If monetized modding becomes normalized, we're gonna see a lot more legal action and a lot more controversy that could seriously negatively impact the public perception of modding as a whole. The cracking and uploading of that DLSS mod is just the start. We gotta remember some popular mods on Nexus rely on stolen content from other games. Apachii SkyHairs is mostly a collection of hair models from The Sims. Plenty of weapon and armor mods use asset rips or are based off other IPs. A lot of this isn't even technically within the rights of the mod makers to do in the first place, and you can bet EA and Nintendo are gonna come down with lawsuits and C&Ds on a whole bunch of mod makers if the field starts being "professional" instead of just free stuff from hobbyists. It won't really matter whether the particular mod in question is monetized or not, and having a deluge of takedowns and bad publicity is not gonna be healthy. Monetizing these things is just asking for heavier policing, and if that happens, the landscape is gonna change, because everything's gonna have to be original.
Ooh, this is probably my favorite comment so far. Ngl, I was on the camp of modders should have the freedom to monetize their mods, but your point about a lot of mods ripping copyrighted assets from other IPs is really huge. Donos should be allowed, but monetizing mods absolutely does open the modding community to lawsuits, and modding is already poorly supported as it is.
Prettymuch nobody monetizes ripped and modified mods. Most of the artists that publish mods with "stolen" assets on their patreon etc make it public and anybody can download it.
@@acynicalasian Pf, good luck with that. Companies can't even police their own platforms and games from Malware, cheats, scripts and Piracy. What they are hoping to do on others platform? Cmon, lets be real here.
I think another factor is that the vast majority of mods are open source. They welcome people posting issues and helping out. This also helps greatly with mod compatability. If one of my mods ran into compatability issues with a paywalled mod, id probably never fix it, because even if i paid for that mod, ill still not even be able to check the source code and see where our mods are conflicting. There are hacky solutions to see compiled mods code, but that can be extremely time consuming and convuluted.
The issue with the 'modding your car' thing is that you can mod your own car, or your own game, and no one is going to have an issue. But if you start publicly selling mod kits for a specific car (or game), then the manufacturer might get involved. With car mods it's harder, like you might have to remove the vehicle's name (make/model) from your mod kit description, or they might send a C&D (at that point, might as well be nintendo who is anti-mod and threatens most any group that posts mods, even free ones)
My extent of car modding knowledge is opening up a menu in Gran Turismo, but googling for "aftermarket turbocharger" I believe I see a website advertising turbochargers and comparing their product to an OEM product. With makes and models of compatibility on the page.
With cars its different If I build and sell a car and you buy it and modify it Then it explodes and kills you or someone else, I get the bad PR and I get investigated by the government. If you mod a game its on you
@@RusticRonnie Yeah, see, this is why cars with certain mods are banned on public roads and why cars have yearly safety and emission inspections. I don't think the government cares if you mod your copy of Elden Ring to turn Godfrey into a big-titted anime girl waifu, though.
I also want to add that the modding community is known for having perfect mod compatibility. Once you download that tenth mod, your game will probably be crash authenticating ten different DRMs
Likely why mod DRM can't exist. I'm all for paid mods if they are really well done and don't kill your computer at the end of the day. I'm looking at YOU, Frackin Universe!
@@Neclony if the code is all made by the coder itself perhaps (even then it'll be flimsy protection at best) but not if it contains anything (code, assets etc) that is proprietary like Direct X stuff or code from the game itself.
@@RivellaLight are you trying to say that code that interacts with the directx api? well then you would be very wrong. maaany pograms or more like little tools are sold and are only very clevery written api instuctions.
I'm "fine" with paid mods (in some circumstances, I think its fine. But I do think the vast majority of mods should not be paid, unless they add a significant amount of content) but I am completely against DRM. The entire concept of mods is to use them with other mods to enhance the game in specific ways. DRM makes them practically incompatible with running multiple mods
The big issue for me is that the moment there's money to be made in modding he game companies are going to want their cut, and from there they will start trying to control the modding scene and locking things down to drive skilled modders into parntner ships, and to protect themselves from any mods deemed 'controversial'. One of the big joys of modding is that it's people making things outside of monitisation and all the limits and restictions that brings
I am very afraid of mods ending up like Minecraft Bedrock. It would def stop me from playing there games, I stuck with Java MC. I play for the free mods and the community that brings, not people out solely to make a buck and make another Skyblock "addon map" and charge $5 for it. Theres dozens of them!
*Important note* Skyblivion and Skywind both have to create their own assets because Bethesda banned them from straight up porting the assets from the old engines to the Skyrim engine. From what I understand the map geometry could carry across approximately but everything about characters has to be recreated from scratch. As of now the main effort is the manual recreation of navigation mesh which the AI uses to find it's way around the world and is a publicly-sourced effort
I think the creation club is the best example to look at what paid mods could do. The creation club features some of the best modders being paid to make mods and they're shit. They're honestly worse than the free content they made, and mods are often a community effort. Some of my favourite mods need a second mod to fix them. One of the best Japanese mods which is giant has a whole other mod to dub it into English and many more to make it prettier fix bugs and make it more compatible with other stuffs. When a mod is a passion project they put as much time and effort in as they feel like and sometimes it's a whole lot. With paid mods you get exactly what you paid for and usually the mod maker isn't being paid all that much
@@herrabanani Yeah but they could work around them potentially, but they didn't because quite frankly they weren't being paid enough to put a lot of time and effort in
For many mods, they actually require other mods in order to function. So you would HAVE to install others work to make the other function. So even if a mod only cost $1, but it requires 4 other mods to install then you have to spend $5 just for the functionality of the one you wanted.
Which makes the people that makes the "mod framework mods" the ones that would profit the most if all mods (or most) required the framework mod. Harmony for RImworld is essential for many mods if not all for the game. If you had to pay for a critical mod like that two things would happen, the mod would be expensive due how important it is, and secondly some other modder would make a similar mod for free, splitting the community in two making modding a lot harder.
@@halvars90And on top of that, that person who had the base mod that everyone worked off of. Would get an absurdly higher pay cut that isn't going to the other modders at all. It isn't like paying Bethesda for the game that goes into all the workers at Bethesda. Instead it goes to that one person who really just happened to get lucky enough to make the framework that everyone agreed on first. And then you have to contend in a damn market place. It's not something that the consumer wants and that will eventually kill the community entirely when that becomes the standard.
Mods can only work well with each other if they are open source. So we can't sell mods as it would encourage close source mods. But I believe that supporting the developers of the mods through Patreon is a good compromise.
Bethesda has always handled their modding community excellently. But I do think that you will start to see the suits get _real_ pissy if modders start trying to monetize their mods privately after the gigantic backlash that we saw with the Creation Club.
Bethesda is the worst abuser of their modding community. Bethesda has objectively released unfinished broken games for a fraction of the cost, labor, and time because it can rely on modders as free labor after the fact. Yes, modders in aren't slaves and have the *option* not to work, but they *are* replacing jobs that would otherwise be filled by paid and compensated employees.
Creation Club had a lot of other issues, too. It was lazy DLC contracted out to modders and sold in the BethesdaBux shop... Funnily enough the best thing to come out of that update was .ESL files, which rendered merging plugins obsolete.
Humble Bundle's sliders are no longer front and center. You have to click a button to expand the sliders and the default allocations have a minimum for the humble bundle tip. I think they changed it when IGN acquired them.
IMO the only approach that makes sense is to use the donation model for making money with mods; no paywall, just remind people they can donate if they appreciate what's being offered (not nagware though, be sure the reminder doesn't piss people off). That, and commissions for custom stuff, with no imposed license on the end result.
I would say that the game companies do get a share of modding revenue either through the increased playtime from the mods being entertaining leading to possible in-game purchases or just through more purchases of the game.
For real. There's a reason why Valve bought CounterStrike. And the Project Revolution mod disappeared just before Starcraft 2 became a real thing. CS sold more copies of Half Life and later Steam than Gordon Freeman ever did.
this exactly here, is what mods to me are for, i have bought games specifically for the mods that the game had built off it, thus giving profit to the company
@@SlavaThereshinIncreased playtime does make it more likely that you'll recommend the game to other people though, so it will generally lead to increased sales.
I think one thing you didn't talk about (and should have) is that "DLSS as a mod" is going to be, imo, not just an order of magnitude more popular than even a popular mod, but TWO orders of magnitude more popular. You have to buy to buy Starfield for $70 coz that's what it costs. And when you do you might play it at like 20 fps. OR you could pay $70+5 to play it at like 60-80 fps. NO OTHER MOD can generate that level of general interest in the players unless there's an absolutely massive hole in functionality in the game. And even in the case of DLSS, they've now announced it so the interest is gonna go way way down
35:51 This is exactly what I was talking about in my other comment. SkyBlock and One Block are both big Java Edition mods. The number of knockoffs in the Bedrock Marketplace which are all the same thing but paid is enormous, and it's _very hard_ to know which listing is by the actual creator of the concept. Based on a quick google, the original creator of SkyBlock is Noobcrew, _not_ RareLoot as featured on that page there. The fact the main advertising page of the Minecraft Marketplace is advertising a rip off of another's mod is both disgusting and _entirely_ unsurprising
So my issue with paid mods is twofold. One: Size/work put into the mod. If it's something like the Oblivion project where it's basically remaking a game and more. I have e no reason why that's not worthy of being paid. If it's like costumes, optimizations, or DLSS, I don't think that's worthy of being paid. Two: Mods are, by nature, derivative works of an IP owned by a third party. Without the explicit approval of said third party, you can't just monetize something. It's actually a big issue, and will get modding cracked down upon FAST when it's implemented in games where the studio/publisher are already moderately anti-modding.
The modding community went south for the winter when a mod for half life 2, known as garry's mod, decided to charge for access to it compared to other mods at the time being released with no payments necessary. Always hated paid mods ever since that became a thing.
*Cough* Counterstrike *cough cough* I don't mind that Garry's mod became its own thing, so many games or development studios started as a Mod and extended it till it became its own thing. The only thing I hate Garry's mod for is that they now heavily rely on mods and actively remove features of the game, so modders have to re-add them
I don't really think GMod counts. It's a lot more justified in being a paid mod, because it only became paid after it was spun off into its' own sandbox game. The original Half Life 2 mod version of GMod have always been free on the other hand. That is very different from paying for a mod that adds a single feature like DLSS.
@@sephiroth668No it wasn't. GMOD was completely free as a Half-life 2 mod up until a much later version. You can still get those mods for free and play them right now, only requiring a copy of HL2.
VR mods of flat games has been pulling back into VR when regular made-for-Vr games, most of them don't do it for me. So being able to play Valheim, Outer Wilds, and many others has really made me use my headset more
To me I think it should depend Good example is the GPL license. If you fork or make derivative software from a GPL app or game, then you can sell it but you MUST release the source code as well since your sale and distribution of that derivative work exists SOLELY because the original developer was gracious enough to allow GPL distribution rather than saying, "well actually I made this software, so you can't do that... and I'm suing you... And you can't sell it... And the courts are backing me on continuing to harass you with cease and desist over your enterprising off of my work." Basically imagine the modders/game devs behaving more like Nintendo and less like the open source community. Used to lean far more towards one but now they are trying to tip it back the other way, honestly feels like it started with Bethesdas paid mods
I think the reason modding hasn't been heavily monetized at this point is the community largely creates with the mindset of it being for fun and not profit. I don't think someone monetizing their hard work changes that mentality, I think a large community of modders modding for free and modders modding for profit can co exist.
As long as a company isnt profiting from user generated content Im fine, like what Bethesda did it is stupid IMO since they barely do shit anyways and one pretty much needs the mods just to fix the game and avoid falling through the floor.
One major issue, especially with Bethesda games, is that modding tends to create conflicts (when editing similar parts of the game) and those conflicts require patch mods in order to allow them to work together. Those patches are not going to be created when you have to drop $5 per mod just to work on an patch.
