's creator wanted it to be.
The sad part is that Gabe Newell knows this. Or at least he used to.
When I click the Workshop I don't want to see a whole load of shitty shovelware that caters to the lowest common denominators and is made as a cheap cash-in. I want to see what people are making because they love making things.
he said the viewpoint was a cowardly and irresponsible one to take, especially in consideration the fact that this implementation may serve as the prototype for future attempts, not neccecarily that you were a coward or whatever you assumed him to call you. it's entirely possible to be in support of a concept while being against an implementation of it
edit: LOL at the ban
Knowing Valve, quality-control will be nonexistent.
Nothing prevents people from continuing to do that.
As it should be. It's not up to Valve to decide what customers are ready to buy. It's up to the customers themselves.
As it should be. It's not up to Valve to decide what customers are ready to buy. It's up to the customers themselves.
I've been pointing out examples for ages now, but again let's check one good example which is close to my heart. United Racing Design provides probably the best quality mods seen for rFactor or Assetto Corsa. They are made by professional people that also work together with developers to produce content for games, but they also make their own paid mods. The quality is really something else, I really haven't seen many pieces of content that are as good. I had no problem paying 5.20 for 5 cars for Assetto Corsa. That said, probably 95% of mods I have for the game are free, some good, some not very good, but the community is still very much thriving alongside the paid content. The same stolen content applies to the scene still and I have seen stolent content sold as well, but later taken on.I still haven't heard much of a cogent argument for exactly how this is going to increase the quality of mods. Were these items that had semi-official support (like LFD2's "Cold Steam") and had that professional level of polish and backing, I could see it, but these items are seemingly being thrown up with no regard as to quality or ethics (again, we've seen the first early access mod and a modmaker using mobile tactics in their "free version" in one day, and people are acting like this is an outlier).
Okay. In the other hand it seems to me that it's a vast improvement that they can now monetize their work if they so want. Biggest reason why mods were all free for the longest time was because there wasn't a way to monetize them. There was no Steam as it is today. As Steam has grown we have seen mods getting monetized. This is just the latest step in that direction.
I just hope most people could agree on the fact that modders should be able to monetize their mods. I still haven't seen a convincing argument on why that shouldn't be the case. Arguing about the split and all that comes afterwards.
So basically, it's okay to sell something with absolutely no promise of quality control. It's the customers fault to buy something that doesn't work even though they don't necessarily can have prior knowledge to it
So basically, it's okay to sell something with absolutely no promise of quality control. It's the customers fault to buy something that doesn't work even though they don't necessarily can have prior knowledge to it
As it should be. It's not up to Valve to decide what customers are ready to buy. It's up to the customers themselves.
Or they could just get a refund within 24 hours.
Meaning?
Then how do good video games ever happen?It is very difficult for people to be collaborative and create out of passion when money is potentially involved.
actually a decent point. perhaps the refund window should be extended a bitwhat if the mod i downloaded has problems/conflicts that don't manifest in the game until a week later
Like it or not, that can easily sum up Valve's policies moving forward. The store, market, and mods are entirely dictated by the community, Valve looks to remove itself from the equation as much as possible.
Or they could just get a refund within 24 hours.
So it is up to us to waste money to see if something doesn't ruin our game?
Skyrim is no joke when it comes to incompatible nonsensical structures.
So basically, it's okay to sell something with absolutely no promise of quality control. It's the customers fault to buy something that doesn't work even though they don't necessarily can have prior knowledge to it
The biggest issue is not that modders shouldn't be allowed to monetize their work should they wish. Man should be free to enjoy the fruits of his labour if he wishes.
The biggest issue is that they never originally created with monetization in mind. And as such, by introducing the potential to monetize it changes the whole mindset and approach towards modding. It is very difficult for people to be collaborative and create out of passion when money is potentially involved.
Yet still get a share of the money
Don't question the corporate overlods on gaf
Or they could just get a refund within 24 hours.
When the money goes back to the form of payment (say a debit card or Paypal), then we can call it a refund.Or they could just get a refund within 24 hours.
