Live data from Hacker News

Valve shuts down paid mod system after pressure from gamers

bbc.co.uk

101–110 of 282 posts

Re: Valve shuts down paid mod system after pressure from gamers

#101
post #65

Earlier quoted context omitted.

At first they tried to give passionate content providers a way to also make some money. Given that the "passionate content providers" only make 25% of what users pay, I think that's a very generous interpretation. Edit: It doesn't matter if it's Valve or Bethesda or the tooth fairy that takes the remaining 75% - the fact is this system does little to accomplish the goal of "giving passionate content providers a way t…

I haven't been paying extra close attention to the whole fiasco, but there's something that I don't understand. Are people really more in favor of modders getting 100% of $0 rather than 25% of $X? Is there more to this debate that I'm missing?

As I understand it the games industry has made some "innovations" since I was a gamer back in the 1990s - such as pre-orders, paid early access, DLC, micropayments, retailer-exclusive content, Google Play and Apple App Store, releases of buggy and untested games that just plain won't run, extensive DRM and so on.

Many gamers feel [1] where in the past you paid $a for a complete game, today you pay $a for a fraction of the game then an extra $b and $c and $d and $e through these extra mechanisms.

I suspect some people saw the 75% profit margin, and felt this was more about adding on $f, a new mechanism to transfer yet more money from gamers to big publishers, rather than anything to do with rewarding mod creators.

[1] http://knowyourmeme.com/photos/743258-video-game-logic

Re: Valve shuts down paid mod system after pressure from gamers

#102
post #99

Earlier quoted context omitted.

I personally found Bethesda getting any split quite distasteful. They produced the game and made their money on game sales. If they continue to be responsive to bug reports and/or adding new features to the game then perhaps I can see a small amount going to them. Valve taking a cut I understand as they handle the sales and distribution platform. I'm not sure I think 30% is fair, but that's a different issue. As a re…

> I personally found Bethesda getting any split quite distasteful. They produced the game and made their money on game sales. They produced the game engine, and are letting people develop on it for free. And them getting a cut from people piggybacking on their work and making money from it was distasteful to you?

'Piggyback' is a loaded word. Its something we all do when we use a compiler or desktop machine. Yet those folks don't stick their hands into our revenue stream.

Re: Valve shuts down paid mod system after pressure from gamers

#103
post #52

Earlier quoted context omitted.

The latest I've seen is that Valve gets 30%, then the publisher decides what the rest of the split looks like. If they had released the exact same system, but said the modders get 75%, I think this whole ordeal would have been avoided. It's interesting to me that it was apparently better to give modders nothing than to give them 25%.

I personally found Bethesda getting any split quite distasteful. They produced the game and made their money on game sales. If they continue to be responsive to bug reports and/or adding new features to the game then perhaps I can see a small amount going to them. Valve taking a cut I understand as they handle the sales and distribution platform. I'm not sure I think 30% is fair, but that's a different issue. As a re…

> I personally found Bethesda getting any split quite distasteful.

So, you agree that Valve should get some part of the sales, because they are the ones (Steam) actually taking the payment and assuming some of the upfront risks of processing payments (fraud) and, because of the network effect and the customers they bring (read ... marketing)

But Bethesda who developed the actual game that brought the modders and gave them a platform to derive their work on, not to mention creating the actual game and game engine and putting it in the hands of the actual customers; they should just get nothing out of this whole deal?

I agree that the whole thing is a big hairy mess, and as a developer and an underdog myself I agree that the split should be approximately reversed, but I'm not sure there's much else we agree on.

Re: Valve shuts down paid mod system after pressure from gamers

#104
post #84
post #66

Earlier quoted context omitted.

