Valve Pulls the Plug On Paid Mods For Skyrim
westlake writes: Valve has abandoned its attempt to introduce paid mods to Skyrim on Steamworks, following furious and unrelenting complaints by the gaming community that did not spare Gabe Newell. Valve said, "[O]ur main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid." Bethesda had similar goals, saying, "There are certainly other ways of supporting modders, through donations and other options. We are in favor of all of them. One doesn't replace another, and we want the choice to be the community’s. Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop than he made in all the years he asked for donations."
Skyrim players are used to clicking and getting the mod for free. They could have offered this feature with a new game, but Skyrim players must have reasonably been worried that content they'd been getting for free would cost them money.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
I just don't want to hear the whiners says, "ohhh, 10 million users and only 10 paid, ooooh me." Go to China and sell Apple if you want to for all I give a shit.
ad revenue rolls in for gamers getting money for streaming copyrighted games, justifying by their bad joke edgelord of 'creative' characters they claim to be for being the product.
Isn't this how their top grossing title, Dota 2 works? You have to buy the hats.
Customer revolts are wonderful things.
This is hopefully a big step against DLC in general. I don't care if the company or a person made the content. I don't want to pay for it. I don't find it completely wrong as a concept, I just don't want to pay $180 to play one game. Look at Modern Warfare 3. It was a hacked up, glitchy pile of garbage full of cheaters flying through the air with unlimited ammo and the company uses their $100+ mil to do nothing about it. I would pay for C&C Generals Zero Hour because it's bigger than the original game but CoD will get my money when hell freezes over. I'm REALLY hoping that this utter stop to paid mods starts to kill corporate DLC too.
I wouldn't have accepted this either given the potential for abuse by publishers, especially shown with what we currently have.
Just think about DLC, while there are plenty of games that come out and the DLC is legitimately DLC made after the game was released to extend the game. How many have you seen where the DLC seemed to be made almost along side the game as a way to milk more cash from them.
Last thing I would want is an RPG like game where virtually every class the developer put into the game was as a paid mod released either the day of or shortly after the initial game was released. Last thing I want to see is even more cases where the majority of the game isn't actually bought with the game but after the fact.
Let the mod developers put up PayPal links or just not release the mods, but don't be allowing this avenue to be extended for abuse.
Good example: Borderlands The Pre-Sequel.
While I was a fan of Borderlands 1 and 2 (Bigger fan of part 1). With the Pre-Sequel, the game and first DLC was released the same day with a DLC released once a month for the first 4 months with a 5th DLC released 2 months after the 4th.
Or the character outfits on part 2 which really were just character mods labelled as DLCs.
Last I want to do is allow more abuses like that, let alone encourage them.
Support our modders, give a little something each time we download or even just go by the mod webpage - be it a dollar/euro or two - so that modders can keep taking part of their time to further update and develop their mods, and most importantly editors/distributors don't have a leg to stand on when requesting 75% of the money on the premise that they sold the engine, so they should get 3/4 of all newly created content.
Don't like a mod? Don't pay for it. The modder has every right to charge for it, even if it was free a second ago. Every entitled whiner out there too cheap to pull out their wallets should just STFU (and I don't care if you're a poor HS student, how'd you get the game in the first place?). Beggars don't get to be choosers and making mods ain't free. Maybe if all you whiners who didn't pony up the donations did pay up we wouldn't have this issue to begin with (and for those of you who did, thank you).
Most of the outrage was caused for four reasons:
1: Valve and Bethesda gave themselves 75% of the profit, modders got 25%
2. Almost every significant mod requires the use of the skyrim script extender (free), which introduces legal and moral implications since you would be making money off of the hard work of whomever made the script extender.
3. People were mass uploading/stealing others content to sell on the steam workshop
4. Most of what was being sold had little to no quality control (Game breaking bugs/didn't work/didn't do anything). There was one being sold for a few dollars that didn't actually do ANYTHING other than tell you how to open the console and use cheats manually.
TL;DR: It was a piss poor system for generating more money for Valve and Bethesda with little to no oversight or quality control.
