RexSeptim Posted May 5, 2015 Author Share Posted May 5, 2015 Regarding "A mod...needs only to be spent time once to create, a modder does not have to spend another time to work on the same mod each time they make a sale. Paying for mods does not equate to paying for something in the real world." I agree, there are differences but when you get right down to it, "real world" or cyber-world, there isn't much difference at all. But - I'll take a wild guess that you typed that using a computer of some sort. Which is loaded with patented items the inventor spent their time and ingenuity creating and those patents figured into the end cost you paid to acquire that computer. The inventor didn't spend more time on the item just because you bought it. And said computer was built in a factory that was in turn built by a construction firm, and filled with machines built by manufacturers, and none of those companies had any additional cost or time spent just because you bought the computer. Look, all of it comes down to a trade. One person gives to another person something of value in exchange for that person's item of value. Money is convenient medium but not the only one. I'll give some of my money (which was itself given to me in exchange for my labor and applied ingenuity and creativity) in exchange for a select modder's labor and applied ingenuity and creativity. Just because a modder's cost in time, and money (they had to pay for their computer and software and electricity and whatever else) is already spent in anticipation of imminent downloads, does not lessen the value of the mod. The philosophical debate of free versus paid remains but as to value, the mod is worth something. What that is could be well decided in a fair and open market. Again, many mods should be free. But there are some, many point to Falskaar as one, that are, perhaps, worth something more than free. If so, I see benefits to a pay market. Link to comment Share on other sites More sharing options...
Corvyn Posted May 9, 2015 Share Posted May 9, 2015 The difference is when you go to a market, you pay for goods or services that they will exert effort on for every sale they make. You get a haircut and you pay for that haircutter's skill and time spent on you approximately an hour. A mod (if it doesnt have bugs) needs only to be spent time once to create, a modder does not have to spend another time to work on the same mod each time they make a sale. Paying for mods does not equate to paying for something in the real world.Haha, uh, that is silly statement. So I assume you would rather pay $6000 for the 300 hours at $20 dollars an hour for a skilled multi talented mod maker to make a single use mod? I wouldn't, I would rather 6000 people were charged a dollar. That way 6000 people get to enjoy the content and the mod maker can earn even more if it sells really well. Either way, hopefully Bethesda thinks a bit more carefully about how to implement this next time and paid mods make a return with TES IV. Link to comment Share on other sites More sharing options...
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