Bethesda introduced DLCs to the PC gaming world in 2006: http://en.wikipedia.org/wiki/The_Elder_Scrolls_IV:_Oblivion#... The first update came as a set of specialized armor for Oblivion‍ '​s ridable horses; released on April 3, 2006. Although gamers generally displayed enthusiasm for the concept of micropayments for downloadable in-game content, many expressed their dissatisfaction at the price they had to pay for th…

Valve introduced DRM to the PC gaming world in late 2004 Utter nonsense. Have you never played an abandonware game from the late 80s and early 90s? "Enter the first letter of the third word on page 14 of the manual"? I used to get pirated Amiga 500 floppies with the copy protection stripped out and a little boot animation from the pirates inserted. Valve introduced Steam to the PC gaming world... but then again, it's…

You are wrong. DRM != copy protection

You can own the DVD with a copy protection and even legally create a backup-copy. You simply cannot own a DRM product, as its bound to a server side check. DRM products may suddenly vanish from your PC, or change its content. Valve already wiped some games and changed the regional settings (removing games from certain parts of the world in retrospect) and Rockstar released an automatic patch for GTA San Andreas (2005) over Steam which altered the game (broke several features like widescreen support, removed several songs from radio stations)

Re: Valve shuts down paid mod system after pressure from gamers

#105
post #32

Let's not underestimate what Valve has done here. At first they tried to give passionate content providers a way to also make some money. That's a huge thing. Most modders can tell you about it. Then they screwed up, which can happen if you try something the first time. I think it's okay, but I understand why people are pissed. Then the boss himself comes and talks to people on reddit to see what is going on. He gets…

At first they tried to give passionate content providers a way to also make some money. Given that the "passionate content providers" only make 25% of what users pay, I think that's a very generous interpretation. Edit: It doesn't matter if it's Valve or Bethesda or the tooth fairy that takes the remaining 75% - the fact is this system does little to accomplish the goal of "giving passionate content providers a way t…

> Given that the "passionate content providers" only make 25% of what users pay, I think that's a very generous interpretation.

True however market rate for platform/store is 30% + 20% royalty if you use an IP + 5%-10% for engine or more for publishing dollars.

Many regular game breakdowns are the game developer only get 40-60% revenues, 70% if they have no other costs on most stores including Steam.

With the paid mods Valve took 30% (industry average although it should be challenged -- set by Apple), Bethesda took 45%, 25% for royalty and 20% for their take. Leaving 25% for the content creator.

Other developers could have given up to 50% to the content creator which is as good as many developers get on an original title. Valve probably wants to give more but they can't because other developers would be scared away due to unfairness since Valve owns the platform. 25% is low yes but it is more than people make at a crappy job or more than anyone gets at their day job in terms of ownership or points on profit/work.

I think with the backlash it is good that people can influence companies but much of it was black and white. Mods will always exist with or without Steam. Free mods would only grow with a paid mod side market as any economy grows when money is added in, the free side would have grown. Many of the sharing issues could have been alleviated with a shareable license the creator could add. Pay what you want with a simple breakdown could have been default like Humble Bundle. They also should have launched it with a better breakdown on the initial developer and game chosen.

The mod market will get money invading it again as it is immense and we live in a capitalist system where nothing of sufficient size evades money, but it will be smarter next time. Over the long term, it will make mods more prevalent and overall quality will go up at the top. There may even be a mod professional job someday, I think it is good when people can make income from making or playing games. If you can make money doing what you love then you can spend more time doing it. And donations aren't enough for good mod makers to keep doing it when there are other things they can do.

Re: Valve shuts down paid mod system after pressure from gamers

#107
post #39

Earlier quoted context omitted.

I agree with everything you said, but it seemed like a lot of the more nuanced feedback on this was drowned out by a subset of gamers having a screaming tantrum at the suggestion of paying anything for a mod, regardless of where the money was going. I'm hopeful that Valve will eventually try this again on a new game with a fairer compensation structure and a better community infrastructure in place. I'm not so hopefu…

I wonder what would happen if GitHub placed a clone fee and split it between itself and the repo owner...

So basically, GitHub offering a service where users could charge for software, and get the source code as well? And not just a core dump, but be part of a community building up that source? ...That's a pretty solid idea.