It's stuff like that, this attempt at making mods "paid content," and mobile games that make me think gamers are dead. It was a suicide.
You've got bullshit like Amiibos, where Nintendo expects you to buy a little statuette to get content for games. Do gamers boycott this crap? Nope. They sell out and go for big bucks on eBay.
You've got mobile games, where the most popular games are "free to play" bullshit where there's no skill involved, just time, money, and luck. These games are no fun. They're just RNG bullshit designed to force you to keep spending money until the dice roll in your favor. It's not fun, but they routinely get top ratings as some of the best mobile games. What the hell, gamers?
Then there's DLC in general. Remember when the entire game came on the disk, and an expansion pack was extra content added to the end of the game? Now we're getting "day one DLC." What the fuck? Why would anyone put up with this? But gamers do! They buy the DLC! If they didn't, the companies wouldn't try it.
Not to mention pre-order bonuses. Why the hell would anyone per-order a digital game, where there's no chance it'll sell out and they won't be able to get a copy? Dumb-ass pre-order bonuses, I guess! People buy them! What the hell, gamers?
And, of course, streaming and "let's plays." Why are people sitting around watching OTHER PEOPLE play games that they themselves could be playing? But they do!
Thankfully, in this one case, gamers were able to stand together and get a publisher to back down from even more nickel-and-diming. Wonder if they'll keep it up when Valve reintroduces it in some future game, or if they'll rush out to get the digital pre-order bonus of a special virtual hat and then be forced to cough up a dollar to get another virtual hat their friend made?
Imagine if you had to pay for Counter Strike! Oh wait never mind.
Now we're getting "day one DLC." What the fuck?
In the Super NES era, games used to cost $60, which is about $90-something in today's money after inflation. Now in the Xbox 360 and Xbox One era, games still cost $60. Day one expansions make the extra $30 of content optional to buy.
Why the hell would anyone per-order a digital game, where there's no chance it'll sell out and they won't be able to get a copy?
Because they can't afford an Internet connection that'll transfer 30 GB in one hour. So instead, they let Steam download the game over the preorder period and then install it on release day.
Why are people sitting around watching OTHER PEOPLE play games that they themselves could be playing?
Lack of skill, lack of strong enough PC, lack of the correct console, game being out of print, etc. Why do people watch football instead of playing football?
The amount of douchebaggery over this was incredible.
First, you had a number of people who've decided modders shouldn't get paid for their work. I know some modders/mappers and while you'd never hear them complain about their hobby, the amount of effort they put in to these things is astounding and it's always pained me to see the amount of entitlement people display towards it.
And finally you had Nexus Mods, who came out as the people's champion despite they themselves actually raking in tones of dough over the years without sharing more than a pittance with modders – all to maintain servers which are essentially on auto-pilot with downloads on off-site hosting they aren't paying for.
I can see why Bethesda would just say fuck it and pull the plug. What a horrible community.
The least vocal, and perhaps most sensible, were people who merely took issue with Zenimax/Valve taking a crazy high 75% cut of sales.
Valve and Bethesda made numerous mistakes with this implementation, but I still consider it a good idea. I'm definitely planning to allow paid mods in my own games, if I ever get one ready for retail. But here's where they went wrong.
1) They set a minimum price far too high. Relatively few mods are worth a dollar, even the ones that are worth buying at all. Give supply and demand a free hand to set prices, and I think most average-sized mods would have been priced around $0.20. Some might have been able to sell at a much higher rate, but not many.
2) They didn't protect from fraud. As soon as the announcement hit, people started uploading mods they didn't make - there was already a massive corpus of free mods, after all, and basically no protection against this. The least they could have done is give a decent warning period, for mod authors to decide whether to start selling their mods or not, and to search for fake versions being uploaded without their consent. They didn't do that, and they definitely didn't do any sort of technical measures, like comparing uploaded mods' checksums against those already uploaded. All of that is easily foreseeable because I actually foresaw it - I've been planning how to do this in my own games, and all of that was on my list before they even announced their feature.
