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Steam Introduces Paid Mods in Skyrim


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#201
aphelion4

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*coughmodpiracycough*. It was a thing for Sims and it's a thing for Skyrim now. :3 Anyway really hoping this pay model dies.



#202
ObserverStatus

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I guess the message to take away from this is that Valve wants me to buy a PS4. With Bloodborne out, Persona 5 and Silent Hills on the way, maybe I'll oblige.



#203
Ryzaki

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Eh. I just want this to crash and burn or for someone (even EA with Origin I can't believe I'm saying that). To give Steam some ACTUAL competition so they can't just do whatever the hell they want anymore.


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#204
zeypher

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So fallout 4 with steamworks only mods, terrible beth QA and of course pay beth to fix their blasted UI and bugs.



#205
In Exile

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I was just wondering, isn't the gaming market larger than it was 30 years ago as well? I don't know about comparing the unit price but if a game costs X amount of money to make today and your revenue is Y (> X) then you're making a profit regardless of whether the unit price is cheaper than it was 30 years ago, right? It's true that sometimes companies don't reach that Y>X point but that's hardly the fault of the customers. Like with any venture there's always an element of risk involved. I just don't quite understand how this relates to devs charging for mods.


It's not that simple. The push toward "casual" gaming is driven by exactly this factor: the need to sell to a larger group of people.

#206
Guest_TrillClinton_*

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Games on mobile phones seem to be going absolutely nowhere, while indie studios are creeping up by the hundreds with more indie-friendly engines like Unity. Consoles are becoming more and more TV-integrated PCs by the year, while moving to a more digital model that makes switching between different programs, games and apps an experience people are likely to embrace more easily.

 

Developers would make a lot of money from mobile games. The only problem is that because of the unorthodox interaction and gestures, it makes it very hard to make a game comfortable with that market. I mean flappy bird was just a series of taps on the screen, for a console game having such an interaction is unheard of. I also see it getting bigger with this wearable eco system, for example having a game with a map user interface on the watch. Again for a console game this would be unheard of, but the mobile market is less conservative when it comes to mechanics.

 

Also just to expand, consoles have been heading to this model because it wasn't possible in the post due to limited memory. Switching from application, to application requires a fair bit about of memory and network capability, to return the program to the state and have a swift process scheduling. This is why they relied on physical Disk copies to transfer the program data directly from the CD to memory.



#207
Rannik

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Where were you when consoles won?



#208
Killdren88

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It won't last. Besides.It its optional so I doubt that a lot of modders will go through it and even if they do. When moddings drops in use, Steam will see the error and correct it. Even Gaben makes mistakes. This blunder will remind him to stay humble and worship may continue again.

#209
zeypher

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I hate the blind steam worship fad. Honestly it needs proper competition, a monopoly's end result is always a screwed customer. Hell even now steams overall customer service is downright terrible, origin absolutely kills them when it comes to customer service. EA has a lot of fukups but they have people to handle the fallout of those fukups.

 

I just hope this incident encourages more competition. Otherwise in the end we will lose.



#210
Rannik

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Free mods are just another symptom of an industry that grossly undercharges for its product.


Wait... wot?
 

Hell even now steams overall customer service is downright terrible


Now? It always has been.

#211
zeypher

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Finally when i say EA has improved a lot, here just an example that again proves that their policies have become massively more consumer friendly. 

 

http://www.simcity.c...ing-and-simcity

 

Have you guys looked at EA's mod policy? Some choice points:
 
What are the Rules?
 
We highly value our community, other content creators, and the integrity of our multiplayer experience in SimCity. We want to make sure that SimCity Mods used will reflect those values too and we expect you to follow these rules:
 
Mods must not jeopardize the integrity of the gameplay or harm the experience of others. Mods that affect the simulation for multiplayer games and multiplayer features, such as leaderboards or trading with other players, are not allowed.
Mods must not infringe any copyright, trademark, patent, trade secret or other intellectual property right of any third party and will not include content that is unlawful, tortious, defamatory, obscene, invasive of the privacy of another person, threatening, harassing, abusive, hateful, racist or otherwise objectionable or inappropriate. SimCity has an age rating of ESRB Everyone 10+ and PEGI 7, and similar ratings from other ratings boards around the world. EA requires that Mods not include any material that would not be allowed under these ratings.
 
