04-30-2015, 09:13 AM
(This post was last modified: 04-30-2015, 09:28 AM by Psychospacecow.)
On April 23rd, 2015, Valve and Bethesda unveiled a service where users could purchase modifications to The Elder Scrolls V Skyrim via the production of other users. This was prominently poorly received, with some suggestions of an alternative to the service in the form of donations, and others decrying the system as a whole. There were many issues brought about by users. One of which was the split of profit which left 25% of the sale to the modder, with 45% going to Bethesda and 30% going to Valve. Another primary issue lied in the fact that the modding community for Skyrim had been prominently strong since release, and Bethesda title mod communities in general fair very well to this day, all for free out of the volition of the modder.
Other issues brought up included the legality of paid mods, one of which was pulled on the first day, and the use of different resources not originally from the sold mod. It has also been found to be very easy to submit mods by other users in the past.
Other issues lie in the inherent instability of mods. They conflict with each other, have specific requirements, and can break the game. If a product did not act as advertised, there was a 24 hour return policy, but there was no guarantee that a modder would go back to a product to fix it in one form or another.
It divided the community between paid modders, free modders, and the users of said mods.
Other issues brought up included the legality of paid mods, one of which was pulled on the first day, and the use of different resources not originally from the sold mod. It has also been found to be very easy to submit mods by other users in the past.
Other issues lie in the inherent instability of mods. They conflict with each other, have specific requirements, and can break the game. If a product did not act as advertised, there was a 24 hour return policy, but there was no guarantee that a modder would go back to a product to fix it in one form or another.
It divided the community between paid modders, free modders, and the users of said mods.
http://www.theverge.com/2015/4/27/850589...d-canceled
On April 27th, 2015, the Steam paid workshop was removed.
This was done in response to widespread criticism, and all mods purchased during the event were refunded. Gabe Newell addressed the community of Reddit's r/gaming subreddit prior to the workshop's cancellation and his responses were at times bombarded with disapproval via downvotes. The idea of paid mods is not necessarily out of question, however as Alden Kroll stated "there's a useful feature somewhere here... stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating,".
So, thoughts? Opinions? Re-phrasings? Contributions? I'm going to wait until Sunday this week before I submit it, but there's usually a decent amount of time before these get submitted so don't be shy. I want this to be as comprehensive as possible, because this is a very important step in both modding and gaming history and should be represented as such.
Other issues brought up included the legality of paid mods, one of which was pulled on the first day, and the use of different resources not originally from the sold mod. It has also been found to be very easy to submit mods by other users in the past.
Other issues lie in the inherent instability of mods. They conflict with each other, have specific requirements, and can break the game. If a product did not act as advertised, there was a 24 hour return policy, but there was no guarantee that a modder would go back to a product to fix it in one form or another.
It divided the community between paid modders, free modders, and the users of said mods.
Other issues brought up included the legality of paid mods, one of which was pulled on the first day, and the use of different resources not originally from the sold mod. It has also been found to be very easy to submit mods by other users in the past.
Other issues lie in the inherent instability of mods. They conflict with each other, have specific requirements, and can break the game. If a product did not act as advertised, there was a 24 hour return policy, but there was no guarantee that a modder would go back to a product to fix it in one form or another.
It divided the community between paid modders, free modders, and the users of said mods.
http://www.theverge.com/2015/4/27/850589...d-canceled
On April 27th, 2015, the Steam paid workshop was removed.
This was done in response to widespread criticism, and all mods purchased during the event were refunded. Gabe Newell addressed the community of Reddit's r/gaming subreddit prior to the workshop's cancellation and his responses were at times bombarded with disapproval via downvotes. The idea of paid mods is not necessarily out of question, however as Alden Kroll stated "there's a useful feature somewhere here... stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating,".
So, thoughts? Opinions? Re-phrasings? Contributions? I'm going to wait until Sunday this week before I submit it, but there's usually a decent amount of time before these get submitted so don't be shy. I want this to be as comprehensive as possible, because this is a very important step in both modding and gaming history and should be represented as such.