3) They didn't share the profit well. Valve was taking a 30% cut, which is already more than they do for full games, and then Zenimax was taking another 40%. I can see that, because the base game does a non-trivial amount of work for the mod, that they do deserve some compensation (although I'd say increased sales are the true payment to the publisher). But a cumulative 70% is just ridiculous. I'd argue that no less than 50% should go to the modder. For my own games with paid mods, I'm thinking more in the 75:25 or 90:10 range, or even 100% to the modder (because, after all, a vibrant modding community brings about more sales, so the marginal loss on hosting is more than recovered).
4) They launched it suddenly, with no notice. Nobody had any inkling it was coming, least of all the modders who would be most affected by it. Valve and Zenimax should have given at least the big-name modders some heads-up, so they could think and have time to rationally decide whether to start selling, and for how much, and to work out any licensing issues in multi-person teams. And perhaps if gamers had been able to see it coming, they could have realized it was a good thing, instead of letting the knee-jerk reaction control the debate.
They did, however, do one thing surprisingly right, which deserves recognition: they gave full, automatic refunds within 24 hours of purchase on any mod you didn't like. That's definitely something necessary, and something very surprising to see from Valve.
Hopefully they can sort out these issues with the next game they try this on, instead of giving up on what is an excellent idea.
The idea is good the implementation was terrible.
Valve was taking too big of a cut, pressure needs to be put on the developers to take a reasonable cut... and of course, whether or not anyone actually charges for a mod must remain up to the modder.
I think if valve charges more than 10 percent of the gross they're being greedy.
And as to the devs... they should be able to decide precisely how much they charge as a percentage of the sale. People have to know that the reason why dev X charges Y is because dev X decided to charge Y. And Y can be anything from zero percent to one hundred percent. They charge too much and people direct their ire at the dev for being greedy and people don't make mods for that dev. They charge too little and mod makers can kind of make a living maybe?
Anyway. Very good idea very poorly executed.
I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
I mean if you are going to take a 75% cut, well then you can afford to spend the fucking time curating your shit. If they are going to charge that kind of cut, they can afford to have people review the content. Given that they are taking a much larger cut than the dev, it should stand to reason that goes to paying for some work on their part.
Have it where you submit a form to Valve with what your mod is, what it does, etc. They screen it to make sure it sounds like a reasonable idea, and then send you stuff to sign where you declare that this is your work, you aren't violating copyright, you've paid commercial licenses for software used on it, etc. Once they have that, mod gets submitted and then it goes off to Bethesda for QA. They test it to make sure that it does what it says, doesn't crash the game, and so on. Maybe even help fix bugs possibly. If that's all good Valve does a final check to make sure they don't see any copyright violation (maybe an automated system that flags and then a human checks i there are flags to see if it is legit) and it then gets posted.
If they were doing something like that, then ok maybe there's some justification of the price. Ya there's a big cut getting taken, which means higher prices, but you are getting something more along the lines of paid DLC. QA like that might be worth it.
However they were just letting anything and everything get posted. They were treating it with the same indifference as the rest of Steam, which is just not ok.
That would require some kind of effort on Valves part. Considering their lack of customer support and an F rating from the Better Business Bureau, it would take some kind of divine intervention before that happened.
(Source: http://www.bbb.org/alaskaorego... )
Zenimax was taking another 40%. I can see that, because the base game does a non-trivial amount of work for the mod, that they do deserve some compensation
That is a dangerous assertion. Why shouldn't Microsoft take a 40% cut of Zenimax profits because Skyrim runs on Windows? Why shouldn't Intel take a 40% cut of Microsoft since Windows runs on their processors? Amusingly enough: Why shouldn't PC Gamers take a 40% cut of Intel profits since Intel processors run on the machines they build?
Altough there where doucebags, the MAJORITY of people agreed that modders deserved payment...
The biggest outcry was about the 25%/75% split, and the fact that it was an paywall. Most people would have agreed with an donation button, so they have the choice IF they want to daonate and how much. Most people would have agreed with an better split for the modders (say 50% modders and 50% to steam/publisher).
