Sprked Tries To Solve Valve's Paid Mods Scandal
SlappingOysters writes: This article takes a closer look at the emerging crowdfunding platform Sprked, which aims to follow the Patreon support model, but exclusively for video game modders. The service is currently in its early stages, but by crafting a system of appreciation and support that acknowledges the loyalty of the modding community, Sprked has the potential to promote and foster the creativity that is so integral to modding, instead of hampering it with the murky baggage of a mandatory economy. Valve's attempt to let modders make some money for their efforts backfired within the community — there are four demons the paid mods plan must slay to actually work.
As much as Patreon disgusts me, it works. We don't need a second one.
Yeah, I can drop vowels too, man! Sprked. Whatever.
Law suits coming up.
How the fuck is "Sprked" supposed to be pronounced?
Sparked?
Sperked?
Spirked?
Sporked?
Spurked?
Spyrked?
Spoorked?
Spearked?
Speerked?
Spraked?
Spreked?
Spriked?
Sproked?
Spruked?
Spryked?
You get the idea.
It's probably the dumbest missing-vowel(s) name I've heard of since Dwolla, which always sounded like doula to me.
The first problem is getting people to want to pay for mods. Until people want to pay for mods, everything else like IP owners wanting that money is second.
The second problem is the IP owners wanting that money when people DO pay for mods. And I'm not just talking about Bethseda when someone mods a dragon shaped like a Boeing 747 into Skyrim, if people are being paid for Boeing 747s, Boeing will want a piece of that. Oh, you replaced the woman you screw in game with a model that looks a lot like Sandra Bullock? Don't do that.
The third problem is getting mods people want to pay for, without getting mods that are just going to piss everyone off and get shut down. I'm sure everyone's seen screenshots of the Skyrim mods where nobody wears any clothes. Now make them all 11 years old and try posting that for sale.
If someone is desperate to make this work, what I think might be able to pull it off would be for people to post bounties for certain mods to be made, with restrictions on what can be requested ("no nudity or sex or models of movie stars"). Even then there'd be a huge number of flakes screwing things up, but at least it resolves problem 3 and will quickly discover if there exists people who will solve problem 1 (if the site sits unused for months, the answer is still no, nobody will pay for mods).
To get things started, I'd be willing to pay 5 bucks for someone to mod sea monsters into Windward.
Why do word have all these unnecessary "letter" things, let's just get rid of some, it's cool!
I guess the company behind Gerry's Mod need to be informed that the TENS OF MILLIONS they have so far earned selling a mod for Valve's most popular games never really happened.
Bethesda's attempt to work with Valve EXPLOITING the long established FREE modding scene for Skyrim famously fell flat on its face, and for a thousand highly predictable reasons. However, Valve ONLY agreed to this partnership because of the very long history of successful PAID mods on Steam. Pain modding works just fine and dandy when the rules are established FROM DAY ONE. Clearly the author of this article thinks you Betas are so dumb and ill-informed, you know nothing about the existing history and success of paid mods.
The ONLY people who jumped on the paid Skyrim bandwagon were authors of mods that depended for 95%+ of their code and other assets from the FREE work of other authors- people who were to be ripped off to the max by the whole scheme. Shysters wanted to spend ten minutes banging out a variation of another person/team's hard work, and then be paid for this 'effort'. Their excuse was that the original authors had not originally charged for their work (because THAT was the form of the original Bethesda license for legal Skyrim mods), so they could STEAL this work, and pass it off as their own.
Bethesda WITHDREW paid Skyrim mods when the legal ramifications became clear. It was Bethesda that had LEGALLY FORCED a modding community to grow up around the idea of free mods. To suddenly imply that CRIMINALS could take that free work, and repackage it for profit was the worst idea EVER.
But Valve has implemented PAID mods properly, with a water-tight legal framework, for a very long time now. And with simply reason- if commercial software can exist, well so can paid mods, since there is no conceptual difference when done correctly. The mod either has to be ALL the author's own work, and/or LEGALLY using licensed work from others.
TL;DR Paid mods on Valve's Steam service != failed Skyrim mods
There is nothing inherently wrong with paid mods. The problem is the way we think about them. Valve and Bethesda tried to treat them as a form of DLC to monetize for their profit. That predictably exploded in their faces and rightly so. The Patreon model isn't that much different than an MMO subscription. You donate towards the modification/author for additional content, updates, and expanded features on a month to month basis. It might only be a very small amount per person, but it adds up quickly to a reasonable to decent salary for a mod author. ..and that is exactly what you want to see if your favorite game has a deep rich mod community like Skyrim. There were some modifications that weren't updated for a considerable length of time because the updates were non-trivial and involved hard work. Even if someone is passionate about it, there are limits they are willing to go to. Donations can help with that if the community loves it enough to keep it going. There are still plenty of problems to work out and I wish sprked the best with it. I would love to be able to see the community donating to content mods keeping us fresh for years.
> which aims to follow the Patreon support model, but exclusively for video game modders.
