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.'"
Customer revolts are wonderful things.
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.
This is hopefully a big step against DLC in general.
Not really. There's three official DLCs for Skyrim (not counting the high-res texpack, which is free) and game mods may require any number of them. Many of the most interesting mods require at least the two larger (and more expensive) expansions.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
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?
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...
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!
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.
You mean like there are only paid games on their service, and nothing is free to play ? Oh, wait. Paid mods being made mandatory is just FUD, and is also stupid because mods that would otherwise be free would simply not be released instead, or distributed outside Steam. Valve have no policy of setting a mandatory minimum price on all items sold on Steam, and there is no indication that this will change in the forseeable future.
Bethesda did NOTHING, no cost WHATSOEVER. NO EFFORT whatsoever.
That is great news, since then there is no need for their game or tools, and one can just make a game from scratch without relying on them. On the other hand, if you want to use Valve's and Bethesda's service and tools, then you need to accept their terms. Skyrim and the Creation Kit are Bethesda's intellectual property. That is why previously they were able to disallow any monetization of mods. If you do not like the terms, you have the choice of going elsewhere. That is how a free market works. Skyrim is not a monopoly, and nor is even Steam, because there are viable alternatives.
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.
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 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."
Ahm, isn't Bethesda responsible for the game itself? That kinda strikes me as requiring effort, creativity, and a great deal of cost.
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.
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
Bethesda created the game. However, they have nothing to do with the mod. Think of it like a car: Ford makes the original car, and you buy it. If you want to purchase aftermarket parts for your car, does Ford get a cut? No.
It only makes sense to give Bethesda money if you use their code IN your mod. They aren't providing publishing assistance (aka advertising or promotion or distribution). They provide no value to the modder other than a canvas.
Which they were paid for when you bought the damn game. They did 0% of the work in making the mod and as such, even a 10% cut for the sake of "IP licensing" (used loosely) is being generous. The person doing all of the work should not be getting the smallest portion of the revenue.
"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.
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.
Or the scenery/terrain discs for FS II back in '83!
Which they were paid for when you bought the damn game. They did 0% of the work in making the mod and as such, even a 10% cut for the sake of "IP licensing" (used loosely) is being generous. The person doing all of the work should not be getting the smallest portion of the revenue.
0% of the work? So let the mod maker sell his mod without the base game, then.
You're putting 0 value on the framework, when frameworks are in fact valuable things.
People create software that runs on Linux or Windows precisely because they don't have the time/resources to roll their own OS.
Most mods I think may come from Nexus, not the not-quite-ready Steam Workshop. For the longest time the Steam Workshop had size limits on mods until recently. So the storage/bandwidth for mods is somewhat irrelevant. Remember that Nexus also supports quote a few other games that aren't Steam related, as well as Skyrim, and it survives on donations and some voluntary subscriptions. The whole idea of the paid mod market was Valve's idea and did not originally come from Bethesda.
Bethesda however did a ton of work. Not last week of course, but it is their IP, the modders are usually reusing assets created by someone else, and Bethesda created the various creation kits and made them public. Bethesda even created their own game engine for their games, it's not some third party product like most modern game companies use. Granted, 45% of the cut is too much, but you can't reasonably say that they've done nothing.
Bethesda has said now and in the past that they are committed to keeping the availability of free mods with their games, rather than the fear some have had of DRMed mods (which some other games have someting like that).
They did 0% of the work in making the mod and as such, even a 10% cut for the sake of "IP licensing" (used loosely) is being generous.
Except for developing the mod tools and supporting the mod community.
Which is why some games that have had modding capability have disabled it in later releases. But Bethesda has said now and in the past that they're going to keep supporting fan created free mods. Practically speaking though, Bethesda knows that if they disabled free modding that their games would not sell so well. Other game makers are under intense pressure to produce new games or DLCs at a high rate, because their games only make money when they're brand new. Whereas Bethesda can create one new game and keep getting decent revenue off of it for years.
For most modders, making them IS free! $50 for a game and then another $50 for basic mods is dumb. Most of the paid mods being provided in the store were silly things. A quick reskinning of a sword, lore-inappropriate armor, etc.
Skyrim and the older TES games, and FO3, all run just fine without any mods, you just lose some convenience mostly. So if people had to pay for mods then they would mostly choose to not get them at all. Instead of a huge number of mods of every sort there would be very few I think.
What if PBS had this same attitude? Instead of pledge breaks asking for voluntary donations, they'd start calling all their viewers and cheapskate freeloaders and whiners. Would they be successful and well respected?
Except Bethesda had to create the framework to sell the base game. They didn't make those tools to "generously give away", they had to make them so that they themselves could create regions / characters / items / etc. I'm remembering why I rarely go on Slashdot anymore, it's filled with incompetent people who lack even the most basic thinking / reasoning skills.
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
How did they do anything to "support the mod community"? As for the tools? They had to make them so that they could make the game - that was a sunk cost and it cost them nothing to bundle it with the game when they sold it to customers (or if they did place a value on it, they were already paid when people bought the game).
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
There's nothing wrong with expansion pack type DLC. I just wish there was more of it and less of the crap DLC. I miss expansion packs.
In principle, I agree with you. In practice, it's often used to insert content that should have come with the game. This doesn't seem to be the case so much with Skyrim, but it's still a thing that happens. I've only just got the expansions as they were on sale.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
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.
And we pay how much money to Microsoft to run software on their framework?
So you accept that frameworks are valuable and worth money. Then how the framework owner is paid is up for negotiation.
You'll note that Valve and Apple get a cut of each game/app sold on their Steam/IOS store frameworks. Those aren't illegal, or even wrong. They're just different business models.
I think what Bethesda did is probably illegal. Violation of First Sale doctrine maybe?
Mods are derivative works of Bethesda's IP. When distributed for free, there are certain protections, and no harm is done. When sold for money, Bethesda's permission is needed, as that is what copyright does.
Except Bethesda had to create the framework to sell the base game. They didn't make those tools to "generously give away", they had to make them so that they themselves could create regions / characters / items / etc.
So because Bethesda needed to create the framework for themselves ... My claim that the framework has non-zero value is wrong?
If the framework is needed for the game to even exist, you've affirmed my point by saying the framework has a lot of value! (Skyrim has sold 20+ million copies, which is worth hundreds of millions of dollars)
Now, if the framework has value, then access to the framework has value ... and so getting compensated for providing access is in fact reasonable.
I'm remembering why I rarely go on Slashdot anymore, it's filled with incompetent people who lack even the most basic thinking / reasoning skills.
It's not too late for you to start paying attention and reducing that number.