Do not forget an lot of gamers are running tired and sick about the increase of "first day" DLC's and microtransactions in games that are already bought for an decent amount of money. That kind of mechanic is simply there to milk the consumer. If this goes on the consumer has to pay an triple value for an game just to make it playable. This certainly added to this outrage..
There where more culprits, like quality cotrol and outright stealing of free mods from nexus and sell them on the steam site, and thus making money from other ones work...
It was not the concept of modders being payed that made the outrage, but the way it was implemented and the in-the-face corporate greed that was behind the concept.
I think this outrage was justified for those reasons...
Fuck all, that's how much. Valve only pay for the bandwidth and storage, which they pay even for free stuff, so if that is what it was to cover (as opposed to being added to the cost of the game or just a cost of doing business, like real estate taxes for bricks and mortar shops), this would indicate that their end goal is to make ALL mods for-pay, to cover those costs. Valve therefore are trying to shift the window until everyone accepts that ONLY for-pay mods will be available.
Bethesda did NOTHING, no cost WHATSOEVER. NO EFFORT whatsoever. NO CREATIVITY on their part went into making the mod. Indeed many mods are to make up for what Bethesda did wrong or badly or didn't do at all in the original game. So why the hell should they get anything at all from the work done by others? AND I bet they demand rights to it too.
I'd have been fine with it if Steam had kept just 15% of the money, and Bethesda none (they already get money selling the game).
Overall the idea was good and sure the first implementation had problems but pretty much all new systems have that. However, it seems that most would rather jump on a hate bandwagon and destroy something instead of actually giving constructive criticism to fix it.
Bethesda put money into making tools for modders. If this has worked then Bethesda would have had justifiable resources to put back into better modding tools, documentation, examples etc.
Modders don't do all the work by themselves. They build on top of many others work.
I don't know what a fair contribution would be for each party but the idea of being able to charge for mods is a good one. The donation system clearly does not work and so many that are in favor of it NEVER donate. It is just seen as free.
Maybe in a few years we would have ended up with modders as a full time job for some of our favorite games and they would keep putting out real content that we could all enjoy. However, humans people never waited to see for anything. It was different and therefore bad and that means it has to go.
People say they want new ideas but they really don't and this whole social media thing is getting way out of hand. We have these hate bandwagons that state and it is too easy for everyone to jump on board without thinking. The ideas just spread all over the internet as all people have to do is copy and image and say they are part of the hate.
It is going to take a long while before we figure out a way to deal with this but these hate bandwagons are just getting so tiring.
Computer modeling for biotech drug manufacturing is HARD!
Holy fuck. Did you seriously just compare people rioting over civil rights violations to people online complaining that valve/bethesda are trying to rip off mod developers? I mean is that an actual position you are prepared to take? Or are you just using inflammatory rhetoric to get a response?
Its interesting but ever notice that Valve does not follow through with any of its features it comes up with?
I started to notice this when they did that steam broadcasting, its nothing like twitches service with the level of support and features and its shows in its use, despite having millions of people use steam barely any of them use the steam broadcasting.
What about there green light system? A broken mess that they made then again just ignored any development on. The steambox? Anyone have it? What about steam big picture?
All of these are good ideas that are under implemented and underused for the amount of people that have steam. Even there main page needed upgrading for years and they didn't follow though with that.
I believe Valves work structure causes this, we all seen there handbook. There are no lines of authority everyone just moves there desks literally to an area that is doing something that they are interested in then when its finished they move on, and this is important no one is left to offer support on that new feature.
I think in Valve everyone is looking for that new feature for the glory it brings but there is no glory in supporting that feature after it is released.
Look at this new paid modding feature in the article it was designed with as little support or oversight needed, not because they wanted it that way but because they just have no people to support it.
Unless Valve sets up an independent company to support there features they will never make anything that people will want to use in any length of time.
The main problem wasn't that the cut to modders was too small. The problem is that suddenly it's all about the money, not the community. When modding isn't about making money it's ok to share your knowledge for the advancement of the modding community. When modding is about making money you're best to keep it to yourself for the advancement of yourself.