@@enrd12 But what about bigger mods or massive mods that people took way too much time on making them. I think for those they should be at least given some donations because of the size. Words doesn't do much to all the time wasted on those people making those mods. People need food to work, and making massive mods for free sounds like what a masochist would do. But for this DLSS mod, the guy is asking for a sucker punch of course.
mods should be donate-only, because when they aren't they WILL get pirated also about the minecraft marketplace everyone WAS mad at it, but people just didnt care because it only worked in that edition of the game. when the other edition (java edition) had alot more mods, and alot better mods, not to mention the mods that were just stolen from the java edition and put into the marketplace *with a price*
I don't mind donating to modders but I do mind being forced to pay extra for necessary features in the form of a mod, not only does it go against the spirit of modding it is also the straw that breaks the camel's back, we're already fleeced to near breaking point and more would be insufferable.
Not to mention how many mods are not compatible with other mods...
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Suggestion: Valve should support the modding community more with Steam workshop integrations. Not all games that have a ton of mods have a steam workshop. It would give many mods a ton of publicity. All mods in the workshop have to be free. But directly on the main page of a mod, there is a "donate" button just like the buy button on the store page of games. You can freely decide how much you want to spend. Valve takes 3 cents cut of every donation just as with marketplace items. The steam users get a profile badge / showcase that they can display which shows how much that user has donated. Similar to the profile award badge. The money someone recieves can be transfered away from steam. Or it works like the sales from games. And when we are at it, there should also be an option during steam sales which allows users to decide via slider if they want to spend a few cents to bucks more on the discounted price that goes directly to charity. It may not be as cool as HumbleBundles approach, but for charity, every dollar counts.
Valve has already released APIs, making a game steam workshop compatible is on the developers, not Valve. I'm also fairly sure I've seen mods with links to ko-fi or similar tipping platforms. Yes, being able to tip directly through Steam might be nice, but we basically have everything you talked about.
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@@widgity That is not the same. What I suggested is vastly different from what we have now. Sure, the theoretical functionality is already there. But it is like you are trying to compare a aeroplane with a bycicle when your goal is to travel from america to australia. The practical aspect is far off. It is about making those things accessible, not just avaiable and to give people an direct opportunity to support their favourite creators.
@ What would be superior to someone switching payment processors for donations to steam? Platforms like kofi, patreon, etc already fit this purpose, I don't see why steam needs to throw their hat in the ring. The few people who are actually going to donate to support the development of mods they like, are likely already going out of their way to return to the workshop page after having the mod downloaded for who knows how long. The only difference I see this making is steam getting a cut of the donations instead of some other payment processor. Personally, Patreon has been serving me well and already has quite a few features that allow me to communicate with and reward the people who choose to donate. idk why I would want to have people donating in two different places, and I'm not going to ask the people already donating on patreon to stop and start donating through steam. Also, I don't only make mods for games that are on steam, I also make mods for minecraft, I'm not going to make multiple places for people who enjoy mods for different games to donate. seems like it would overcomplicate things for anyone who is already participating in the modding scene idk
A good example of a great modding community is sim racing, paid mods, free mods, subscriptions mods, developers encouraging moding, bad quality mods, good quality mods, greater-than-first-party-content quality mods, content mods, settings/features mods, of course there were some mishaps(ex sim dream development), abandonwear being rereleased (richard burns rally) and people are really happy with it no one is complaining as far as i am aware. Expand on this
I remember my dad telling me about a co-worker who modded for Minecraft on the side. This was back when Minecraft Marketplace was just becoming a thing. When I asked my dad how long the co-worker had played Minecraft, my dad said, "He said he's never played [Minecraft for] a day," and I immediately said I wasn't interested in checking the guy's stuff out. I feel that a donation to compensate for work is appropriate because, as stated in the video, there are plenty of works where the creator definitely deserves something for the work. But I also don't want to be charged up the butt for secondary, half-baked mods or just things that are helpful but not really time taxing like a slight reskin to a UI made in an afternoon. Some money can help encourage good creators to do more, but having to make works with the monetary worth of a product in mind could also damage quality from non-established creators while drawing in people looking to scam or are not at the point where they can fairly charge money.
I think modders making profit might end up creating the AAA effect. Back 15 yrs ago when gaming started to balloon and make serious money I feel that the monetary incentive made people interested in learned to code and design for the wrong reasons. I think it's what's led to a lot of burnout because I feel there's a big chunk of people in the industry who are only in it for the money. I'm not gonna say 12-16 hr days is good, but many people in olde WANTED to slave away perfecting their craft and potentially needed others to reign them in. Now with a less dense population of people that have to be held back from overachieving it's become more of a professional endeavor. And as the artists that are dedicated to their craft get connected with those who do intend to do a good job, but only as far as it is a job, I think that'll leech into mods made with "I know people want this, and I can sell it." Which completely undermines the passion thes gotten games to where they are. Once again working tirelessly for little pay SHOULDN'T be expected, HOWEVER many many people want to push themselves for their work. This might be controversial but try to understand how commodifying works of art can remove what makes it art.
Okay, i see what you're saying but how about music? I personally think good things will always be made, its just when you have a mainstream people like you and me aren't used to looking outside of it. (Not that i know anything that isn't mainstream either though, like i don't play videogames anymore so take that as you will)
Reminds me of Blender. It's free, it's open source and anyone can work to fix it. But why fix it when you can leave it broken and sell the fixes? Even something as simple as adding a keyboard shortcut is 5$ I also compare the price/value of the mod vs the price/value of the original product and yea, no.
Ngl I have a hard time agreeing with that take. Games nowadays aren't good not because people making them aren't passionate; they very much are, it's rather a bunch of other reasons. Corporate greed from upper management studios/devs to implement egregious monetization as well as try and get games out the door faster and faster. Games back in the olden days just needed less work, and yeah sure we have better tools now, but the amount of work that needs to be done is exponentially higher, all while they're trying to spend as little time on development as possible to minimize costs. Developers are also not paid a sustainable salary, no matter how much passion you have you're not going to care to put that passion in if you're worried about affording rent and food. The pay is so bad that there's a distinct lack of senior devs in the industry because everyone leaves after awhile. In the GD world you're considered a "veteran" if you've worked more than 5 years, because that's how bad turnover is here. If we take Blizzard as an example, even though they have more devs than ever working on Overwatch, the ratio of senior devs to junior devs is probably so high that most junior devs can't learn the work they need to do to make a better game. Passion was never the issue with games being bad nowadays, it's corporate greed. You can always pay people to do good work, but if you're not going to pay for it you can't expect good work, and right now executives are trying to find out how they can min-max the costs of development with profit.
I personally believe that the vast majority of people who join the gaming industry want to make games because they love them. That's a pretty good reason. It's the people higher up the ladder that only care about money, and they are the ones at fault.
Idk I think modders should decide and display in the description of their mod if the mod in question released under cathedral or parlour "license". Usually they do saying "you gotta credit me if you want to use this mod in a collection" or sth like that.
I haven't finished the video, but also consider the context of the Quake and Unreal engines in their infancy. Using someone else's IP as a platform to create your own tools screams the need for licence agreements to be conducted. By default, modders are likely violating the EULA, and IP holders (developers) should be free to negotiate or terminate modding activity as they are the original creators (for better or for worse). As great as it can be for modders to create amazing tools or content, they are not guaranteed freedom to do what they want. I cannot go and create street art in public and demand to get paid for that art, or claim ownership of what I created that art on at all. That's just the nature of it.
I can imagine mod makers bundling their mods to create mega-mods that combine a bunch of mods that would otherwise be standalone if the split was on a per-mod basis. Or maybe like a gamepass sort of model where you pay a flat fee for access to all mods and the mod makers receive a percentage relative to how many people use their mods.
They do this already in the forms of modding frameworks. They exist for a slew of games. One that has really taken advantage is the Forge APIs for minecraft. Has made intercompatible mods arbitrary.
Another thing I don't is mentioned. Why would a company include these features in the base game when the company could monetize mods, or if normalized sell it as a DLC.
I made my first game mod last month, with the release of Baldur's Gate 3. I have a few thousand downloads on nexus. At this point I've spent more hours modding the game than playing it. I wouldn't charge a dollar for my mods, because then no one would download them. My reward is, honestly, seeing download number go up. Getting my mandated human interaction by responding to comments, feature requests, and bug reports. I want to make a cool thing that people like, and if I happen to get $50 in my PayPal in 3 months from nexus' donation points system, that's just a bonus.
Mods bring old (and new) games to life and keep them interesting or in some cases fix the game and most of them do it because it's fun, i have seen some modders start up a patron to earn some rev but only a few times have i seen paid mods (not counting when Bethesda did it for fallout). Even popular games today were born out of mods like CS and Dota. Hell Garry's Mod is basically built by modders the amount of mods that get ported from other games to gmod is insane i can play sandbox and have a bunch of stormtroopers fight the flood from halo and like luke said there are games i will only play modded because the vanilla experience is just a bit stale like minecraft for example, when i play minecraft mods i play with 100 - 300 with gmod i have about 370.
If anyone was around for Modageddon on the nexus One of the thing people were doing was pooling their backups to ensure that mods would be preserved if and when stuff started getting pulled from nexus in favor of the paid mods on steam workshop. It was after this that a second Modageddon occurred when Nexus updated its licensing terms to allow it to continue to host and distribute files after mod authors pulled them. This caused alot of issues however I personally agreed with Nexus's move here because modders are subject to alot of Drama and when they take their toys and go home IE pull down a mod or worse release a poisoned update they can damage existing users abilities to continue playing the game especially if the mod integrates into a save file and makes the save dependent on it. I am all for a modders right to monetize their work with donations however I do believe a modders rights to remove / restrict their mods after the fact or to add paywalls or DRM ends when it results in existing users potentially having damaged saves or other problems when a critical mod is lost from their load out
Here's a couple of thing to consider when modders make money: it is a strong incentive to keep a mod updated so that it keeps making money, it is also a strong incentive to make mods as compatible as possible so have the largest user base. With money, a modders can hire help to improve aspects of their creation, such as music or illustrations. But even then, just like free games still exist, free mods would keep existing. With that in mind though, 5 bucks a mod is wildly over the line!
That's one of the things I was looking for in here. The number of times a promising mod has gone dead because the modder just can't devote the time to it, but potentially could if they were making money from it. I don't think there's an overall easy answer here. If a modder goes "I am passionate about making this huge content mod, but can only actually do so if I can make an income from it so I can afford to do that instead of working a job" I think they should be allowed to do that without being dogpiled on by the community. And they *do* get dogpiled on sometimes for that. I think it is and always will be something that needs to be evaluated on an individual case by case basis.
@@wanderer202 I believe there is an easy answer if paying modders becomes a thing: Like in the regular game market the top 1% of best mods for the biggest games will gobble up 90% of the money, so the situation won't dramatically change for the vast majority of the modders. But that little bit of tip money might allow them to get a beer from time to time, or if they are lucky to commission someone to make them some cool custom music and the like.
there is another argument. usually, even the IP's that dont openly support mods, tolerate them because they are free and mostly an exercise for jr devs and a great showcase for dev resume. The moment Mods become a viable business, The owners of these IPS will crackdown on them hard... They already dont like people messing with their stuff, if you are making actual money from it, big nono...
In my flight sim I have about 1000 free mods/plugins/addons installed and I have still spend hundreds of dollars on payware addons aswell. Without the amazing work by the modding community these games could never even get close to what they offer thanks to the incredible amounts of freeware
I do think people deserve to be paid for their work, but I have 2 big problems with paid mods: 1. It may incentivize companies to hire less real developers and develop parts of their game using a system similar to a gig-economy. 2. Its one of the few places left where you can find people developing purely out of passion. I love that, and I love contributing to that collective passion. I can see a similar thing happen to mods that happened to RUclips. Back in the day, people didn't use RUclips with the intent to monetize, and I appreciated the sort of scuffed, but genuine things you could find in old-RUclips. But nowadays it's... more corporate, to put it briefly. I don't want the same thing to happen to mods.