 
Can I sell my SimCity Mods?
 
In short, no. We’d like Mods to remain free of charge. Once again, the lawyers say it best (or at least most precisely):
 
Mods must be non-commercial and distributed free-of-charge at this time. Accordingly, Mods cannot be sold, licensed, rented for a fee, nor can the Mod Game contain features that would support monetary transactions of any type. Mods may not be used to advertise any goods or services
Donations may not be solicited directly through Mods. However, EA recognizes that the time and resources needed to create Mods can sometimes be substantial. Accordingly, Mod developers are allowed to fund their development costs through donations outside of the Mod itself, subject to the following restrictions:
Requests for donations shall be limited to the Mod website or distribution site and not appear within the Mod itself.
Donors shall not be provided with any in-game special advantages, such as private access to a Mods, special levels, graphical markers, special text, abilities, units, etc. All users are to be able to play the same Mods;
Corporations, limited liability companies, partnerships, etc., donors cannot be listed in the credits section of a Mod; only individuals may be listed.
 
 
 
So final question how does it feel that beth and valve are now worse than EA?


#212
Dunmer of Redoran

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Marek Rosa, the lead designer of the PC and Xbox One game, Space Engineers, has flagged his intentions to introduce for-pay Mods in his studio's game.

https://mobile.twitt...337327324168192

This is noteworthy because the game isn't even finished yet. Paid mods for an unfinished game.

I owe Bronitarian a beer. AAA gaming, Indies, nothing overcomes greed. The chain reaction of Valve and Bethesda's decision haven't even begun yet. Mark my words, this will change the industry, and not for the better. People have been saying that the industry will crash for years now, but I really think this could be a catalyst for it. Not the cause, but consumer dissatisfaction is reaching a tipping point and things could easily go the wrong way.

It won't happen today, it won't happen tomorrow. Maybe not for several years. But the gears might have been set into motion.

 

The gaming crash is looming. Evolve's collapse in player community is one of the most stunning examples of it that I've seen. Microtransactions, Day One DLC and similar practices are going to cause developers to be hoist by their own petard. The more of them that try to do it, the more the Law of Diminishing Returns is at play, and the less brand loyalty they will have because of their practices.

 

Their hubris is astounding. McDonald's, one of the largest and most successful companies in human history, is teetering on the brink of ruin because their brand is so damaged and their sales are so poor that they are struggling to earn money. If McDonald's, a ubiquitous company that provides basic needs (food and drink) isn't immune to collapsing, why should any video game company think they're invincible?


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#213
Inquisitor Recon

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Don't call it a grave, it's the future you choose.
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#214
nallepuh86

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I dont see nothing wrong with this. Actually this can raise the quality of the mods. Most of the mods are very bad anyways, theres like max 3-5 worth taking mods in fo new vegas or skyrim.



#215
Inquisitor Recon

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I dont see nothing wrong with this. Actually this can raise the quality of the mods. Most of the mods are very bad anyways, theres like max 3-5 worth taking mods in fo new vegas or skyrim.


Rise in quality? Do people really think that?

Just like the rise in quality DLC has brought to the industry?
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#216
mickey111

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*coughmodpiracycough*. It was a thing for Sims and it's a thing for Skyrim now. :3 Anyway really hoping this pay model dies.

 

 

not that easy unfortunately.

 

although this is indeed a thing, it still brings the structure of gaming towards unfinished nickle-and-dime designs like minecraft, goat simulator, skyrim etc. 25% cut is just enough to make people want to mod, and not nearly enough to put in much more effort than weapon and armor recoluring.

 

It's the start of a new group of game development, I expect good things to happen when the chaos settles, but for every good thing there will hundreds of people throwing **** around trying to makes something stick.



#217
mickey111

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Rise in quality? Do people really think that?

Just like the rise in quality DLC has brought to the industry?

