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Do You Think the Delayed Creation Kit Will Have a Long Term Negative Effect on Modding?


mmaniacBG

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The thing is it is more and more easier and common for users to buy and upgrade gaming PCs, gaming rigs have grown drastically in the last 5 years. More users have them. Console sales were lack luster for the first couple years of new gen, and more and more media outlets are reporting on pc gaming, and most importantly the difference between pc version and console version. Which is highlighting the major down side of it. Most professional grade gamers have a gaming rig, they may have a console as well (I do due to a trade in deal last year for ps4) but even those who game professionally or semi professionally on console are opting into gaming rigs as well.

 

Now with the new PS4 release coming only three years into the original it is going to shoot the console market in the foot. Users will not adopt it without major trade in deals, especially early on. On top of that the current gen consoles are not designed for user upgraded parts replacement and additions so they have a limited shelf life as is.

 

Then you account for major games like Star Citizen coming out that show what PC gaming can do that consoles are at least a decade or two behind based on their traditional process, it is really just shifting more users to getting a gaming rig in addition to the consoles they already have.

 

Then of course there is the youtube gaming industry, which is sold on PCs for youtubers to play, meaning those fans that buy to play as well, or those that want to do character gaming channels like pewdiepie and markeplier will need gaming rigs as well.

 

All and all the cultural shift is towards PC gaming, consoles may have more sales as they always have, but the gap is narrowing, and the culture is changing.

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The thing is it is more and more easier and common for users to buy and upgrade gaming PCs, gaming rigs have grown drastically in the last 5 years. More users have them. Console sales were lack luster for the first couple years of new gen, and more and more media outlets are reporting on pc gaming, and most importantly the difference between pc version and console version. Which is highlighting the major down side of it. Most professional grade gamers have a gaming rig, they may have a console as well (I do due to a trade in deal last year for ps4) but even those who game professionally or semi professionally on console are opting into gaming rigs as well.

 

Now with the new PS4 release coming only three years into the original it is going to shoot the console market in the foot. Users will not adopt it without major trade in deals, especially early on. On top of that the current gen consoles are not designed for user upgraded parts replacement and additions so they have a limited shelf life as is.

 

Then you account for major games like Star Citizen coming out that show what PC gaming can do that consoles are at least a decade or two behind based on their traditional process, it is really just shifting more users to getting a gaming rig in addition to the consoles they already have.

 

Then of course there is the youtube gaming industry, which is sold on PCs for youtubers to play, meaning those fans that buy to play as well, or those that want to do character gaming channels like pewdiepie and markeplier will need gaming rigs as well.

 

 

All and all the cultural shift is towards PC gaming, consoles may have more sales as they always have, but the gap is narrowing, and the culture is changing.

 

Thankyou, you bring up some really good points there.

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  • 2 weeks later...

Not that most of you will care, but just to put some closure on one thing, I have 'heard' that the EULA for the Fallout 4 Creation Kit states that game mods are owned by the modders, not Bethesda / ZeniMax.

Edited by Reneer
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Not that most of you will care, but just to put some closure on one thing, I have 'heard' that the EULA for the Fallout 4 Creation Kit states that game mods are owned by the modders, not Bethesda / ZeniMax.

That is good news if the hearing is correct. If Bethesda stated in the EULA that "all your mods are belong to us", it would not bode well for the Nexus.

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  • 2 weeks later...

I'm going to leave this here for the people who called me an idiot, a troll and a doom-sayer because I wanted to discuss the FO4 licensing and monetized modding.

 

Paid Bethesda mods are making a come back.

 

Well if Joffy S. vaguely speculates it on GameDebate then it must be true.

 

Not that I disagree, Bethesda is almost certainly going in that direction, but your standards of conclusive proof for your vindication are a little on the low end.

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Good, a revised system for paid modding needs to happen. Maybe this time they will use someone with actual retail and customer service experience to get it right.

Was always the single biggest mistake they made. Trusting a company that grew mostly out of contracts with publishers versus stellar customer service was a disaster waiting to happen.