In all the time creation club existed , i never once even opened the storefront. I usually run packs of around 20-50 mods in things like beth games. Mods are actually the only reason i played skyrim as i actually dislike fantasy but it being a beth game and the modding comunity behind it is what pulled me into it. Starfield is in the same boat for me as i dont like spaceship games but this being a beth game im just waiting for the modding community to take off.
idk seemingly nobody has brought up beatrun...... that was not only paywalled, but if you were to download a crack of it, you would have your ip and steamid logged and put on a public website for shaming......
The real problem for me is accessibility of mods, when greed and pride is involved. Basically modders will take off their mods from Nexus and move to another site. where? nobody knows. It's an issue for me since whenever i download some mod that has dependent mods requirements, i would often see these mods taken out, making the mod i downloaded obsolete. Sure i understand modders wanting more control over their work, but mods are supposed to be for everyone to enjoy, not to be locked behind a paywall or hard to find in some shady site, or tucked away in some forums site where a link is secretly tucked away. Ya mostly have come across some problem like this and it needs to stop. I been modding games for over 10 years now and seeing modding community being so divided and seeing certain individuals just either steal mods from another author to make it theirs only for the mod author to take off their work and put it elsewhere, or just put up the mod on patreon with a paywall is just so idiotic. I wish i was a coding-tech savy, where i could make mods myself so would enjoy my game little bit better, since companies can't and will not produce more packed content games no more. It's really sad to see, it's really frustrating to depend on someone else's work when they themselves can take it away anytime they want, or put it behind a paywall, im not smart, im not rich, i want free mods, that's why mods are so fun to play, because it adds more to the game, more personalized content or more needed fix to make the game immersive. We all hate real life, it's boring, games are the only escape from the dull life, where we can be what we cannot irl. Honestly If those people really want to make some money, then why not make their own games elsewhere... why monetize unofficial content which is considered broken and unpolished, why intrude on the companies IP which screams copyright, the company can send you cease and desist anytime if it sees you making money out of their own property. So i will not believe anyone that modders can fix starfield, nobody will change my mind, with such community like this.
jesus this is simple you cant just add something on a game which was made by bethesda for 7 years and force people to pay you since you hold no right to that game, the mod just add things to the creation engine which is owned by bethesda and a game which is owned by bethesda you can get donation support for being a modder but you cant directly sell a mod for a game that you have no right off. if you want to do that than you have to be employed by bethesda and make mod for their official store. This is just copyright infringement just because bethesda let's customer to make their own thing doesn't mean bethesda let people to monetize it.
I don't think the costs will skyrocket to the point Linus suggested (at least not for long) because someone will come up with a subcription thing or something (like Gamepass for mods).
My view on paid mods is similar to my view on microtransactions/dlc vs expansions. I don't mind paying for expansions but hate the idea of games being sold to me in bits and pieces. If the mod is the equivalent of an expansion i don't mind it being sold for profit. But with the blessings of the publisher. Like alot of mods based on Valve games. My issue with paid mods is that it would just become third party microtransactions. A paid patch. At the end of the day the consumer is in control of what they spend money on or not 🤷♂️ And the reason why alot of things that are "hated" still exist in the market is that the consumer is willing to pay for it. Money talks.
Mod Engine subscriptions and on-going royalties from mods going to the host game developer? That sounds like a painter having to keep paying the canvas company and the paintbrush company, forever. Modding tools as a service sounds like an excuse to nickel-and-dime, less as a means to provide reliable and timely support or collaboration for modder's ambitions. likely I'm ok with modders asking for money and devs selling modding access, provided they also take responsibility for destroying the modding scene if or when that happens. I can certainly imagine a future where mods get broken down into parts to be sold piecemeal, to nickel-and-dime everyone.
I strongly believe that if you want to make money doing what you are doing, you should do it on an IP you have the rights to. Modding games is at the best of times skirting the law. Once you show the IP owners the potential for money making in it, all you will do is ruin modding for everyone else. After all, why should the IP owner allow free mods to go on, when he can force all the mods to pay a tithe to them? Once you turn it into a business - modding will be ruined. Period. Maybe not immediately but given a few years. The only thing stopping modding from going down a dark path is the strong customer backlash. After all, the IP owner is in the full rights to force you to pay them money for the privilege of working on their IP. They hold all the cards - not the modders. Deluding yourself that it is otherwise is just that- a delusion. A simple term in the ToS will mean that to make any mod for a given game means giving up all the rights to it to the corporation. Just like in the W3:Reforged. The best thing you can do is take them to the court and try to deny them right to use it as well after a long and expensive legal battle, however if you have money for that - you wouldn't care for the pittance that an average mod can make.
he made it, I saw it, I want it, and now he wants me to PAY HIM before he'll give it to me? What is this? This has never happened to me before! I get all my mods for free! I've decided not to buy the mod, but that's not enough, I need to make sure the whole world knows he doesn't deserve to be compensated for his work. He's stupid for even asking. What kind of idiot does a bunch of work and then wants to be paid for it? The other ones work for me for free, which means it's easy. Everyone can do it. He could give me his mod for free if he really wanted to. Think about it. If he was really nice, he would actually pay me to use his mod.
Theres a concept of subordinates doing something nefarious based on what they think their manager wants, even if the manager had no such intentions. I wonder if that's basically what happened with dlss.
The original idea of the creation kit is that bethesda made the game with this, and why not also ship this system with the game, so there shouldn't be extra cost in terms of making the creation kit, because the kit was required to make the game.
My understanding is that the version we get for modding isn't the full fat version they use to create the game, hence the delay in release. Maybe I'm wrong.
Bethesda's cut during their first paid mod attempt was 75%/25% in favor of Bethesda. On their second one they took 100% but they paid the creator during the creation of the "mod", hence why they called it mini-dlc: it was effectively contractor work instead of free labor that may result in a chance to earn money.
A few thoughts: From the community side of things, mods are/were a collaborative, intrinsically rewarding endeavor. You make them because you are excited about the game, coding, or just contributing to a community that shares you interests. Because mods are open source, you get people building off each other's work to make it better for everyone. If mods became a paid thing, it would change that intrinsic motivation to an extrinsic one, which doesn't necessarily make better outputs. It also means that rather than being able to improve on the work of peers, you'd have people trying to make sure nobody copies their work or do anything that would make people less likely to buy their mod. It's hard to imagine paid modding peacefully co-existing with open source modding as the paid modders would seek to shut down free works that compete with theirs. It takes yet another facet of human life and monetizes it. Now, talking about how the studio/publisher fits into this: I think it should be the other way around. These companies shouldn't be entitled to profit off of the work of someone who basically did their job for them. They shouldn't be rewarded for releasing unfinished or broken games and we wouldn't want them trying to rely on these mods as a standard part of their business. It's bad enough that people buy their unfinished games because a modder did free labor to fix it, if they expected to profit from what is essentially crowd sourced contracting work, that would be a terrible incentive. If there's anyone who should be paying modders for fixing a full priced game, it's not the community, it's the company. (At least for important mods, obviously they have no obligation to pay for the mod that turns all the dragons into Thomas the Tank Engine.) Now is that going to happen? No, because companies hold a disproportionate amount of power economically and legally and can use that power to get the favorable end of the deal even if they don't deserve it.
I will not install a mod with denuvo even if author pays me :D And I guess, I rather reimplement the thing by myself and publish it with donations page. Yeah, I'm the "Cathedral" game modder (did some modding for Space Engineers and RimWorld)
I don't agree with paid mods but its probably coming like DLC and lootboxes... I sure hope the mod creators realise: when you ask money for something the demands on them will be higher. Because if I paid for a product I expect it to be fixed a.s.a.p. and not: "When I feel like it' or once in a blue moon. Then there's all the legality nonsense that comes with it... Yeah, no this will turn our hobby worse again.
ive run minecraft modpacks with 200-300 mods in them. i think in situations like this, you could reasonably have people sell not just mods, but bundles of mods. To continue with minecraft, mods are often grouped based on what sort of thing they do, so perhaps you could buy the tech mod bundle or the magic mod bundle or the exploration mod bundle since i would wager most players arent using these mods on their own and hence would never feel the need to buy them individually
I honestly think modders think way to much of their stuff. You wouldnt even have the mod if it wasnt for the IP, that you dont own. And some times modders even use the tools provided by game devs to make the mods. This was an issue with FO4 and it got so annoying. If you want to claim 100% rights to something then dont base what you are doing on someone elses IP.
@dedvi ... the fact that I would have to go into detail with that means you wouldn't get it anyways. Big difference in thinking your mod is useful, than thinking you deserve the same, or more rights than the IP holder it's based on. Honestly, you used 0 IQ in that question.
@@WhatAboutRC ok I think you are forgetting that mods can be wildly different. If I create an entirely new story, with new enemies, npcs, textures e.t.c. As a mod, why shouldn’t I be paid for it? Basically everything in it is my original creation save for the base game mechanics. Mods don’t just exist to put mass effect in minecraft or something. There is basically no difference between games and mods
People have to right to ask for money for the mods they make. However if everyone did, the modding scene would be damaged beyond repair. Assuming the mods would cost $1-$5 each I would end up paying $200-$1000 to mod Skyrim (I typically use about 200 mods). I really think the best solution is voluntary donations. If I get enough enjoyment out of a mod I'm happy to donate.
On one hand, artists do deserve to be rewarded for the work, but on the other hand, when money gets involved things change, and people change; can kinda ruin the volunteer culture people associate with the concept of mods. Third-party DLCs are a tricky thing...
On the other hand I've seen modder patreons allow modders to reduce their hours at work to dedicate more time to modding, giving us some of their best work ever. It's a *very* complicated situation. Unfortunately there genuinely is no very good one size fits all answer. I think all paid mod scenarios ultimately need to be evaluated individually.
Adding a paywall to mods is like adding a paywall to game engines, it is stupid. Mods have been free for years, we don't need DRM in mods, that is very bad.
Also, want to be clear with Minecraft paid "mods" . Fact is, they suck and are not mods. Look at normal mods then check the marketplace, its just textures, and custom maps, if real mods were allowed it would be good.
To add fuel to the fire- at one point i was starting a mod for oblivion (way before skyrim), learning the ropes of the their creation engine, had a nearly town built and some big plans... but the more i dipped into it the deeper the hole went, and at that point i had other priorities competing with that passion and i had to put it down- basically whatever more months or a year it would take doing that would bring me vs what i could do with that time... and right there the modding died. But monetary return, even more so at that time in my life wouldve been a completely different story (and idk, maybe spilled into game development proper? i can only guess). Theres pros and cons to both... The best scenario wouldve been having both but i have no idea how that could go. Maybe a company controlled medium (like bethesda hoped for at one point, but a good implementation) or how valve implement mods into tf2.. in such a way that modders could release free versions but then the latest release with easy installation through the official monetized mod browser, heck inside the very game to make it even more convenient, something like that would be the best scenario. Free version: dont get the new update as soon as it releases, manual installed mod and only customize via ini files... official/paid release, nobrainer 2 clicks auto-install, auto-updating, customize via ui inside the very game...
I think the best compromise is to set-up a way in which the developer can receive donations if the user enjoyed their work or felt helped by the mod and wants to contribute. Of course, that means way less $ because some can but won't cuz of it being a bother, not wanting to give a penny or will just take advantage of everything while keeping all to themselves.
Profit motives ruin everything. The wonderful scene of modding is only as good as it is because it avoids capitalism. If we want good and honest art we need something better than our system.
I actually disagree that mods have pay walls. Since no matter what it's a Additional Experience to the actual game and allowing modders to be able to monetize their art puts us right back to the RUclips dark ages where every single video either makes money or the channel dies. Mods are Art. Do not only do art because it makes money. If you can't make your art without the incentive of money. Then don't make the art. I would rather have less greed at the expense of less art. I do a lot of crap for free because I like how it works/is. If I can't justify doing it because it's enjoyable and it has to have something else to go with it just so I can feel comfy doing it. I don't do that thing anymore.
