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Drawing a line under recent events and moving on


Dark0ne

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In response to post #25007544. #25007814, #25014694, #25016689, #25019509 are all replies on the same post.


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Such accusation, very evidence.
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In response to post #25019004.


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Good questions. While I'm by no means an authority on this stuff, it got me thinking.

Considering the price of some of the mods on the paid workshop, I could see $5 being the price. Which is strange, I would have thought people would price their mods around $.50 to $2. Going from free to $5 with a mod that many other mods might rely on seems like a bad business move, if nothing else. (Though I can see why people might think the opposite.)

Yes, they'll be pirated. Though it would be difficult if Valve made the mods somehow Steam reliant. I could picture that not going over well... or even working properly. It probably wouldn't happen, and piracy would probably be rampant if the prices weren't cheap or affordable or fair.

Judging by the early access games having a reputation of abandoning their game once they make enough money, (not common but it happens,) I don't think there would be an obligation for modders to keep mods stable. Bethesda and Valve could certainly try to make this a requirement, but I doubt they'd do it, and I doubt it would stop some modders from dropping off the face of the internet.
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In response to post #24997179. #24997739, #25000969, #25001074, #25002429, #25002999, #25003089, #25006504, #25010279, #25012879, #25020594, #25021179 are all replies on the same post.


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Really good insult, not much of an argument. Not worth responding to. And if you are so talented and require no help creating content, then what does this have to do with you anyway? As to who is using what, that is between the content creator and Bethesda and has nothing to do with you. If you don't like the paid content, then don't buy it and download a free alternative. Nothing in your argument counters anything I wrote.
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I am glad this didn't go through, I think any kind of framework that sees mods sold would need to be considered and very tentatively put into place. Even then, I struggle to see how it would working serious adverse effects to the process of mod creation.

 

I am both a modder and mod consumer, so I originate from both sides of the argument. The issue with having people pay for mods is the risk in destroying what makes modding so special: its freedom and the motivations behind modding itself. To apply a capitalist framework to it has SO many implications beyond the obvious:

 

All of a sudden mods will be competing with each other, some modders will be rip-off merchants, some will struggle to get their mod seen amongst the others in spite of it being great. Many of the smaller mods will be swallowed up, some modders will begin developing mods for money rather than for the enjoyment of it. As for mod consumers, they'll be less likely to "try out" new mods just sticking to the same tried and tested, less likely to experiment, less likely to contribute. What about modding mods? Good lord, that's a can of worms.

 

In many ways this just mirrors how games work. Smaller, indie games struggling for a voice amongst the tried and tested spam like CoD. And of course, because it's subject to capitalism!

 

Even worse though, we all know that many mods for the biggest "moddable" games are actually bug fix patches! We could've ended up paying for unofficial patches that the developers should've fixed themselves! AND the publisher would receive a large chunk of that cash!!! Talk about incentivizing a developer to not fully bug test and fix their games.

 

Ultimately, the rewards for modding should come from the DEVELOPERS of the game we're modding for. Offers of employment, internships, guidance etc. it was a genius yet insidious move by these large, well-funded companies because it cleaved a chasm between modders and gamers who had always been a single community.

 

And if it went to s#*! - as it did - everyone inevitably pointed their fingers at the gaming community for somehow ruining everything when it was the developers/publishers who should've been offering up the incentives to modders!

 

 

Edited by Virulence
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In response to post #24997179. #24997739, #25000969, #25001074, #25002429, #25002999, #25003089, #25006504, #25010279, #25012879, #25020594, #25021179, #25021829 are all replies on the same post.


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Don't try to reason with them Jani, here ANY different opinion is covered under a smoke screen of words, because ALL of them try to elude the true issue:

- if you don't like it, don't buy it, period, nobody is forcing you, any other discussion is pure hypocrisy

Pay attention to the names, same names show up over and over again, the spearhead of a intolerant minority. Edited by CaladanAnduril
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In response to post #25014199.


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When it is stated in dec of '11 that over 10 million copies have been sold and then in their most recent 2015 totals of over 23 million units sold accross all platforms.are they ONLY referring to games that come from Brick and Mortar stores ...and only those games that users put into a bag and walk out the store with?

Let's consider that Bethesda sold Valve the right to market Skyrim. so that Valve could modulate the price as they saw/see fit...Is the number of copies of Skyrim that are part of the STEAM CLOUD separate?

What I'm thinking is the 14% not changing even a fraction of a percent from year to year, could be based on UNITS PRODUCED for each platform, that means it is not only statistically plausible...its completely understandable/logical that the number would not include games that don't specifically fall under the three headings.

If the numbers don't take Cloud games into account, it explains the statistical disagreement AND it points to a motive. The One BoogaBoo here is DRMification...and it seems to be important for Industry leaders to be able to say we are against it.

Edited by retnav98
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Why don't the publishers themselves pay the modders? After all, many people wouldn't even buy/play some games if it wasn't for the mods. At least the non-hyped gamers, who don't go preordering based on CGI and ads. The publishers profit with the modding community, so they could themselves pay the modders.

 

- OR -

 

The gamers could pay the modders as a whole, in advance.

 

An example on how this could be made: The publishers sell the game and a separate modding tool. Without the modding tool, the gamer wouldn't be able to use mods. The money for the game would go to the companies that made it and the money for the modding tool would go to a common fund for modders. The money on the fund would be shared, periodically, among the registered modders.

 

"But how would they share the money?" Each modder would receive a fixed amount for each "thumbs up" on its mod. After a certain amount of thumbs, the mod would be evaluated by the company that made the game. Based on this evaluation, the modder would receive a variable amount. Top modders would receive a third amount as a bonus.

 

"Oh, but this is highly subjective!" As all other criteria would be.

 

"Oh, but this would be too complex!" As all other paid system to modders would be.

 

Modders would receive for the good work, the donate button would still exist, the opportunity to release a free mod would still exist, Nexus would still exist, the gamer would still be able to choose to play with or without mods and pay in advance, no part involved in the relation would be treated unfairly.

Edited by Ariranha
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In response to post #25025599.


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Like many mods, they are pieces of art, many times out of passion. When it comes to adding money to the equation. It only complicates things. Like how money and family can complicate things and end up ruining relationships between each other. I'm sure many of us have experienced this.

It would end up dividing the community for those who would want others to pay for their work. No one likes change, I strongly believe things should stay the way they are. If individuals enjoyed a mod enough and consider the time and effort that went in to creating it. Let them self's decide how much they are willing to donate, if they wish to contribute at all financially.

If certain individual's create mods and expect to be paid. Your in the wrong community. Mods should loves of labor not profit.
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In response to post #25025599. #25028149 is also a reply to the same post.


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Pretty simple answer is that it's not a good return on investment.

Even with a well thought out hypothetical like you've provided, it's pretty clear to me that any form of free vs. paid mods would have a remarkable difference in community size. Simply, there'll be a much much lower number of modders and mod-users in any case where mods or mod tools are paid for. A community like here on the Nexus would be a shadow of its current self.

The only situation that will have the least impact is your first hypothetical: where mods and tools are still free, but the publisher pays some modders for whatever arbitrary reason. Since all participants have the same starting point, there's less barriers to entry. However they payments would have to be after the fact (after free mod publish) in order to avoid comparing the releases to licensed DLC and all the employment, and product qualification legalities that come with it. The only way I can think of how this would backfire badly is if the publisher decided to offset payments to modders by having an increased game purchase price (higher barrier to entry).
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