I've been pointing out examples for ages now, but again let's check one good example which is close to my heart. United Racing Design provides probably the best quality mods seen for rFactor or Assetto Corsa. They are made by professional people that also work together with developers to produce content for games, but they also make their own paid mods. The quality is really something else, I really haven't seen many pieces of content that are as good. I had no problem paying 5.20 for 5 cars for Assetto Corsa. That said, probably 95% of mods I have for the game are free, some good, some not very good, but the community is still very much thriving alongside the paid content. The same stolen content applies to the scene still and I have seen stolent content sold as well, but later taken on.
Now, the audience and market is very much different and much smaller, but it still is very much proof that not only can paid mods produce very high quality content it can live alongside free mods and those free mods can still remain extremely good.
Nothing prevents people from continuing to do that.
Or they could just get a refund within 24 hours.
Don't question the corporate overlods on gaf
That's the same argument as for "bad" games not being there. I disagree, and apparently Valve also disagrees. Amazon can and should allow the sale of "bad" books, and Valve can and should allow the sale of "bad" games and mods, and people can decide what to buy.I have no interest in being refunded in steambucks. And even so, that doesn't excuse the fact that the product is still there, and that a bad monetized mod shouldn't be there in the first place
Or they could just get a refund within 24 hours.
Will that money be refunded back to their accounts? Or will it just be converted to steam wallet funds? If its the first, then yeah, its fine no problem. If its the second, then that's a problem because thats just credit.
That's the same argument as for "bad" games not being there. I disagree, and apparently Valve also disagrees. Amazon can and should allow the sale of "bad" books, and Valve can and should allow the sale of "bad" games and mods, and people can decide what to buy.
You can't argue against a "corporate overlord" on the one side and then ask for one to filter your purchasing options on the other.
Tertiary: One of the saddest things that's going to come out of this is the fact that The Cowl of Nocturne is going to miss being the mod of the month on the nexus because people are upvoting Give Me Money For No Reason over it in protest.
Cowl of Nocturne is good you guys...the type of mod that we probably SHOULD be paying for.
I don't see the issue with modders getting jack shit when the fact is the vast majority of them didn't make mods for money before. They knew the score, knew what they were getting themselves into and you didn't see any modders crying about not being able to make enough money to feed their kids.
If they were in it for the money there were plenty of other options for them to use their talents as a means to make money. Make an ios game, make a game based on unity, unreal engine, etc, etc. Its the 21st century, the market is more open than ever for people to go and create games in order to try and make money. This wasn't needed for those people.
Most modders knew going in that they weren't going to make bank. It was originally people making stuff they wanted in the game that devs didn't want to make or couldn't legally make due to copyright or censorship laws.
That's the same argument as for "bad" games not being there. I disagree, and apparently Valve also disagrees. Amazon can and should allow the sale of "bad" books, and Valve can and should allow the sale of "bad" games and mods, and people can decide what to buy.
You can't argue against a "corporate overlord" on the one side and then ask for one to filter your purchasing options on the other.
Not all broken mods break as soon as you launch the game. It's been discussed a few times aleady in the thread but basically it can take hours if not days for something to break because of mods in Skyrim. A steam wallet refund isn't good enough.
Thinking people should be able to get paid for the content they make if they wish to do so is being a corporate overlord?
Its the 2nd one, whatever the form of payment it gets refunded back to the Steam wallet - Valve where very smart in this as its profit for them no matter if you keep a mod or refund it.
Add to this, they have rules in place that state they can block you from refunds if you do them to much.
Not all broken mods break as soon as you launch the game. It's been discussed a few times aleady in the thread but basically it can take hours if not days for something to break because of mods in Skyrim. A steam wallet refund isn't good enough.
That's the same argument as for "bad" games not being there. I disagree, and apparently Valve also disagrees. Amazon can and should allow the sale of "bad" books, and Valve can and should allow the sale of "bad" games and mods, and people can decide what to buy.
You can't argue against a "corporate overlord" on the one side and then ask for one to filter your purchasing options on the other.