There was a mod of sorts for a game that the person was charging $5 for. It affected a large group of people who wanted to do a certain thing in a certain game. I didn't like that they were charging $5 for a basic feature, so I looked into how to do it myself and released a version for free and expanded on it so that it greatly surpassed the original. I think when it comes to modding a game that isn't yours, it's a grey area if you should or shouldn't monetize the work. I think taking donations is a different thing though.
The NR2003 modding community used to have this issue with the SBP. They essentially did paid mods, they no longer exist for this exact reason. That game is 20 years old now and still fosters a healthy community thanks to all the mods to keep it relevant.
Here's my take: modding takes a lot of effort, not only to learn the toolchain and build, but also to maintain as patches are rolled out that may or may not break compatibility. For example, Minecraft, with one of the biggest modding communities in gaming, breaks basically *every single mod* with each minor version update (for example 1.19 to 1.20). Ultimately, I don't think wanting to be compensated for your time and effort is unreasonable (especially if the alternative is that the mod would not exist!) On the topic of "using other people's platform to sell your product": 1. If the platform is the base game, but the toolchain is community developed (as is the case with most Minecraft mods), there is a big push in these communities to adhere to the TOS set out by the original game creators when it comes to reusing IP. In this case I think it is unreasonable for game studios to expect a cut of the revenue. 2. If the platform is the toolchain itself used to develop the games, that's where it becomes more of a grey area. IMO this is the strongest argument for game studios expecting a cut. 3. If the platform is the service distributing and cataloguing the mods, I think you have to take a look at what the service actually provides you with. Taking an example like Nexus Mods, their main benefit is to boost discovery of mods as a singular place to shop for mods. I don't actually have a well formed opinion in this case
It is unreasonable when your desire for profit will force me to also ask for profit. Mods are not an independent product. If a game publisher puts ToS requiring you to cede all rights to your mod in order to make it, then he is in full rights of your mod. From there there is a small step to demand that all mods made for the game are sold as mini-DLC with you as the modder getting a small cut (no more than 30%) of the profit.
@@Telhias Modding, legally, is still a grey area. There are ways to mod games without needing to agree to the TOS of a game, or even depending on the IP of the game itself. Game companies usually don't have the right to force you to cede all rights to the mods that you create.
@@EDToasty That is not the case at all. You have to agree to the TOS at all times. Modding is almost always illegal unless otherwise stated by the game company. All mods are copyright infringement by law due to being derivative works. Game companies always have the final say as to what is allowed and what is not, via their end user license agreement and community guidelines. And if the company doesn't allow modding yet didn't sue modders, it's because of cost to sue and reputational damage. So it's up to them to say what is considered allowed. Whatever if the mods have their rights ceded to the game company is another matter though, usually only the parts where original game code isn't included goes to the modder.
this one of the better and nuanced takes out there. it kinda covers all prespectives. it's a shame that what triggered it was an essential/basic feature that should've came with the game, because people would be less inclined to be up in arms about it.
I don't see this signaling a larger issue for modding as a whole since simple supply and demand comes into play pretty quickly. For Skyrim there are how many thousands of texture packs? But one or two DLSS/upscaler mods. Nobody's paying 5 USD for a texture bundle but I splashed it out pretty quick for PureDark's functional DLSS 3 implementation. IMO this comes down to the barrier-to-entry for mod creation, at the end of the day. There are tons of people who know Photoshop or can quickly learn the basic features enough to put together some textures. Fewer, but still tons, who know their way around Bethesda's Creation Kit and create a basic quest, item, or player home for Skyrim. *Way, way, WAY* fewer people have the necessary low-level software engineering chops and requisite knowledge of the NVIDIA SDK to figure out how to inject DLSS into the render pipeline for a game. When those people put up their mod, they will make tens of thousands of dollars, because they're the only game in town. And when somebody AI upscales some textures to 4k, they will make zero dollars, because anybody can do that and there are hundreds of alternatives. And I'm fine with that.
Modding is to BG3 what homebrew is to DnD. But when you start selling DnD homebrew you have to follow certain rules set by WoTC(Hasbro), BUT the creator of the homebrew keeps the profit.
I think it depends on the situation tbh. I mean mods, in general, should be passion side-projects. However, I can see some of those, for example, solo Flat-to-VR projects be monetized for instance. Because that's a simple case of ''I can't make these mods in purely my spare time. Having people pay a buck or two means I can actually spend time to make 'em that I would usually have to spend working my regular job.'' However, DRM and everything related to that: *nope* big nope.
Another question. Considering how pretty much everytime pre launch of starfield I hear is "I dont care if it has bad bugs, the modders will fix it" Why shouldnt the modders get paid from the sales of the base game since what it seems like more than half their buyers do so becuase of future mods?
Beat saber: 15+ mods Minecraft: 17 base mods (for vanilla game, excluding modpacks/multiplayer required mods!) New Vegas: 18 mods (just to make the game run, light fix, resolution, FOV scale etc..) + extra Lore mods Stardew Valley: 5 mods (I just need some QoL like visible exp bars and real time map)
As a Minecraft Java modder, some of my favorite mods use java more like a game framework than an actual game. A prime example is Create mod, my current mod of choice. It is more complex and complete than the Minecraft 1.19 game that runs underneath it. Create adds its own rotational physics engine, crafting recipes, and achievements.
I should say that microtransactions in gaming happened long before horse armor, that was just the era that MTX became more widespread. Never forget that the original arcade version of Double Dragon 3 had microtransactions. As in, you paid to play it, but you also spent extra real money on items in game as well. People hated it, and it was removed for subsequent iterations of the game.
You might not pay the Manufacturer to mod your car, but damn sure are gonna pay for tuning in most cases. A few platforms have completely open sourced tuning options. However, most of them you need to pay for a Cobb AP, K+DCAN Cable, MHD Wifi Dongle, or some similar device. then in lots of cases, pay for software, then you either need to learn to tune yourself, or pay a professional to give you a custom tune. Thats best case. If you don't have some platform that has tuning solutions developed for the Stock ECU you either need to go to a full standalone ecu, OR have the stock ecu modified so you can install a new modified ROM Chip that allows for datalogging/tuning like DSMLink or Hondata.
11+ was the top end for that poll? Try 200+. That where most Bethesda games end up. You have multiple mods for outfits, weapons, textures, mods that overhaul every system in the game, mods that add new systems entirely, mods that add storylines, mods for everything. Even less modding-driven games I play that I mod tend to have 20 to 50 mods that I use.
Mods sometimes break, sometimes devs leave to other projects. If you paid then you just wasted money or now have to stay on a out of date game and hope that your other mods or new mods are on the same version. It really is difficult. I think there needs to be a better mod store with a youtube premium style thing.
Winrar’s drm is the most gentle. One time. And entirely offline. Just a combination of serial key and email address. Usable entirely offline and even on super old versions of winrar
How about a model where you pay an additional 10%/$10 on the base game, almost like DLC, to unlock an 'approved by developer' simple way to mode the base game. A cut goes to the game developer (say 5%) and the rest gets distributed evenly among the mod makers. (Maybe evenly distributed among the mods you install the first month or year of purchasing the "Mod DLC" to make the financing simpler). That way the developer gets a cut and an incentive to promote good mods, and the mod makers get a cut for their hard work as well as an incentive to make good mods and keep them updated so that gamers will want to install them.
I'm a part of the Farming Simulator player base. The mods is definitely something that attracts 99% of players to that game, and all the mods are free. There is an option that a modding group can take to sell their mods, but it's very demanding as it requires a lot of QC from the developer (Giants) themselves, and in fact in FS22 only one community based mod is being sold, being Pumps and Hoses, which as a sold mod gets upgraded to DLC status. The rest of mods fall into 2 categories, the officially approved mods which are downloaded via the modhub, where there are PC only or PC and Console mods, or via private links either from the modder or a third party site, and these are PC only and have to be installed manually. As far as I know none of them have a pricetag.
Imagine for a solitary second, you pay full price for a garbage game that is broken by design, just so modders, who are not paid by Bethesda can fix it following which you proceed to pay the modders and (and give Bethesda their cut because that is inevitable), thus saving Bethesda a ton of money that they would have to waste on developers. The Bethesda modding community is the single most stockholm syndrom suffering community i have seen in any community. There is fundamentally nothing wrong with modders taking money, but this will destroy the modding community because incentives will shift which will disincentivize free mods, but who cares, as far as i am concerned i welcome the death of the Bethesda modding community, maybe then people will stop eating up everything Bethesda throws out.
I think paying for mods would destroy modding ecosystem and community. Sure, some stand alone mods would be there and make money. But problem is that mods break as games gets updated, there's tons of issues with dependency/conflict to other mods. If you can't freely test as both developer and user, it's just huge disaster. Overall, couple people would make money from suckers, while modding would dissapear as community and something people enjoy to do and use. And yeah, if you get over that with some magic, games would balloon to cost hundreds easily.
Also, law of averages means there is always a small fragment of the audience you can exploit. But allowing or building a system by which that tiny fragment determines the entire market is profitable but is the antithesis of community.
If monetized modding becomes normalized, we're gonna see a lot more legal action and a lot more controversy that could seriously negatively impact the public perception of modding as a whole. The cracking and uploading of that DLSS mod is just the start. We gotta remember some popular mods on Nexus rely on stolen content from other games. Apachii SkyHairs is mostly a collection of hair models from The Sims. Plenty of weapon and armor mods use asset rips or are based off other IPs. A lot of this isn't even technically within the rights of the mod makers to do in the first place, and you can bet EA and Nintendo are gonna come down with lawsuits and C&Ds on a whole bunch of mod makers if the field starts being "professional" instead of just free stuff from hobbyists.
It won't really matter whether the particular mod in question is monetized or not, and having a deluge of takedowns and bad publicity is not gonna be healthy. Monetizing these things is just asking for heavier policing, and if that happens, the landscape is gonna change, because everything's gonna have to be original.
Ooh, this is probably my favorite comment so far.
Ngl, I was on the camp of modders should have the freedom to monetize their mods, but your point about a lot of mods ripping copyrighted assets from other IPs is really huge. Donos should be allowed, but monetizing mods absolutely does open the modding community to lawsuits, and modding is already poorly supported as it is.
Prettymuch nobody monetizes ripped and modified mods.
Most of the artists that publish mods with "stolen" assets on their patreon etc make it public and anybody can download it.
@@OG_ALviK This is also a good point, but I think the point about mods encountering even more heavy policing is absolutely cogent.
@@acynicalasian Pf, good luck with that.
Companies can't even police their own platforms and games from Malware, cheats, scripts and Piracy. What they are hoping to do on others platform? Cmon, lets be real here.
@@OG_ALviK ? Most games just solve this problem by being really not mod friendly in the first place??
I think another factor is that the vast majority of mods are open source. They welcome people posting issues and helping out. This also helps greatly with mod compatability.
If one of my mods ran into compatability issues with a paywalled mod, id probably never fix it, because even if i paid for that mod, ill still not even be able to check the source code and see where our mods are conflicting. There are hacky solutions to see compiled mods code, but that can be extremely time consuming and convuluted.
Honestly? Closed-source mods shouldn't be trusted to begin with. You'd have no idea if you're downloading a virus.
The issue with the 'modding your car' thing is that you can mod your own car, or your own game, and no one is going to have an issue. But if you start publicly selling mod kits for a specific car (or game), then the manufacturer might get involved. With car mods it's harder, like you might have to remove the vehicle's name (make/model) from your mod kit description, or they might send a C&D (at that point, might as well be nintendo who is anti-mod and threatens most any group that posts mods, even free ones)
Isn't there a ton of mod kits for Teslas?