 

Yes, there are still naive people believing every bit of PR they read what a surprise. It's little more than cash grab when you consider the modder only gets $25 for every hundred people spend. I suppose betheshdas interns made their employers mad with talk about fair compensation and workers rights. Poor, dumb proles probably out of a job faster than Betheshda can say "hey modders,  how about you just shut up already and recolor these items and do my ****** work for a pittance"

 



#218
Guest_TrillClinton_*

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It's not that simple. The push toward "casual" gaming is driven by exactly this factor: the need to sell to a larger group of people.

It's hard to sell casual games to the console I find. For a person that is not really into the gaming culture, the pad can be intimidating.

 

Xbox-360-S-Controller.png

 

How many combinations does the person have to remember? Do they really want to take the time to remember all of this information? 

 

Let's analyze something else.

 

maxresdefault.jpg

 

The mechanic is easy. It is easier for a player to get a reward out of this. All they have to do is pullback(pause) and  launch. Casual to me is defined by how easy the mechanic and interaction is. 

 

Now this is where the argument of casual vs depth comes in. This was illustrated with ME3 including a story mode in the game.



#219
Kaiser Shepard

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https://www.reddit.c...mods_and_steam/


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#220
AlanC9

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As you say, that's usually the case in the AAA space where budgets for some titles may be as high as ~200 million dollars (these costs not only cover development but marketing as well). Once you set the unit price the equation to reach break-even point becomes very simple; the lower the unit price, the more units you have to move. While there's certainly a public perception of how much a customer's willing to pay for a game, ultimately the unit price is set by the publisher. Nonetheless, even before reaching the point of selling the game the publisher presumably did a risk analysis to determine the size of their target market, projected sales, etc. Publishers are not (I hope) dumb; they won't hire a studio to develop a game if they don't think they can recoup their expenses and then some.


I'm not sure publishers really have that much control over the unit price. The general understanding of the game market is that you'll encounter strong resistance if you go over what the typical price point of the moment is. (That point seems to be relatively stable over the years -- $60 in 2015 is about equal to $44 in 2000, which is around what games were selling for then.) And going lower doesn't seem to really boost sales, possibly because the market perceives a low initial price as a signal of lower quality. I'm not very confident in this model because nobody's really trying to test it, but it's not an unreasonable one.

I still don't see how this relates to selling mods. Is anyone implying that perhaps by introducing paid mods to the equation then the size of the target market can diminish and the publisher will still turn a profit? We're already seeing this with DLC and microtransactions both of which have, to a degree, saturated the market. Can publishers really profit from selling third-party mods that have no official support and (possibly) no unofficial support either? Would people be willing to fork over 10, 20, 50 dollars on mods that, at the end of the day, they'll still have to troubleshoot themselves? I honestly don't know the answers to these questions but I don't think Valve does either.


I believe the implicit assumption is that the AAA profit margins overall are getting pretty thin. (Nothing wrong with that -- that's where a competitive market should end up.) So any additional profit center would be useful.

But I agree that this isn't likely to be a big money-maker for anybody.

#221
AlanC9

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Yes, there are still naive people believing every bit of PR they read what a surprise. It's little more than cash grab when you consider the modder only gets $25 for every hundred people spend. I suppose betheshdas interns made their employers mad with talk about fair compensation and workers rights. Poor, dumb proles probably out of a job faster than Betheshda can say "hey modders,  how about you just shut up already and recolor these items and do my ****** work for a pittance"


What percentage of each $100 we spend on Bio games actually goes to the development staff? I'd be surprised if it was 25%.

#222
mickey111

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What percentage of each $100 we spend on Bio games actually goes to the development staff? I'd be surprised if it was 25%.

 

 

why is that? Have you ever sat through the end credits to see this list of names? Some of the games must come close to a thousand workers.



#223
Addai

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Bethesda embracing microtransactions and not even wanting to work for them *smh*
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#224
Bakgrind

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Gabe Newell Says Valve Will Dump Paid Mods If They're Bad for Gamers

 

https://games.yahoo....-221100314.html



#225
o Ventus

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The gaming crash is looming.

 

Lolno.

 

Their hubris is astounding. McDonald's, one of the largest and most successful companies in human history, is teetering on the brink of ruin because their brand is so damaged and their sales are so poor that they are struggling to earn money.

 

You'd make a good reporter for the Daily Mail.