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I first made an account here, before I could get fallout 4, to comment on how much I basically hated the idea of paid mods, as a canadian I hate the price differential in dollars as well, I waited until the game went on sale instead of dropping 70 or was it 80 otherwise?

my premise was that a monetized community quickly degrades in actual value and worth
given this, I feel it's okay that they're not rushing the creation kit out and that DLC also exists, given the power of modding, this is a real and serious potential destabilizer to the usual method of DLC releases/expansion packs, given that they've already built up a large fanbase of modders, and that previous DLC from previous games lends themselves towards creation of content
after realizing how much is here I'm fine with dropping cash on DLC for even relatively "minor" things, albeit I do notice elements of bare bones'ing the design, via the damage types system (for disclosure I've got automatron and will get wasteland workshop but I'm not using either until I've done the vanilla game and then tested my ideas of balance/etc and then I'll use them)

I realized after I started obsessing over ideas on how to mod the game for both balance in the damage/defense style as well as logistics of loot, which types of ammo are used by which weapons, and seeing the sheer volume of various gameplay editing mods, especially large comprehensive ones like arbitration ,new dawn, LZ institute, to name just a few, I decided that it was okay - this time around at any rate, I've had a blast and sunk like 250 hours into the game already, although a lot was restarting(basically doing my own testing of gamebalance over and over again early game due to my obsession) and I've not got past halfway yet

to this end, I don't mind the CK being delayed, there does need to be some give and take, in this case, what I suggest is a "continue good work, continue loyalty" give and take, I'd like to see extra attention put towards creating quest hubs similar to fallout 1-2 of special interesting things that you can do and move on from that are a "singular area" as well as inter-regional quest compatibility by bethesda, their strength is the storylines content mostly, although they do have god flavour items too, the physics enginges get lulzy

and potentially continued support to get ideas smoothened out and put into baseline game itself, "bethesda listens" and I "fanboy" and this works, blizzard stomped on a classical private server recently, the obvious implication is they're desperate for people to move back into the formal servers, the games industry is definitely feeling the heat in a way, and so on, skyblivion and morrowblivion, skywind haven't been treated like this, bethesda appears to play nice, so to that extent I'd like to support them as long as they do this, precisely to comparitively punish bad faith games companies, and reward good faith ones - I still maintain that monetized communities are bad faith

one... POTENTIAL way out, is for modders to essentially form content packs, bethesda scrubs them up cleans them, puts them in keeps them from bugging out (testing/actual work etc) and then a conglomerated content package of various mods with funds being split gets done - basically sourcing out work in group contracts maybe they do polls asking for what people want to see and well known modders who are good at what they do offer to do it - etc etc the community votes on who does it, the worst form of paid content is microtransactions, look at any free to play game, that under any circumstances is like, "nope" - what this does is keep things at about a DLC/expansion pack level and size of organization, generally speaking its' much better and for consoles don't they ignore mods mostly anyways? but DLC is different, DLC is convenient, console players love convenience, this is literally how you market to them properly, you conglomerate and conveniencize sales

if someone wants to mod a single item into the game for free, well, fine, this also then means you can't just prevent others from modding in single weapons, but at the same time you're providing something that's content quality tested, is definitely vouched for by the existing community, you get value - and the easier way of getting money to some of the more serious content creators - while bethesda still has to work to earn it :wink: and keeps the flow going to boot - remember the orange box? you know how steam's monetized older games that were free mods? the best of the best are monetized though, the sheer volume of people interested in the stuff means that even lower prices lead to larger sales and more money - note that this isn't a retro-active thing, this is a "going forwards" thing, retroactive is generally speaking a "nope" as well, although admittedly with enough stuff already out it's POSSIBLE some of it could be retro'd, ehhhh it gets ugly either way on that topic
https://en.wikipedia.org/wiki/Patronage

AND KEEP IT INTERNAL TO BETHESDA DON'T LET ANYONE ELSE HANDLE THE THING (except maybe steam, same way it deals with other DLC since basically that's what you're doing)

Edited by tartarsauce2
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