Re: Valve shuts down paid mod system after pressure from gamers

#108
post #60
post #4

Earlier quoted context omitted.

Ditto. I'd quite happily pay for mods - they add value, there's more a chance of bugs being fixed, Steam would make installation less of a hassle. But 25% going to the authors is awful. The game's original creators - who already benefit from increased sales - additionally get more of the revenue than the actual mod creator.

It's an example for the perfectly accepted greed in the corporate world. Valve claims that 30% share is fair while having one of the highest income per employee of any company. That means that their share is too high. It's more than what the government demands from you, while the government is _much_ more important than Valve is for any business. The CEO of Valve argues that money steers the community. That's true, a…

> while the government is _much_ more important than Valve is for any business.

Hah. If only that were true. The government's only positive role in commerce is ensuring political stability. Lots of times, they fail hard at that one job.

Once you have political stability, then the government becomes a power broker. The tax system is really an elaborate financial instrument for big business, has been ever since the dawn of mercantilism. The value you gain from the government is proportional to how close you are to the giant sums of money being funneled through it.

Sure, there are things like welfare programs that ensure an adequate baseline of minimum prosperity, (i.e. the homeless in the US won't starve to death, and might get a bed to sleep on a couple times a week) but you only really benefit from them if you really need them, and relying on them is no fun. And we only have those because those of us close to the poor, who can't just shut them out, threw enough of a fit to force the elites to.

The rest of us, lower and middle classes, small and medium businesses, including entities like Valve, don't get squat from the government. We have to earn our own keep, we can't rely on the government to bail us out.

The government is entirely too small to help out the rest of society in any meaningful way. They can try to pass laws, but laws breed loopholes and suck for the same reason Valve's lofty initiative failed, it's impossible to consider the incentive structure of the new world you're creating with a law until you actually enact it and see what's going on, and there's only so far hiring experts will get you. Legislation is a long, slow slog towards a saner world on the aggregate, and a vehicle for pork in the particular.

The only thing worthwhile the government provides US businesses is in just being there. Great that we have one, but extremely hard to point out specific things it does that aren't already being far better done by other commercial entities.

Re: Valve shuts down paid mod system after pressure from gamers

#109
post #99

Earlier quoted context omitted.

I personally found Bethesda getting any split quite distasteful. They produced the game and made their money on game sales. If they continue to be responsive to bug reports and/or adding new features to the game then perhaps I can see a small amount going to them. Valve taking a cut I understand as they handle the sales and distribution platform. I'm not sure I think 30% is fair, but that's a different issue. As a re…

> I personally found Bethesda getting any split quite distasteful. They produced the game and made their money on game sales. They produced the game engine, and are letting people develop on it for free. And them getting a cut from people piggybacking on their work and making money from it was distasteful to you?

Yes.

I paid full price for the game and all of the DLC.

Part of the reason I did this was due to the ability of the game to be easily modded. I knew with modding the lifetime of the game was much greater.

Why should they get 40% of mod sales for doing nothing? They already got paid for making the game.

Now, if they are still providing good customer support with timely bug fixes around the mod system, then perhaps I can see a small portion going to them. Otherwise, why do you think they are entitled to a share of the mod revenue?

Re: Valve shuts down paid mod system after pressure from gamers

#110
post #80

Earlier quoted context omitted.

The core of the issue came down to the effects on the modder community. 1. Modders are hobbyists, not professionals. Many modders came right out and said they would no longer make mods under this system, because the pressure to charge means it becomes a job. They no longer would have the option to just walk away from the mod. 2. Piracy. Modders have explicitly made their mods available for free. Once you have a syste…

But the reason it's not a profession is that it's currently not possible to be paid for it. Make that possible and you'd then have some professional modders and some amateur ones.

In this case I believe that allocating a dollar value to work done for the love of it, significantly devalues that work in the eyes of its creator.
Post reply on HN