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Valve shuts down paid mod system after pressure from gamers

bbc.co.uk

191–200 of 282 posts

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

#191
post #23

I just don't think gamers understand, if you pay for high quality mods, your gonna get more high quality mods. It's a bit like the crazy excuses people make for pirating games.

We've had excellent mods for free for years. Absolutely no reason to start charging for them now after more than 20 years of modding.

Leave to it to modders to choose, if they want free or paid.

If you have financial incentive, more modders will come on to the scene and do it full time.

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

#192
post #23

I just don't think gamers understand, if you pay for high quality mods, your gonna get more high quality mods. It's a bit like the crazy excuses people make for pirating games.

I'm not so sure. As soon as you start having monetary incentives, you lose on the social incentives. For example, suppose I ask for a friend's help moving to a new apartment. The friend says yes, and the move is finished after a full day of moving boxes. At the end of the day, I tell him thank you, and give him $5. The friend is insulted. Do I value him that little? What he would happily do for free, he refuses to do…

The problem is these guys probably have full time jobs as well as modding.

If you had a decent way compensating them, the more popular mods could have full-time people.

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

#193
post #103

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. 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…

> 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?

Mods represent value added to the game that wasn't provided by the original publisher. Each mod "fixes" a deficiency in the game, adds, changes, or removes something the original developer did not do from the baseline game. The changes add value to the publisher's bottom line by increasing the value of the game, thus stimulating additional sales.

Thus the idea that modders both increase demand for the game, increasing the publisher's sales, AND want the lion's share of the money paid for mods is repugnant.

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

#194

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…

So the closest analogue to computer game "mods" in the book publishing world is "fan fiction". Note that 25% is pretty generous when you're creating a derivitive work off of someone else's IP. See Kindle Worlds http://www.amazon.com/gp/feature.html?docId=1001197421 for an example of the kind of deal you'd be lucky to get.

> Note that 25% is pretty generous when you're creating a derivitive work off of someone else's IP

Your opinion is in the minority, I'm afraid. By and large,the gaming community (on reddit at least) has spoken, and Valve took heed.

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

#195
post #65

Earlier quoted context omitted.

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 much as the idea of paid mods pissed me off, I 100% agree with this. Anyone who was getting upset over the 25% to the modder was just using it as an argument point and not serious. If they were serious then they would have come to the same conclusion you did and realized 25% of something is better, monetarily, than 100% of nothing.

Fair distribution is one of the situations in which rationality breaks down. See the ultimatum game: http://en.wikipedia.org/wiki/Ultimatum_game

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

#196
post #123
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…

In the end, most modders don't WANT to be paid for their mods, because it's not a profession. That's an interesting perspective. Sounds like there are some valid criticisms of the system Valve has put in place. To me it seems that gamers have cut off their nose to spite their own face in this regard. It seems to me that a paid modding ecosystem would be a big win in favor of gamers. If lone hobbyists can improve a ga…

>If lone hobbyists can improve a game so much, can you imagine if a studio of 5-10 could make a viable living from modding?

If this was viable, you'd think that studios would consider paying small teams to continue patching and generating content for games for some years.

Obviously this has happened with a few games, but one minor argument I've seen put out over the weekend was something along the lines of "why don't $studio just hire these guys?", and some sadness that it might happen even less often.

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

#198
post #27
post #23

I just don't think gamers understand, if you pay for high quality mods, your gonna get more high quality mods. It's a bit like the crazy excuses people make for pirating games.

but 25% goes to creators, 45% to bethesda and valves standard 30% fee for transactions? 25% is awfully low, honestly.

25% is better than 0.

Now its' 0.

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

#199
post #60

Earlier quoted context omitted.

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…

Apple takes 30% of app store purchases, in-app purchases, and iAd revenue. Google takes 30% of Google Play purchases and in-app products. 30% is a reasonable share for the maintainer of a network to take. As for the 25% to the author of the mod, that does seem unfair, but I don't think that was Valve's decision. I think they left that up to the game producer, Bethesda in this case. Bethesda chose how to split the rem…

Apple, Google and Valve all only get away with taking 30% because they managed to establish more or less of a monopoly on stores in each of their respective ecosystems.

Steam is arguably still the most permissive of all of those since it allows redeeming keys purchased directly from the developer or places like Humble Bundle Store which are reported to take a smaller cut.

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