So... why dont I just use Patreon?
One thing that comes to mind would be back in the old "Battlefield 1942" days, the "Desert Combat" mod was kick-ass, and the devs who made it put in a lot of work to make it happen. Similarly, things like DOTA actually derive from mods to Starcraft/Warcraft etc.
Some of the mods to Doom also replaced almost everything except the engine.
It would be great if such things are free, but allowing professional modders to gain a little coin isn't. One thing that's sad is the lack of mod-support in many popular games (partly because - I believe - the publisher wants to re-use the engine for sequels will little change, and doesn't want competition).
How about using the Crowd-funded-> Free model?
Crowd fund the development of a component to be freely released.
There are 2 ways to go with this: you could build the component then crowd fund its "release" (like building a spec house) or traditional crowd funding where you make the component after being fully funded.
It would be interesting to see multiple individuals/groups competing for a popular "contract"/fund.
Most mods out there leverage properties produced by other modders. This is because talent takes all kinds of forms. A person who makes gorgeous models may be shit at level design, or may be shit at story telling, or shit at voice acting, or shit at [Insert FOO].
The mod community gets around these individual failings by allowing "Good Story Guy" to leverage "Good script guy" and "Good model guy" and "Good level design guy" to create a mod that tells his epic story, and does so with quality components.
The same is likewise true for good model guy-- who can show off his awesome models with a mod that is worth playing, because it has good story guy's story-- etc...
What happens, fundamentally, when people start planting the :"I WANNA BE PAID!!" flag?
Several things. The obvious one, to me, is this:
In order to successfully monetize a property, then that property must be licensed, and actively policed and controlled. That means that if Good Model Guy says "Hold up, My models are so clearly awesome, that you have to pay me $BAR percentage of your gross if you sell your mod, and it features my models." Suddenly, Good Story Guy can no longer get his epic story out in a presentable container. His talent dies on the vine, because once he has done the math, and computed all the nickles and dimes he has to pay everyone to satisfy all their egos (which is really what this is about.) he either has nothing left, or worse, is actually in the hole, financially. This is simply due to all the overhead costs needed to properly attempt to license the properties, the costs of utilizing an IP lawyer to assure legitimacy of the licenses, etc. The ability of Good Story Guy to shine vaporize.
The same is true for Good Model Guy, who now has to license the level design skills of Good Level Design Guy, and the story of Good Story Guy, etc.
To me, wishing to be able to monetize your hobby/labor of love is like wishing that you had a magical castle. Boy, it sure would be nice to have, but when you look into it, you find that it just isn't really possible, and still have the community. You take what was once something with practically no barrier to entry other than your own talent that you can bring to the table, and overnight, you end up with a byzantine network of licenses so complex that you WILL need a lawyer to keep it all straight.
So, let me ask you-- Can you afford the services of a lawyer? All the time?
That's what going outside the "handouts" model *WILL* necessitate.
Either to help you draft your license to that it is sane and useful by other people (so you dont shoot yourself in the food), and just to make sure that any project that you arent the 100% rights holder to has properly licensed all of the properties that it leverages.
Paid mods outside of the donations-based model are simply, and fundamentally incompatible with the foundational bedrock of the mod community: The ability to leverage one's own talents with the combined talent pool of all other modders, to make something new and awesome, and do so without excessive barrier to entry.
At "best", "License based" mods would splinter the community into closely knit consortia, where you have "elite" (with HUGE barrier to entry) individuals that routinely license each other's properties at reduced, or even free rates, to produce community mods that they then share the proceeds from, based on some internal agreements. Such pools will stagnate, since no new blood can easily enter (because they cant showcase their own talent easily, due to the barrier to entry caused by the licensing model itself) and so such communities are doomed to slow death from entropy. (People change careers, get married and or have kids, anything that takes them away from their group, without ready replacements to take over.)
So, as harsh as it sounds, I equate "I WANNA BE PAID!" with "I WANT A MAGIC CASTLE!"
Let's not forget the elephant in the room here, when money comes into play in a previously non/minimal-profit, hobbyist environment, it immediately changes the vibe to cut-throat capitalism. On top of this, money is like chum in the water, capitalists that otherwise would have previously nothing to do with the hobby will smell that money and come flooding into the scene, these people don't know the people, they have no grasp of the culture, they don't know the history, and they don't care to learn. The only thing these people care about is profit, and as such, the hobby will crash and burn in the face of profit. And the worst part? The hobbyists will sit by and let it happen, because of money.
I'm not being hyperbolic, I've seen this happen before, I'm seeing it happen now to a current hobby of mine, and I'm bracing for it to happen to modding.
Or kickstarter.
...it seems to me that it would be picked up by a corp and made into an official addon or even a spinoff game, e.g. DayZ, Teamfortress, several NWN modules, etc.
Many games also prohibit charging for mods(commercializing), but apparently that's changing and TBH I've seen VERY FEW mods that I'd be willing to pay anything for. Most are pretty trivial and/or low quality.