My extent of car modding knowledge is opening up a menu in Gran Turismo, but googling for "aftermarket turbocharger" I believe I see a website advertising turbochargers and comparing their product to an OEM product. With makes and models of compatibility on the page.
You can always just say it is „compatible with“ a certain make of car
With cars its different
If I build and sell a car and you buy it and modify it
Then it explodes and kills you or someone else, I get the bad PR and I get investigated by the government.
If you mod a game its on you
@@RusticRonnie Yeah, see, this is why cars with certain mods are banned on public roads and why cars have yearly safety and emission inspections. I don't think the government cares if you mod your copy of Elden Ring to turn Godfrey into a big-titted anime girl waifu, though.
I also want to add that the modding community is known for having perfect mod compatibility. Once you download that tenth mod, your game will probably be crash authenticating ten different DRMs
Likely why mod DRM can't exist. I'm all for paid mods if they are really well done and don't kill your computer at the end of the day. I'm looking at YOU, Frackin Universe!
@@ryuketsuekiofficial if people start stealing or say sharing paid mods there will be DRM
@@Neclony if the code is all made by the coder itself perhaps (even then it'll be flimsy protection at best) but not if it contains anything (code, assets etc) that is proprietary like Direct X stuff or code from the game itself.
@@RivellaLight are you trying to say that code that interacts with the directx api? well then you would be very wrong. maaany pograms or more like little tools are sold and are only very clevery written api instuctions.
I'm "fine" with paid mods (in some circumstances, I think its fine. But I do think the vast majority of mods should not be paid, unless they add a significant amount of content) but I am completely against DRM. The entire concept of mods is to use them with other mods to enhance the game in specific ways. DRM makes them practically incompatible with running multiple mods
The big issue for me is that the moment there's money to be made in modding he game companies are going to want their cut, and from there they will start trying to control the modding scene and locking things down to drive skilled modders into parntner ships, and to protect themselves from any mods deemed 'controversial'. One of the big joys of modding is that it's people making things outside of monitisation and all the limits and restictions that brings
This happend with minecraft, texture packs that were free in Java are paid only on bedrock due to agreements with mojang and just financial want.
I am very afraid of mods ending up like Minecraft Bedrock. It would def stop me from playing there games, I stuck with Java MC. I play for the free mods and the community that brings, not people out solely to make a buck and make another Skyblock "addon map" and charge $5 for it. Theres dozens of them!
@arcadeportal32 I'm fine with bedrock having paid textures since console has always had paid textures packs.
@@easysneezy Console Minecraft was never the legitimate version so it doesn't count.
@@arcadeportal32No? I think you're high but that's not true at all
*Important note* Skyblivion and Skywind both have to create their own assets because Bethesda banned them from straight up porting the assets from the old engines to the Skyrim engine.
From what I understand the map geometry could carry across approximately but everything about characters has to be recreated from scratch.
As of now the main effort is the manual recreation of navigation mesh which the AI uses to find it's way around the world and is a publicly-sourced effort
I think the creation club is the best example to look at what paid mods could do. The creation club features some of the best modders being paid to make mods and they're shit. They're honestly worse than the free content they made, and mods are often a community effort. Some of my favourite mods need a second mod to fix them. One of the best Japanese mods which is giant has a whole other mod to dub it into English and many more to make it prettier fix bugs and make it more compatible with other stuffs.
When a mod is a passion project they put as much time and effort in as they feel like and sometimes it's a whole lot. With paid mods you get exactly what you paid for and usually the mod maker isn't being paid all that much
that's a horrible example because the creation club greatly limited what the modders could do
@@herrabanani Yeah but they could work around them potentially, but they didn't because quite frankly they weren't being paid enough to put a lot of time and effort in
Dude greed will ruin the mooding scene its not worth it.
For many mods, they actually require other mods in order to function.
So you would HAVE to install others work to make the other function.
So even if a mod only cost $1, but it requires 4 other mods to install then you have to spend $5 just for the functionality of the one you wanted.
Which makes the people that makes the "mod framework mods" the ones that would profit the most if all mods (or most) required the framework mod. Harmony for RImworld is essential for many mods if not all for the game. If you had to pay for a critical mod like that two things would happen, the mod would be expensive due how important it is, and secondly some other modder would make a similar mod for free, splitting the community in two making modding a lot harder.
@@halvars90And on top of that, that person who had the base mod that everyone worked off of. Would get an absurdly higher pay cut that isn't going to the other modders at all. It isn't like paying Bethesda for the game that goes into all the workers at Bethesda. Instead it goes to that one person who really just happened to get lucky enough to make the framework that everyone agreed on first. And then you have to contend in a damn market place. It's not something that the consumer wants and that will eventually kill the community entirely when that becomes the standard.
Mods can only work well with each other if they are open source.
So we can't sell mods as it would encourage close source mods.
But I believe that supporting the developers of the mods through Patreon is a good compromise.
Bethesda has always handled their modding community excellently. But I do think that you will start to see the suits get _real_ pissy if modders start trying to monetize their mods privately after the gigantic backlash that we saw with the Creation Club.
they would become competitors. and it will hurt all modders
Bethesda is the worst abuser of their modding community. Bethesda has objectively released unfinished broken games for a fraction of the cost, labor, and time because it can rely on modders as free labor after the fact. Yes, modders in aren't slaves and have the *option* not to work, but they *are* replacing jobs that would otherwise be filled by paid and compensated employees.
Forget Creation Club, do you remember enabling the sales of Skyrim mods for upwards of $50? Rampant content theft ensued
dude, paywalled mods are already a thing for skyrim, legit people just hide mods behind their patreon for years now.
Creation Club had a lot of other issues, too. It was lazy DLC contracted out to modders and sold in the BethesdaBux shop... Funnily enough the best thing to come out of that update was .ESL files, which rendered merging plugins obsolete.
Humble Bundle's sliders are no longer front and center. You have to click a button to expand the sliders and the default allocations have a minimum for the humble bundle tip. I think they changed it when IGN acquired them.
But to raise a controversial opinion... Does those sliders actually work or are they just a "feel good" at the moment?
Pretty sure it'b be some kind of crime if they did that with the sliders, so hopegully not.
@@RannonSiyeah but I’ve never seen them actually be audited, people get away with financial crimes all the time
Single player game for 400$: Welcome to paradox games.
Will there still be micro transactions? I desire to spend even more money within the game.
@@Mister_Phafanapolis atleast paradox games don’t have micro transactions. You buy the dlc and that is it.
IMO the only approach that makes sense is to use the donation model for making money with mods; no paywall, just remind people they can donate if they appreciate what's being offered (not nagware though, be sure the reminder doesn't piss people off). That, and commissions for custom stuff, with no imposed license on the end result.
I would say that the game companies do get a share of modding revenue either through the increased playtime from the mods being entertaining leading to possible in-game purchases or just through more purchases of the game.
For real. There's a reason why Valve bought CounterStrike. And the Project Revolution mod disappeared just before Starcraft 2 became a real thing.
CS sold more copies of Half Life and later Steam than Gordon Freeman ever did.
this exactly here, is what mods to me are for, i have bought games specifically for the mods that the game had built off it, thus giving profit to the company
Many games don't have in-game purchases, so increased play time does not really contribute to devs.
@@SlavaThereshinIncreased playtime does make it more likely that you'll recommend the game to other people though, so it will generally lead to increased sales.
@@danieljensen2626 but it does mean you can make a half assed content dump 10 years later and the players will still buy it.
I think one thing you didn't talk about (and should have) is that "DLSS as a mod" is going to be, imo, not just an order of magnitude more popular than even a popular mod, but TWO orders of magnitude more popular.
You have to buy to buy Starfield for $70 coz that's what it costs. And when you do you might play it at like 20 fps. OR you could pay $70+5 to play it at like 60-80 fps. NO OTHER MOD can generate that level of general interest in the players unless there's an absolutely massive hole in functionality in the game. And even in the case of DLSS, they've now announced it so the interest is gonna go way way down
35:51 This is exactly what I was talking about in my other comment. SkyBlock and One Block are both big Java Edition mods. The number of knockoffs in the Bedrock Marketplace which are all the same thing but paid is enormous, and it's _very hard_ to know which listing is by the actual creator of the concept. Based on a quick google, the original creator of SkyBlock is Noobcrew, _not_ RareLoot as featured on that page there. The fact the main advertising page of the Minecraft Marketplace is advertising a rip off of another's mod is both disgusting and _entirely_ unsurprising
So my issue with paid mods is twofold.
One: Size/work put into the mod. If it's something like the Oblivion project where it's basically remaking a game and more. I have e no reason why that's not worthy of being paid. If it's like costumes, optimizations, or DLSS, I don't think that's worthy of being paid.
Two: Mods are, by nature, derivative works of an IP owned by a third party. Without the explicit approval of said third party, you can't just monetize something. It's actually a big issue, and will get modding cracked down upon FAST when it's implemented in games where the studio/publisher are already moderately anti-modding.
The modding community went south for the winter when a mod for half life 2, known as garry's mod, decided to charge for access to it compared to other mods at the time being released with no payments necessary. Always hated paid mods ever since that became a thing.
*Cough* Counterstrike *cough cough*
I don't mind that Garry's mod became its own thing, so many games or development studios started as a Mod and extended it till it became its own thing.
The only thing I hate Garry's mod for is that they now heavily rely on mods and actively remove features of the game, so modders have to re-add them
@@verrueckteriwancounter strike… unreal tournament… ms. pacman.
They started the same way, so its been common practice for years.
I don't really think GMod counts. It's a lot more justified in being a paid mod, because it only became paid after it was spun off into its' own sandbox game. The original Half Life 2 mod version of GMod have always been free on the other hand. That is very different from paying for a mod that adds a single feature like DLSS.
@@inkoalawetrust Nope, the original mod also was paid only. Could never check it out because of said paywall.
@@sephiroth668No it wasn't. GMOD was completely free as a Half-life 2 mod up until a much later version. You can still get those mods for free and play them right now, only requiring a copy of HL2.
VR mods of flat games has been pulling back into VR when regular made-for-Vr games, most of them don't do it for me. So being able to play Valheim, Outer Wilds, and many others has really made me use my headset more
I hope the upcoming unreal VR injector opens up VR modding more. I don't like how much of it you have to pay for.
Nobody is entitled to anybody's labour. If someone wants to sell the mod they spent dozens of hours making, let them. You don't have to buy it.
To me I think it should depend
Good example is the GPL license. If you fork or make derivative software from a GPL app or game, then you can sell it but you MUST release the source code as well since your sale and distribution of that derivative work exists SOLELY because the original developer was gracious enough to allow GPL distribution rather than saying,
"well actually I made this software, so you can't do that... and I'm suing you... And you can't sell it... And the courts are backing me on continuing to harass you with cease and desist over your enterprising off of my work."
Basically imagine the modders/game devs behaving more like Nintendo and less like the open source community.
Used to lean far more towards one but now they are trying to tip it back the other way, honestly feels like it started with Bethesdas paid mods
I think the reason modding hasn't been heavily monetized at this point is the community largely creates with the mindset of it being for fun and not profit. I don't think someone monetizing their hard work changes that mentality, I think a large community of modders modding for free and modders modding for profit can co exist.
As long as a company isnt profiting from user generated content Im fine, like what Bethesda did it is stupid IMO since they barely do shit anyways and one pretty much needs the mods just to fix the game and avoid falling through the floor.
One major issue, especially with Bethesda games, is that modding tends to create conflicts (when editing similar parts of the game) and those conflicts require patch mods in order to allow them to work together. Those patches are not going to be created when you have to drop $5 per mod just to work on an patch.
Because people wants free stuffs without doing anything. As always.
@@kingrooperwhich isn’t a problem. Modding is supposed to be fun and doesn’t have to be monetized or not.
