Addai67 wrote...
Fast Jimmy wrote...
Bioware dev comments back in 2012 when this last came up said that they have looked at the numbers and charging for the modkits, for the small crowd who would actually be devoted enough to pay for it, would not be viable.
I wouldn't expect it to cover all the costs, just offset.
It could help offset costs, but then the flak Bioware would get for charging $25, $50 or even $75 for a mod kit would be a whole hassle to deal with on top of that. If they are going to charge for the kit, they likely don't want to add a PR workload unless it actually has some way of paying for the process or, heaven forbid, they actually turn a profit.
Selling modkits won't make them real money, but it WILL create real headaches for them above and beyond giving it away for free. There's billing questions. Legal questions. Quality questions (people don't often complain about the quality of free stuff as vehmently as the quality of paid stuff). Etc.
I don't see how a system of paid mods could ever work. This is pie in the sky, and no developer is going to want to take resposibility for refunding customers if mods break people's games or just don't work. It's crazy talk.
See, I don't think it is.
Perhaps I didn't go into enough detail in this thread (I've talked about it a few times in others, so it all runs together, my apologies).
The modkit would be free. Mods could be created by players/modders for free. If they wanted to make them available for the whole community, they would need to do so through a web portal, otherwise the mods would not be recognized as valid and load on someone else's computer.
This site would be run by Bioware. Mod file size is the easiest gauge I can think of to determine pricing, but I'm sure there might be a more logical one. Regardless, the file is uploaded to the portal. If it is under a certain file size threshold, it is tagged as free and is available for the community to download without issue.
If it is over that file size, the person submitting it must enter into a modder agreement with Bioware, where they must set up a PayPal account and where they waive the right for distribution of the mods (so that Bioware can move it to other mediums and to prevent the modder from making the mod available for a reduced price or free on their own website). Alternatively, this process can be begun before the mod is ready to be uploaded.
The mod (again, if it is of the size threshold to be charged for) would be reviewed and QR'd by Bioware for any huge faults or game-breaking bugs. Once approved, it would be available via the web portal (possibly the BSN, or possibly a system like EA's Origin). The pricing on these mods would be VERY low, by nature. $1, $2 at most. As I said earlier, the idea is for them to be cheaper than a Coke. Profits are split 50-50 between Bioware and modder for the PC.
Then, after six/nine/twelve months, Bioware packages all the best selling paid mods (as well as some of the more popular free mods as well, with modder permission, of course), adds a large amount of polish and development smoothness, and packages them as paid DLC for consoles, reaching a MUCH larger audience than before. Due to the added costs Bioware incurs packaging the mods together as a DLC and the distribution costs for XBL and the PSN, the modders have their cut reduced back.This cutback will be much (MUCH) smaller, but that is because of the fact that 10 or 15 mods would all be bundled into one DLC. However, like most DLC, it will probably sell for $10, so the amount of revenue would offset, as would the larger volume the console market is paid. Still, if they are successful enough to make the console DLC mod bundle, the modders would have already had a solid amount of sales.
Point is, Bioware makes money and gets to be seen as helping out the little guy by giving tools and payment structure. The modder gets the toolkit they would normally not get in this industry climate AND gets a chance to make money. The PC playerts get a wide swath of free mod content still and the ability to pick and choose which ones they want for free and which ones they will pay for. And console players will finally get a chance to install mods, something they NEVER had the opportunity to do before, where they were stuck with the vanilla game and DLC only.
Again, its not ideal. But it DOES have benefits. And it also doesn't require going to Bioware and say "Gimme, gimme, gimme! I want it all for free!"
Bioware could still do it if they wanted, but EA has a different approach to gaming. Good for them, bad for gamers. Except I'm not sure it's even good for them, but that's something they have to determine.
I'm not so sure of this. There have been EA games with modkits. There have been Bioware games without them.
I don't want to violate the USFEO of 2013 anymore than I already have in this thread, but I think we would be wiser to not lay some things at the feet of EA and others at the feet of Bioware. We don't know who is making that call. And we don't know if the costs to make modkits have spiraled in recent years just like other game development costs have. I would assume so. So giving a toolset free may still cost (arbitrarily) 5% of the project budget... but that 5% is a much bigger actual sum of money to give away with the only hope of extending shelf life than it was fifteen, ten or even five years ago.
Anyway, I like my suggestion. For many reasons. It has a way to reward modders who pour their lives into the mods they make, it allows freedom of choice in what mods you are willing to pay for and which ones you will settle for free and, perhaps biggest of all, it gets the console crowd in on the modding community. More people involved in the creative endeavor process is only a good thing for a community that seems to shrink by the year.
Modifié par Fast Jimmy, 25 janvier 2013 - 02:12 .