I really think paid mods are dumb, they will do little good other than encourage new modders, but, it will do it by giving them false hopes and setting them up for an antagonistic atmosphere. Look at Kerbal modders now for an example. They work together. There are few "competing" mods, most work with eachother, and when you see two modders working on similar or related mods meet in the forums it is always a "Oh you are the guy who does X? Awesome how did you do Y?" and they have a great conversation and work together a bit.
Enter paid mods, and they would have incentive to...not do that. You would have modders who just copy others and release trying to make a buck, you would have people trying to obscure code, and hide their "secret sauce".... all.... for a pittance that will never sustain them.
I run 30 kerbal mods now (and a similar number of skyrim ones). If mods started going paid, theres maybe 2 or 3 on each I would even consider continuing to use if they were even a $1 or 2....in fact, it would massively increase my resistance to even wanting to try a mod.
So the main thing it will do is mean a lot less mods get used.
"I opened my eyes, and everything went dark again"
I'm glad Valve changed their minds over this because while it wasn't a horrible idea overall.. even the brain dead console tards could understand what a slippery slope they were on. If you're going to charge for mods you might as well charge for patches then since so many rushed broken games have to be fixed by modders anyways, and that's the real issue.
I'm sorry, but the mental gymnastics to find a rationale of why this is bad are just a smokescreen to cover up the truth: People don't want to pay for things that they could once get for free. Nobody cares about mod developers, or the mod community, they just want free stuff. If I was a modder I'd remember this as the day that the rightsholders said "hey you deserve to make money off your work", and my alleged fans said "No."
Your view of reality is so distorted I really don't know what to say to you. This is about the biggest misrepresentation of what actually happened that I've seen so far.
Valve corporate culture simply makes this impossible, they don't hire the gruntwork required for this kind of task, it is the reason that Steam support is so terrible. However I do agree with your ideas, if they did all that then 75% cut is fair.
Out of all the reasons I've seen posted as to why this was a bad idea, the only one that really nailed it was Valve's "Failing to understand an existing community" reason.
I've been in ES modding since Morrowind days, though most of my stuff was for personal use only. That's a 15 year time span. My biggest contribution to modding was posting a howto on the Construction Kit forums detailing a way we could get around Oblivions limitations by "injecting" base form ID's in mods. It meant that mods could change in the load order without losing reference in save games. It's fairly standard these days, but solved so many problems at the time.
The Elder Scrolls modding community, from as early as I've been a part of it, has always been one of give and give, rather than give and take, let alone sell. While Captain Barbossa might have said "Take what you can and give nothing back", ES modding has always been "Give what you can and expect nothing back". Except maybe some recognition and general kudo's. It's as close as you will find anywhere in game modding to the Open Source free software principles that many of you hold dear.
Every time a new game is released, the Construction Kit (now Creation Kit) forums become a hot bed of shared idea's and assistance. That's the part I've always enjoyed the most. Very little in ES modding is ever one persons work. It would have been disastrous to see these things change.
Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop than he made in all the years he asked for donations.
Because it's EASY to pay through Steam, you already have an account and your credit card info stored. Most people don't want to deal with the hassles of creating yet another goddamn account and dealing with another login. Steam could implement a "donation" system that people would be much more likely to use it since there's no extra effort or time involved.
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
I think it could of worked, if handled better.
The mods would need to be fully vetted by an authority to make sure that they are relatively bug free and honest on their description. And to make sure the they are compatible with the existing paid mods and to give potential buyers a list of mods it will interfere with.
Another important part is that not all mods are equal. If we ever allow a skin mod to be sold (def. adds solely cosmetic and/or stat changes [so you can have different looking swords or swords with different dps/weight/ect]) it should be handled different than a mod that rewrites the entire campaign. There are mods out there where Skyrim is nothing more than an engine to run the 100% new content created by the mod developers. So if Skyrim's developers get a cut it has to take into consideration how much of the original game the mod developers used.