@@enrd12 But what about bigger mods or massive mods that people took way too much time on making them. I think for those they should be at least given some donations because of the size. Words doesn't do much to all the time wasted on those people making those mods. People need food to work, and making massive mods for free sounds like what a masochist would do. But for this DLSS mod, the guy is asking for a sucker punch of course.
mods should be donate-only, because when they aren't they WILL get pirated
also about the minecraft marketplace everyone WAS mad at it, but people just didnt care because it only worked in that edition of the game. when the other edition (java edition) had alot more mods, and alot better mods, not to mention the mods that were just stolen from the java edition and put into the marketplace *with a price*
Linus talking about 11+ mods and my Skyrim list with 900+ be like...
I don't mind donating to modders but I do mind being forced to pay extra for necessary features in the form of a mod, not only does it go against the spirit of modding it is also the straw that breaks the camel's back, we're already fleeced to near breaking point and more would be insufferable.
Not to mention how many mods are not compatible with other mods...
Suggestion: Valve should support the modding community more with Steam workshop integrations. Not all games that have a ton of mods have a steam workshop. It would give many mods a ton of publicity. All mods in the workshop have to be free. But directly on the main page of a mod, there is a "donate" button just like the buy button on the store page of games. You can freely decide how much you want to spend. Valve takes 3 cents cut of every donation just as with marketplace items. The steam users get a profile badge / showcase that they can display which shows how much that user has donated. Similar to the profile award badge.
The money someone recieves can be transfered away from steam. Or it works like the sales from games.
And when we are at it, there should also be an option during steam sales which allows users to decide via slider if they want to spend a few cents to bucks more on the discounted price that goes directly to charity. It may not be as cool as HumbleBundles approach, but for charity, every dollar counts.
Valve has already released APIs, making a game steam workshop compatible is on the developers, not Valve. I'm also fairly sure I've seen mods with links to ko-fi or similar tipping platforms. Yes, being able to tip directly through Steam might be nice, but we basically have everything you talked about.
@@widgity That is not the same. What I suggested is vastly different from what we have now.
Sure, the theoretical functionality is already there. But it is like you are trying to compare a aeroplane with a bycicle when your goal is to travel from america to australia. The practical aspect is far off.
It is about making those things accessible, not just avaiable and to give people an direct opportunity to support their favourite creators.
@ What would be superior to someone switching payment processors for donations to steam?
Platforms like kofi, patreon, etc already fit this purpose, I don't see why steam needs to throw their hat in the ring.
The few people who are actually going to donate to support the development of mods they like, are likely already going out of their way to return to the workshop page after having the mod downloaded for who knows how long.
The only difference I see this making is steam getting a cut of the donations instead of some other payment processor.
Personally, Patreon has been serving me well and already has quite a few features that allow me to communicate with and reward the people who choose to donate. idk why I would want to have people donating in two different places, and I'm not going to ask the people already donating on patreon to stop and start donating through steam.
Also, I don't only make mods for games that are on steam, I also make mods for minecraft, I'm not going to make multiple places for people who enjoy mods for different games to donate.
seems like it would overcomplicate things for anyone who is already participating in the modding scene idk
A good example of a great modding community is sim racing, paid mods, free mods, subscriptions mods, developers encouraging moding, bad quality mods, good quality mods, greater-than-first-party-content quality mods, content mods, settings/features mods, of course there were some mishaps(ex sim dream development), abandonwear being rereleased (richard burns rally) and people are really happy with it no one is complaining as far as i am aware. Expand on this
I remember my dad telling me about a co-worker who modded for Minecraft on the side. This was back when Minecraft Marketplace was just becoming a thing. When I asked my dad how long the co-worker had played Minecraft, my dad said, "He said he's never played [Minecraft for] a day," and I immediately said I wasn't interested in checking the guy's stuff out.
I feel that a donation to compensate for work is appropriate because, as stated in the video, there are plenty of works where the creator definitely deserves something for the work. But I also don't want to be charged up the butt for secondary, half-baked mods or just things that are helpful but not really time taxing like a slight reskin to a UI made in an afternoon.
Some money can help encourage good creators to do more, but having to make works with the monetary worth of a product in mind could also damage quality from non-established creators while drawing in people looking to scam or are not at the point where they can fairly charge money.
I think modders making profit might end up creating the AAA effect. Back 15 yrs ago when gaming started to balloon and make serious money I feel that the monetary incentive made people interested in learned to code and design for the wrong reasons. I think it's what's led to a lot of burnout because I feel there's a big chunk of people in the industry who are only in it for the money. I'm not gonna say 12-16 hr days is good, but many people in olde WANTED to slave away perfecting their craft and potentially needed others to reign them in. Now with a less dense population of people that have to be held back from overachieving it's become more of a professional endeavor. And as the artists that are dedicated to their craft get connected with those who do intend to do a good job, but only as far as it is a job, I think that'll leech into mods made with "I know people want this, and I can sell it." Which completely undermines the passion thes gotten games to where they are. Once again working tirelessly for little pay SHOULDN'T be expected, HOWEVER many many people want to push themselves for their work.
This might be controversial but try to understand how commodifying works of art can remove what makes it art.
Okay, i see what you're saying but how about music? I personally think good things will always be made, its just when you have a mainstream people like you and me aren't used to looking outside of it. (Not that i know anything that isn't mainstream either though, like i don't play videogames anymore so take that as you will)
nah
Reminds me of Blender. It's free, it's open source and anyone can work to fix it. But why fix it when you can leave it broken and sell the fixes? Even something as simple as adding a keyboard shortcut is 5$ I also compare the price/value of the mod vs the price/value of the original product and yea, no.
Ngl I have a hard time agreeing with that take. Games nowadays aren't good not because people making them aren't passionate; they very much are, it's rather a bunch of other reasons. Corporate greed from upper management studios/devs to implement egregious monetization as well as try and get games out the door faster and faster. Games back in the olden days just needed less work, and yeah sure we have better tools now, but the amount of work that needs to be done is exponentially higher, all while they're trying to spend as little time on development as possible to minimize costs.
Developers are also not paid a sustainable salary, no matter how much passion you have you're not going to care to put that passion in if you're worried about affording rent and food. The pay is so bad that there's a distinct lack of senior devs in the industry because everyone leaves after awhile. In the GD world you're considered a "veteran" if you've worked more than 5 years, because that's how bad turnover is here. If we take Blizzard as an example, even though they have more devs than ever working on Overwatch, the ratio of senior devs to junior devs is probably so high that most junior devs can't learn the work they need to do to make a better game.
Passion was never the issue with games being bad nowadays, it's corporate greed. You can always pay people to do good work, but if you're not going to pay for it you can't expect good work, and right now executives are trying to find out how they can min-max the costs of development with profit.
I personally believe that the vast majority of people who join the gaming industry want to make games because they love them. That's a pretty good reason. It's the people higher up the ladder that only care about money, and they are the ones at fault.
The fact that a mod has DRM...
Yeah, I do not see the positives of paid mods outweighing the negatives...
Idk I think modders should decide and display in the description of their mod if the mod in question released under cathedral or parlour "license". Usually they do saying "you gotta credit me if you want to use this mod in a collection" or sth like that.
I haven't finished the video, but also consider the context of the Quake and Unreal engines in their infancy. Using someone else's IP as a platform to create your own tools screams the need for licence agreements to be conducted.
By default, modders are likely violating the EULA, and IP holders (developers) should be free to negotiate or terminate modding activity as they are the original creators (for better or for worse).
As great as it can be for modders to create amazing tools or content, they are not guaranteed freedom to do what they want.
I cannot go and create street art in public and demand to get paid for that art, or claim ownership of what I created that art on at all. That's just the nature of it.
I can imagine mod makers bundling their mods to create mega-mods that combine a bunch of mods that would otherwise be standalone if the split was on a per-mod basis. Or maybe like a gamepass sort of model where you pay a flat fee for access to all mods and the mod makers receive a percentage relative to how many people use their mods.
Or just donations like it is already
People already bundle mods for free. Momecraft for example does it a lot. But with other creator mods too. RLcraft mod pack comes to mind.
They do this already in the forms of modding frameworks. They exist for a slew of games. One that has really taken advantage is the Forge APIs for minecraft. Has made intercompatible mods arbitrary.
Another thing I don't is mentioned. Why would a company include these features in the base game when the company could monetize mods, or if normalized sell it as a DLC.
So basically Paradox games lol
@@Wanhope2 I do love me some Paradox games tbh
I made my first game mod last month, with the release of Baldur's Gate 3. I have a few thousand downloads on nexus. At this point I've spent more hours modding the game than playing it. I wouldn't charge a dollar for my mods, because then no one would download them. My reward is, honestly, seeing download number go up. Getting my mandated human interaction by responding to comments, feature requests, and bug reports. I want to make a cool thing that people like, and if I happen to get $50 in my PayPal in 3 months from nexus' donation points system, that's just a bonus.
Mods bring old (and new) games to life and keep them interesting or in some cases fix the game and most of them do it because it's fun, i have seen some modders start up a patron to earn some rev but only a few times have i seen paid mods (not counting when Bethesda did it for fallout). Even popular games today were born out of mods like CS and Dota. Hell Garry's Mod is basically built by modders the amount of mods that get ported from other games to gmod is insane i can play sandbox and have a bunch of stormtroopers fight the flood from halo and like luke said there are games i will only play modded because the vanilla experience is just a bit stale like minecraft for example, when i play minecraft mods i play with 100 - 300 with gmod i have about 370.
Wow, finally this video is not banned! Huraayy🙂
Why did it go private twice?
If anyone was around for Modageddon on the nexus One of the thing people were doing was pooling their backups to ensure that mods would be preserved if and when stuff started getting pulled from nexus in favor of the paid mods on steam workshop. It was after this that a second Modageddon occurred when Nexus updated its licensing terms to allow it to continue to host and distribute files after mod authors pulled them. This caused alot of issues however I personally agreed with Nexus's move here because modders are subject to alot of Drama and when they take their toys and go home IE pull down a mod or worse release a poisoned update they can damage existing users abilities to continue playing the game especially if the mod integrates into a save file and makes the save dependent on it. I am all for a modders right to monetize their work with donations however I do believe a modders rights to remove / restrict their mods after the fact or to add paywalls or DRM ends when it results in existing users potentially having damaged saves or other problems when a critical mod is lost from their load out
Here's a couple of thing to consider when modders make money: it is a strong incentive to keep a mod updated so that it keeps making money, it is also a strong incentive to make mods as compatible as possible so have the largest user base. With money, a modders can hire help to improve aspects of their creation, such as music or illustrations.
But even then, just like free games still exist, free mods would keep existing. With that in mind though, 5 bucks a mod is wildly over the line!
That's one of the things I was looking for in here. The number of times a promising mod has gone dead because the modder just can't devote the time to it, but potentially could if they were making money from it. I don't think there's an overall easy answer here. If a modder goes "I am passionate about making this huge content mod, but can only actually do so if I can make an income from it so I can afford to do that instead of working a job" I think they should be allowed to do that without being dogpiled on by the community. And they *do* get dogpiled on sometimes for that. I think it is and always will be something that needs to be evaluated on an individual case by case basis.
@@wanderer202 I believe there is an easy answer if paying modders becomes a thing: Like in the regular game market the top 1% of best mods for the biggest games will gobble up 90% of the money, so the situation won't dramatically change for the vast majority of the modders.
But that little bit of tip money might allow them to get a beer from time to time, or if they are lucky to commission someone to make them some cool custom music and the like.
there is another argument. usually, even the IP's that dont openly support mods, tolerate them because they are free and mostly an exercise for jr devs and a great showcase for dev resume. The moment Mods become a viable business, The owners of these IPS will crackdown on them hard... They already dont like people messing with their stuff, if you are making actual money from it, big nono...
Have been waiting to watch this for like weeks it feels like lmao
In my flight sim I have about 1000 free mods/plugins/addons installed and I have still spend hundreds of dollars on payware addons aswell. Without the amazing work by the modding community these games could never even get close to what they offer thanks to the incredible amounts of freeware
Err you got a fact wrong, Luke’s mod is not a crack of pure darks mod. Pure even stated so on their discord when Luke’s mod first came out
Cracks of pure’s mod have appeared on the nexus but were quickly taken down by Nexus, due to what I assume is the illegal upload of them
I do think people deserve to be paid for their work, but I have 2 big problems with paid mods:
1. It may incentivize companies to hire less real developers and develop parts of their game using a system similar to a gig-economy.
2. Its one of the few places left where you can find people developing purely out of passion. I love that, and I love contributing to that collective passion.
I can see a similar thing happen to mods that happened to RUclips. Back in the day, people didn't use RUclips with the intent to monetize, and I appreciated the sort of scuffed, but genuine things you could find in old-RUclips.
But nowadays it's... more corporate, to put it briefly. I don't want the same thing to happen to mods.
In all the time creation club existed , i never once even opened the storefront. I usually run packs of around 20-50 mods in things like beth games. Mods are actually the only reason i played skyrim as i actually dislike fantasy but it being a beth game and the modding comunity behind it is what pulled me into it. Starfield is in the same boat for me as i dont like spaceship games but this being a beth game im just waiting for the modding community to take off.
idk seemingly nobody has brought up beatrun...... that was not only paywalled, but if you were to download a crack of it, you would have your ip and steamid logged and put on a public website for shaming......
The real problem for me is accessibility of mods, when greed and pride is involved.
Basically modders will take off their mods from Nexus and move to another site. where? nobody knows.
It's an issue for me since whenever i download some mod that has dependent mods requirements, i would often see these mods taken out, making the mod i downloaded obsolete.
Sure i understand modders wanting more control over their work, but mods are supposed to be for everyone to enjoy, not to be locked behind a paywall or hard to find in some shady site, or tucked away in some forums site where a link is secretly tucked away. Ya mostly have come across some problem like this and it needs to stop.
I been modding games for over 10 years now and seeing modding community being so divided and seeing certain individuals just either steal mods from another author to make it theirs only for the mod author to take off their work and put it elsewhere, or just put up the mod on patreon with a paywall is just so idiotic.
I wish i was a coding-tech savy, where i could make mods myself so would enjoy my game little bit better, since companies can't and will not produce more packed content games no more. It's really sad to see, it's really frustrating to depend on someone else's work when they themselves can take it away anytime they want, or put it behind a paywall, im not smart, im not rich, i want free mods, that's why mods are so fun to play, because it adds more to the game, more personalized content or more needed fix to make the game immersive. We all hate real life, it's boring, games are the only escape from the dull life, where we can be what we cannot irl.
Honestly If those people really want to make some money, then why not make their own games elsewhere... why monetize unofficial content which is considered broken and unpolished, why intrude on the companies IP which screams copyright, the company can send you cease and desist anytime if it sees you making money out of their own property.
So i will not believe anyone that modders can fix starfield, nobody will change my mind, with such community like this.
jesus this is simple you cant just add something on a game which was made by bethesda for 7 years
and force people to pay you since you hold no right to that game, the mod just add things to the creation engine which is owned by bethesda and a game which is owned by bethesda
you can get donation support for being a modder but you cant directly sell a mod for a game that you have no right off. if you want to do that than you have to be employed by bethesda and make mod for their official store.
This is just copyright infringement just because bethesda let's customer to make their own thing doesn't mean bethesda let people to monetize it.
I get paying for mods if they are LARGE complex overhaul type mods. But don't support small assets or tweaks being payed mods.
I don't think the costs will skyrocket to the point Linus suggested (at least not for long) because someone will come up with a subcription thing or something (like Gamepass for mods).
My view on paid mods is similar to my view on microtransactions/dlc vs expansions.
I don't mind paying for expansions but hate the idea of games being sold to me in bits and pieces.
If the mod is the equivalent of an expansion i don't mind it being sold for profit. But with the blessings of the publisher. Like alot of mods based on Valve games.
My issue with paid mods is that it would just become third party microtransactions. A paid patch.
At the end of the day the consumer is in control of what they spend money on or not 🤷♂️
And the reason why alot of things that are "hated" still exist in the market is that the consumer is willing to pay for it. Money talks.
Mod Engine subscriptions and on-going royalties from mods going to the host game developer? That sounds like a painter having to keep paying the canvas company and the paintbrush company, forever. Modding tools as a service sounds like an excuse to nickel-and-dime, less as a means to provide reliable and timely support or collaboration for modder's ambitions. likely I'm ok with modders asking for money and devs selling modding access, provided they also take responsibility for destroying the modding scene if or when that happens. I can certainly imagine a future where mods get broken down into parts to be sold piecemeal, to nickel-and-dime everyone.
I strongly believe that if you want to make money doing what you are doing, you should do it on an IP you have the rights to. Modding games is at the best of times skirting the law. Once you show the IP owners the potential for money making in it, all you will do is ruin modding for everyone else. After all, why should the IP owner allow free mods to go on, when he can force all the mods to pay a tithe to them? Once you turn it into a business - modding will be ruined. Period. Maybe not immediately but given a few years.
The only thing stopping modding from going down a dark path is the strong customer backlash. After all, the IP owner is in the full rights to force you to pay them money for the privilege of working on their IP. They hold all the cards - not the modders. Deluding yourself that it is otherwise is just that- a delusion. A simple term in the ToS will mean that to make any mod for a given game means giving up all the rights to it to the corporation. Just like in the W3:Reforged. The best thing you can do is take them to the court and try to deny them right to use it as well after a long and expensive legal battle, however if you have money for that - you wouldn't care for the pittance that an average mod can make.
he made it, I saw it, I want it, and now he wants me to PAY HIM before he'll give it to me?
What is this? This has never happened to me before! I get all my mods for free! I've decided not to buy the mod, but that's not enough, I need to make sure the whole world knows he doesn't deserve to be compensated for his work. He's stupid for even asking. What kind of idiot does a bunch of work and then wants to be paid for it?
The other ones work for me for free, which means it's easy. Everyone can do it. He could give me his mod for free if he really wanted to. Think about it. If he was really nice, he would actually pay me to use his mod.
Why should I give money to the modder and not to the owner of the IP? The mod is using someone else's IP, after all.
Side thing, some mods are using creation kit and then black magic into starfield.
Theres a concept of subordinates doing something nefarious based on what they think their manager wants, even if the manager had no such intentions. I wonder if that's basically what happened with dlss.
The original idea of the creation kit is that bethesda made the game with this, and why not also ship this system with the game, so there shouldn't be extra cost in terms of making the creation kit, because the kit was required to make the game.
My understanding is that the version we get for modding isn't the full fat version they use to create the game, hence the delay in release. Maybe I'm wrong.
But they still made it either way… are they not also entitled to the profits generated from their work
Bethesda's cut during their first paid mod attempt was 75%/25% in favor of Bethesda. On their second one they took 100% but they paid the creator during the creation of the "mod", hence why they called it mini-dlc: it was effectively contractor work instead of free labor that may result in a chance to earn money.
Technically Bethesda was only taking 45%. The other 30% went to Valve.
A few thoughts: From the community side of things, mods are/were a collaborative, intrinsically rewarding endeavor. You make them because you are excited about the game, coding, or just contributing to a community that shares you interests. Because mods are open source, you get people building off each other's work to make it better for everyone. If mods became a paid thing, it would change that intrinsic motivation to an extrinsic one, which doesn't necessarily make better outputs. It also means that rather than being able to improve on the work of peers, you'd have people trying to make sure nobody copies their work or do anything that would make people less likely to buy their mod. It's hard to imagine paid modding peacefully co-existing with open source modding as the paid modders would seek to shut down free works that compete with theirs. It takes yet another facet of human life and monetizes it.
Now, talking about how the studio/publisher fits into this: I think it should be the other way around. These companies shouldn't be entitled to profit off of the work of someone who basically did their job for them. They shouldn't be rewarded for releasing unfinished or broken games and we wouldn't want them trying to rely on these mods as a standard part of their business. It's bad enough that people buy their unfinished games because a modder did free labor to fix it, if they expected to profit from what is essentially crowd sourced contracting work, that would be a terrible incentive. If there's anyone who should be paying modders for fixing a full priced game, it's not the community, it's the company. (At least for important mods, obviously they have no obligation to pay for the mod that turns all the dragons into Thomas the Tank Engine.) Now is that going to happen? No, because companies hold a disproportionate amount of power economically and legally and can use that power to get the favorable end of the deal even if they don't deserve it.
I will not install a mod with denuvo even if author pays me :D And I guess, I rather reimplement the thing by myself and publish it with donations page. Yeah, I'm the "Cathedral" game modder (did some modding for Space Engineers and RimWorld)
I don't agree with paid mods but its probably coming like DLC and lootboxes...
I sure hope the mod creators realise: when you ask money for something the demands on them will be higher. Because if I paid for a product I expect it to be fixed a.s.a.p. and not: "When I feel like it' or once in a blue moon. Then there's all the legality nonsense that comes with it... Yeah, no this will turn our hobby worse again.
ive run minecraft modpacks with 200-300 mods in them. i think in situations like this, you could reasonably have people sell not just mods, but bundles of mods. To continue with minecraft, mods are often grouped based on what sort of thing they do, so perhaps you could buy the tech mod bundle or the magic mod bundle or the exploration mod bundle since i would wager most players arent using these mods on their own and hence would never feel the need to buy them individually
I honestly think modders think way to much of their stuff. You wouldnt even have the mod if it wasnt for the IP, that you dont own. And some times modders even use the tools provided by game devs to make the mods. This was an issue with FO4 and it got so annoying. If you want to claim 100% rights to something then dont base what you are doing on someone elses IP.
So if modders think way too much of their stuff, why do people keep using them?
@dedvi ... the fact that I would have to go into detail with that means you wouldn't get it anyways. Big difference in thinking your mod is useful, than thinking you deserve the same, or more rights than the IP holder it's based on. Honestly, you used 0 IQ in that question.
@@WhatAboutRC ok I think you are forgetting that mods can be wildly different. If I create an entirely new story, with new enemies, npcs, textures e.t.c. As a mod, why shouldn’t I be paid for it? Basically everything in it is my original creation save for the base game mechanics. Mods don’t just exist to put mass effect in minecraft or something. There is basically no difference between games and mods
@dedvi nope... not forgetting that at all . But you are proving my point thanks.
People have to right to ask for money for the mods they make. However if everyone did, the modding scene would be damaged beyond repair. Assuming the mods would cost $1-$5 each I would end up paying $200-$1000 to mod Skyrim (I typically use about 200 mods). I really think the best solution is voluntary donations. If I get enough enjoyment out of a mod I'm happy to donate.
On one hand, artists do deserve to be rewarded for the work, but on the other hand, when money gets involved things change, and people change; can kinda ruin the volunteer culture people associate with the concept of mods.
Third-party DLCs are a tricky thing...
On the other hand I've seen modder patreons allow modders to reduce their hours at work to dedicate more time to modding, giving us some of their best work ever. It's a *very* complicated situation. Unfortunately there genuinely is no very good one size fits all answer. I think all paid mod scenarios ultimately need to be evaluated individually.
Adding a paywall to mods is like adding a paywall to game engines, it is stupid. Mods have been free for years, we don't need DRM in mods, that is very bad.
Also, want to be clear with Minecraft paid "mods" . Fact is, they suck and are not mods. Look at normal mods then check the marketplace, its just textures, and custom maps, if real mods were allowed it would be good.
I think what gets lost is that its a patreon sub and not a direct purchase.
I run as many as 500 mods on a single game with enough support
I tend to run between 200-600 mods in Skyrim in other games I would run at least 10 depending on how many mods I can have
To add fuel to the fire- at one point i was starting a mod for oblivion (way before skyrim), learning the ropes of the their creation engine, had a nearly town built and some big plans... but the more i dipped into it the deeper the hole went, and at that point i had other priorities competing with that passion and i had to put it down- basically whatever more months or a year it would take doing that would bring me vs what i could do with that time... and right there the modding died. But monetary return, even more so at that time in my life wouldve been a completely different story (and idk, maybe spilled into game development proper? i can only guess).