I am of the opinion that it would of been a good idea if they added a few huge mods/mod packs. Don't allow skinning mods to be sold, but vet a few of those large overhaul mods and a few of the really cool add some neat location/thing mods
Troll is not a replacement for I disagree.
You should read through some of the BBB complaints when you get a chance. A considerable amount of the complaining is due to fraudulent charges on a credit card, something that is typically handled through the credit card company/bank, not the point of sale.
Although there is definitely a trend of lack of communication with customers showing in the complaints, there is also a significant amount of whining and questionable items. Just like you find with many companies on the BBB website when they cater to a crowd of people that tend to flame up in anger.
Just to play a little bit of the devil's dick rider: Valve is not BBB accredited, so all the people (less than 1000) crying to them are stupid. And if you read the complaints, most of them are targeted toward problems with the quality of the products (game doesn't work/crashes, cd key mismatch, product misrepresentation etc. things valve has no control over). Usually the people who have the loudest mouth in these situations are wrong. I deal with these kinds of people all the time. I work in a computer shop.
"Curation" is a dirty, dirty word that shall never be spoken of in front of Gaben! The only acceptable 'C' word is "cash" as in hard, cold, muthaf*ckin cash! Gaben rolls in it while he laughs his ass off whenever some dirty peasant asks, "HL3?". Steam is an amazing cash generator and opening the floodgates (early access, greenlight) to utter garbage has only ramped up the cash generator to insane levels. Sorry, can't hear your pleas over the sound of all this cash!
See, the book is only $5, but the ending is another $5
I can think of a couple fantasy authors with R. R. in their name who have followed that model.
For all the outrage here, I see a four-party negotiation system that (unsurprisingly) broke down. Everyone was reasonably satisfied with the status quo, in which mods were generally free with optional donation. Once you start saying that money is involved, a bunch of difficult conversations have to happen.
Understandably, when money is introduced, mod makers want to be compensated for their work. Along comes Valve, who says, "Listen, we have a store, and if you go through the store we can handle all your payment processing, and really increase your market presence. For this service we need 30%. If you think we can sell at least 42% more product at a given price than you can do on your own, then we're worth it." And you know, that's probably a safe bet for most projects. I'd bet that being in a high-profile store like Steam is way more than a 42% sale increase.
Along comes Bethesda, who says "well, none of this would exist without our framework. Mod makers are using our proprietary software and assets, and we thought that was fantastic when mods were available for free or on a donation basis, but if they're getting compensated for this, then so should we, so we think we deserve 45%." And while I think it misses the point that mod development drives game sales and accounts for a huge portion of the staying power of many Bethesda games, I won't pretend that I don't understand the basis of their claim.
But mod makers may not really think in those terms. A labor of love isn't really about percentage points and cash flow; accomplishment and recognition are much more appreciated than currency. So where a business is going to look at this and say, "well, 25% of something is a lot more than 0% of nothing," these aren't businesses -- these are people who are being asked to accept that they're only entitled to a tiny fraction of the sale price of the mods they develop. And that doesn't really feel like accomplishment or recognition. It feels exactly like what it is: a negotiation where modders are forced to accept that they have much, much less leverage than the other parties, and that's a serious buzzkill. On top of that, it's unlikely that anyone is going to have enough volume to make a meaningful amount of money on a 25% share.
Finally, the fourth party in this is the customer, and they're used to getting this stuff for free. They're not necessarily glad to see a move towards a world where these things are paid for, and they're especially not glad to learn that only a small portion of their spend goes to support the indie artists who created the mods. Most people aren't going to dig that deep, of course, and a lot of new customers might discover modding if mods are featured in a high-profile store. But the population that's going to buy mods is a subset of the population actively playing the games being modded, and that's a very small selection of people that a very large number of would-be paid modders will have to compete for.
Those customers are going to have expectations for fit and polish in a paid product that they just don't have with a free one -- especially if those players don't have a lot of background with modding. Those expectations are pretty expensive to meet in the real world, and at 25%, modders just aren't incentivized to provide it. This in turn creates frustration that could leak out into how willing those customers are to try completely unrelated products through Steam or from Bethesda.