Theres pros and cons to both...
The best scenario wouldve been having both but i have no idea how that could go. Maybe a company controlled medium (like bethesda hoped for at one point, but a good implementation) or how valve implement mods into tf2.. in such a way that modders could release free versions but then the latest release with easy installation through the official monetized mod browser, heck inside the very game to make it even more convenient, something like that would be the best scenario. Free version: dont get the new update as soon as it releases, manual installed mod and only customize via ini files... official/paid release, nobrainer 2 clicks auto-install, auto-updating, customize via ui inside the very game...
Wait...isn't modder creating something hiding it behind paywall the same as "it will be on floatplane not yt"? :D
Not quite, no.
I think the best compromise is to set-up a way in which the developer can receive donations if the user enjoyed their work or felt helped by the mod and wants to contribute. Of course, that means way less $ because some can but won't cuz of it being a bother, not wanting to give a penny or will just take advantage of everything while keeping all to themselves.
Donations dont work, nexus has implemented it already. People want skyblivion but never actually support the devs.
The best result is paid pre release versions with cosmetic additions or unfinished-but-working features
Profit motives ruin everything. The wonderful scene of modding is only as good as it is because it avoids capitalism. If we want good and honest art we need something better than our system.
I actually disagree that mods have pay walls. Since no matter what it's a Additional Experience to the actual game and allowing modders to be able to monetize their art puts us right back to the RUclips dark ages where every single video either makes money or the channel dies. Mods are Art. Do not only do art because it makes money. If you can't make your art without the incentive of money. Then don't make the art. I would rather have less greed at the expense of less art. I do a lot of crap for free because I like how it works/is. If I can't justify doing it because it's enjoyable and it has to have something else to go with it just so I can feel comfy doing it. I don't do that thing anymore.
There was a mod of sorts for a game that the person was charging $5 for. It affected a large group of people who wanted to do a certain thing in a certain game. I didn't like that they were charging $5 for a basic feature, so I looked into how to do it myself and released a version for free and expanded on it so that it greatly surpassed the original. I think when it comes to modding a game that isn't yours, it's a grey area if you should or shouldn't monetize the work. I think taking donations is a different thing though.
Ok but why didnt anyone make the mod before that person originally?
The NR2003 modding community used to have this issue with the SBP. They essentially did paid mods, they no longer exist for this exact reason. That game is 20 years old now and still fosters a healthy community thanks to all the mods to keep it relevant.
Here's my take: modding takes a lot of effort, not only to learn the toolchain and build, but also to maintain as patches are rolled out that may or may not break compatibility. For example, Minecraft, with one of the biggest modding communities in gaming, breaks basically *every single mod* with each minor version update (for example 1.19 to 1.20).
Ultimately, I don't think wanting to be compensated for your time and effort is unreasonable (especially if the alternative is that the mod would not exist!)
On the topic of "using other people's platform to sell your product":
1. If the platform is the base game, but the toolchain is community developed (as is the case with most Minecraft mods), there is a big push in these communities to adhere to the TOS set out by the original game creators when it comes to reusing IP. In this case I think it is unreasonable for game studios to expect a cut of the revenue.
2. If the platform is the toolchain itself used to develop the games, that's where it becomes more of a grey area. IMO this is the strongest argument for game studios expecting a cut.
3. If the platform is the service distributing and cataloguing the mods, I think you have to take a look at what the service actually provides you with. Taking an example like Nexus Mods, their main benefit is to boost discovery of mods as a singular place to shop for mods. I don't actually have a well formed opinion in this case
It is unreasonable when your desire for profit will force me to also ask for profit. Mods are not an independent product. If a game publisher puts ToS requiring you to cede all rights to your mod in order to make it, then he is in full rights of your mod. From there there is a small step to demand that all mods made for the game are sold as mini-DLC with you as the modder getting a small cut (no more than 30%) of the profit.
@@Telhias Modding, legally, is still a grey area. There are ways to mod games without needing to agree to the TOS of a game, or even depending on the IP of the game itself. Game companies usually don't have the right to force you to cede all rights to the mods that you create.
@@EDToasty That is not the case at all. You have to agree to the TOS at all times. Modding is almost always illegal unless otherwise stated by the game company. All mods are copyright infringement by law due to being derivative works. Game companies always have the final say as to what is allowed and what is not, via their end user license agreement and community guidelines. And if the company doesn't allow modding yet didn't sue modders, it's because of cost to sue and reputational damage.
So it's up to them to say what is considered allowed. Whatever if the mods have their rights ceded to the game company is another matter though, usually only the parts where original game code isn't included goes to the modder.
this one of the better and nuanced takes out there. it kinda covers all prespectives. it's a shame that what triggered it was an essential/basic feature that should've came with the game, because people would be less inclined to be up in arms about it.
I don't see this signaling a larger issue for modding as a whole since simple supply and demand comes into play pretty quickly. For Skyrim there are how many thousands of texture packs? But one or two DLSS/upscaler mods. Nobody's paying 5 USD for a texture bundle but I splashed it out pretty quick for PureDark's functional DLSS 3 implementation.
IMO this comes down to the barrier-to-entry for mod creation, at the end of the day. There are tons of people who know Photoshop or can quickly learn the basic features enough to put together some textures. Fewer, but still tons, who know their way around Bethesda's Creation Kit and create a basic quest, item, or player home for Skyrim.
*Way, way, WAY* fewer people have the necessary low-level software engineering chops and requisite knowledge of the NVIDIA SDK to figure out how to inject DLSS into the render pipeline for a game.
When those people put up their mod, they will make tens of thousands of dollars, because they're the only game in town. And when somebody AI upscales some textures to 4k, they will make zero dollars, because anybody can do that and there are hundreds of alternatives. And I'm fine with that.
'how many mods do you run? 1-2, 5-6, etc?'
**Rimworld and Minecraft players sweating with several hundred mods**
Modding is to BG3 what homebrew is to DnD. But when you start selling DnD homebrew you have to follow certain rules set by WoTC(Hasbro), BUT the creator of the homebrew keeps the profit.
I think it depends on the situation tbh. I mean mods, in general, should be passion side-projects. However, I can see some of those, for example, solo Flat-to-VR projects be monetized for instance. Because that's a simple case of ''I can't make these mods in purely my spare time. Having people pay a buck or two means I can actually spend time to make 'em that I would usually have to spend working my regular job.'' However, DRM and everything related to that: *nope* big nope.
Exacly mods arent real work.
Another question. Considering how pretty much everytime pre launch of starfield I hear is "I dont care if it has bad bugs, the modders will fix it"
Why shouldnt the modders get paid from the sales of the base game since what it seems like more than half their buyers do so becuase of future mods?
Beat saber: 15+ mods
Minecraft: 17 base mods (for vanilla game, excluding modpacks/multiplayer required mods!)
New Vegas: 18 mods (just to make the game run, light fix, resolution, FOV scale etc..) + extra Lore mods
Stardew Valley: 5 mods (I just need some QoL like visible exp bars and real time map)
me with modded Fallout 4 and Skyrim with over 200 mods each: that's rookie numbers, you've got to pump those numbers up
@@FilippEXE I haven't modded skyrim but FN New vegas would crash if I have more than 30 mods
As a Minecraft Java modder, some of my favorite mods use java more like a game framework than an actual game.
A prime example is Create mod, my current mod of choice. It is more complex and complete than the Minecraft 1.19 game that runs underneath it. Create adds its own rotational physics engine, crafting recipes, and achievements.
I should say that microtransactions in gaming happened long before horse armor, that was just the era that MTX became more widespread.
Never forget that the original arcade version of Double Dragon 3 had microtransactions. As in, you paid to play it, but you also spent extra real money on items in game as well. People hated it, and it was removed for subsequent iterations of the game.
what is the rebuild oblivion-skyrim thing called? where can i find it? i didn't hear a specific name or anything i can google
You might not pay the Manufacturer to mod your car, but damn sure are gonna pay for tuning in most cases. A few platforms have completely open sourced tuning options.
However, most of them you need to pay for a Cobb AP, K+DCAN Cable, MHD Wifi Dongle, or some similar device. then in lots of cases, pay for software, then you either need to learn to tune yourself, or pay a professional to give you a custom tune. Thats best case. If you don't have some platform that has tuning solutions developed for the Stock ECU you either need to go to a full standalone ecu, OR have the stock ecu modified so you can install a new modified ROM Chip that allows for datalogging/tuning like DSMLink or Hondata.
How many mods do I usually run in games? About 250 to 750...
11+ was the top end for that poll? Try 200+. That where most Bethesda games end up. You have multiple mods for outfits, weapons, textures, mods that overhaul every system in the game, mods that add new systems entirely, mods that add storylines, mods for everything. Even less modding-driven games I play that I mod tend to have 20 to 50 mods that I use.
Mods sometimes break, sometimes devs leave to other projects. If you paid then you just wasted money or now have to stay on a out of date game and hope that your other mods or new mods are on the same version. It really is difficult. I think there needs to be a better mod store with a youtube premium style thing.
That's also true with games themselves though. Developers abandon older games all the time.
The last thing we need is another subscription service where you own nothing.
Winrar’s drm is the most gentle. One time. And entirely offline. Just a combination of serial key and email address. Usable entirely offline and even on super old versions of winrar
for me its between roughly at minimum 48 to a max of about 60 mods depending on what I wanna do
How about a model where you pay an additional 10%/$10 on the base game, almost like DLC, to unlock an 'approved by developer' simple way to mode the base game. A cut goes to the game developer (say 5%) and the rest gets distributed evenly among the mod makers. (Maybe evenly distributed among the mods you install the first month or year of purchasing the "Mod DLC" to make the financing simpler). That way the developer gets a cut and an incentive to promote good mods, and the mod makers get a cut for their hard work as well as an incentive to make good mods and keep them updated so that gamers will want to install them.
Didn't Path of Exile already do the "pay more for better graphics" thing?
I'm a part of the Farming Simulator player base. The mods is definitely something that attracts 99% of players to that game, and all the mods are free. There is an option that a modding group can take to sell their mods, but it's very demanding as it requires a lot of QC from the developer (Giants) themselves, and in fact in FS22 only one community based mod is being sold, being Pumps and Hoses, which as a sold mod gets upgraded to DLC status.
The rest of mods fall into 2 categories, the officially approved mods which are downloaded via the modhub, where there are PC only or PC and Console mods, or via private links either from the modder or a third party site, and these are PC only and have to be installed manually. As far as I know none of them have a pricetag.
Imagine for a solitary second, you pay full price for a garbage game that is broken by design, just so modders, who are not paid by Bethesda can fix it following which you proceed to pay the modders and (and give Bethesda their cut because that is inevitable), thus saving Bethesda a ton of money that they would have to waste on developers.
The Bethesda modding community is the single most stockholm syndrom suffering community i have seen in any community.
There is fundamentally nothing wrong with modders taking money, but this will destroy the modding community because incentives will shift which will disincentivize free mods, but who cares, as far as i am concerned i welcome the death of the Bethesda modding community, maybe then people will stop eating up everything Bethesda throws out.
I think paying for mods would destroy modding ecosystem and community. Sure, some stand alone mods would be there and make money. But problem is that mods break as games gets updated, there's tons of issues with dependency/conflict to other mods. If you can't freely test as both developer and user, it's just huge disaster.
Overall, couple people would make money from suckers, while modding would dissapear as community and something people enjoy to do and use. And yeah, if you get over that with some magic, games would balloon to cost hundreds easily.
Also, law of averages means there is always a small fragment of the audience you can exploit. But allowing or building a system by which that tiny fragment determines the entire market is profitable but is the antithesis of community.