So I guess I'd say that I don't consider Valve or Bethesda's position here to be evil, or even "wrong" -- but I'd say that the structure reflected the fact that Valve and Bethesda had a much stronger voice than modders, which is to be expected in a situation like this. After all, besides the lack of real leverage, there's not just a "Modders, inc." that Bethesda and Valve can go negotiate with. Unsurprisingly, without all 4 parties on board, the system fell apart and we're back to the status quo.
tl;dr: I don't think a paid mod store is ever going to happen, because it involves a difficult (and likely impossible) 4-way balance of complex concerns that simply do not exist in a donation-supported model.
I don't mind paying for a mod as long as I'm free to take their mod and make my own mod with it without problem. If there's some new restrictions on using other people's "Mod" assets because of paid model, screw them. I'm gonna continue making my own mods anyway.
Modding started with unauthorized modification to game assets. These same modders who ignored publisher complaints will ironically be in the same shoes the publishers were in 15 years ago, not wanting their assets to be used without their permission.. lol.
Bethesda is most likely incapable/unwilling to do QA since their own product is a buggy mess that requires mods to fix bugs and is incapable of doing memory management on PC without a hack. If you want to run any significant number of mods, you are pretty much required to clean original assets because Bethesda couldn't be bothered. Without mods to fix their shit and build on top of it, TES titles are a buggy mess comparable to a mediocre title. So how much work was actually done by the community on TES V is debatable and so is 45% cut. I very much doubt Skyrim would be selling as a top 20 or so title for years without community support. If anything one could argue that Bethesda is the one that should be paying modders to fix and extend their product since they were already compensated for the tools and original assets and modders are largely responsible for them keeping profits high.
Potentially Broken Products
Mods, are by definition, experimental. Though Steam has a 24 hour return policy for mods, so you can send something back (so to speak) if you don’t like it, there doesn’t seem to be anything in place to prevent a modder from selling something to consumers, having it break down the road, and then simply never fixing it, leaving the buyer with a useless piece of software they paid good money for. Most gaming companies don’t do this because they’re large organizations with reputations to uphold. But some modders might not care and be perfectly comfortable with abandoning a mod they can’t be bothered to fix.
Maybe I'm just reading it wrong, but that just has bad expectation management all over it. Sure, some modders are doing it because it opens career doors for them or they think they can make a living from it. But in my experience most modders are just doing it because they are tinks, love the game and just want to contribute something fun and novel to it. People's lives change: just because you release a mod shouldn't mean you're on the hook to provide support forever. If you charge for a mod, sure, there should be some kind of support lifetime for it - but when Apple and Google are sometimes dropping products after less than 2 years how long is a reasonable amount of time to support a mod that's only $1 or $2? A lot of mods are free because they're essentially abandonware from the get-go.
It wasn't a new restriction, you've never been able to do that with Skyrim mods.
Unlike you, both Valve and Nexus Mods actually respect the authors and will take down mods that contain other modder's assets used without permission. This has always been the case, it has nothing to do with the paid mods.
Not any of the recent Bethesda RPGs. They've supported modding of their games since Morrowind. Modders explicitly have permission to use their assets within the same game.
The BBB is an industry group, not a governmental one. Their opinion is worth next to nothing.
I wonder if Valve refused to pay their extortion fees and the low rating is related? Pure speculation, of course. I'm not even sure if BBB's require membership fees or whatever.
why did you go with PS4 over the PC?
I can think of several reasons to use consoles:
1. A game isn't ported well to OS X.
2. A game isn't ported well to X11/Linux.
3. Weak sauce PCs.
4. People who prefer to game on a a big screen and own only one PC in another room.
5. People who prefer to game on a a big screen and have a small form factor home theater PC in the living room, mostly for noninteractive things like music and video.
6. People who prefer to avoid cheaters in online competitive multiplayer games. Consoles have historically had less of a problem with cheating.
7. People who aren't interested in amateur games or mods.
8. A franchise is first-party.