
Charging money for mods was almost a thing!
-
- Posts: 1336
- Joined: Fri Aug 08, 2003 12:57 am
- Location: Helsinki, Finland
Re: Charging money for mods is now a thing.
Did someone order these?


-
- Posts: 2848
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: Charging money for mods is now a thing.
Stronghold features assets from Duke.
Just saying.
Just saying.
-
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
Re: Charging money for mods is now a thing.
Most mods include lots of ripped copyrighted content, so that would be a bit of a problem in general.scalliano wrote:Stronghold features assets from Duke.
Just saying.
That aside, trying to monetize Doom mods would probably be a failing proposition anyway, since you'd be swimming against the current of 20+ years of free content. You would have to do something extraordinarily high-quality that delivers a unique experience not replicated by anything else available, with great artwork, music, and level design, and even then you probably wouldn't see very much from it.
I can never tell whether you're being facetious.The Ultimate DooMer wrote:Soo, in the future we can expect everyone to churn out mass-market vanilla megawads for money as well as for praise/awards and for avoiding criticism?
-
- Posts: 495
- Joined: Thu Feb 07, 2008 5:01 pm
- Location: Halfway to Madness
Re: Charging money for mods is now a thing.
It's only been Day 2 and we already have some mods just full of potential. Tell me you wound't pay $20 for the first mod.
-
- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: Charging money for mods is now a thing.
http://steamcommunity.com/sharedfiles/f ... =429097363 who wants to buy a 5 second tweak of a dark souls 2 sword? anyone?
By the current policy that Valve has I could make a retail mod using your Adventures of Square work and have no repercussions because Adventures of Square is a free mod as it exists now. I'm serious.Kinsie wrote:Man, imagine how angry you guys are gonna be when the full version of Adventures of Square has a price-tag attached to it.
Spoiler:
-
-
- Posts: 2020
- Joined: Thu Dec 26, 2013 3:26 pm
- Location: Sweden
-
- Posts: 3817
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
Re: Charging money for mods is now a thing.
Saw a list on Reddit that sums up most of my issues with this pretty succinctly.
* Valve taking money from modders (75%!)
* No system in place to stop stolen mods
* No system in place to limit low-effort mods
* Overpriced "micro"transactions.
* No guarantee that the mod will be patched if an update happens.
* Modders lose rights to their mod after uploading.
* 24 hour return policy which does nothing to ensure that a mod is compatible. Errors may only become evident days after "purchase."
* Not even a minimum guarantee of Quality Assurance. At least developer-produced DLC is expected to have gone through QA.
Alongside the simple fact that this system, as implemented now, destroys any and all collaborative goodwill in the community [freaking SkyUI is already moving to have a paid version. You know, a mod so ubiquitous to skyrim modding that there's thousands of derivatives. Allllll fucked now.] and the only people who really win with this is Valve <and probably Bethesda, who I presume gets something out of that 75% cut>.
I'm okay with the idea of paid modding, but not at the cost of the community.
I'm also not really okay with the way it seems right now anyway, as, to give a doom community example...
if I made some really cool mod, uploaded it to idgames, then suddenly doom 2 has a steam workshop and I uploaded a newer, better version there behind a paywall....
yeah, do I just get that 25%? Do the people who make Slade, Gzdoom Builder, Gzdoom, and Ty Halderman just get nothing out of their parts? Because that's not really all that fair, and the presence of money for doom modding could have changed the outcome of those tools existing to begin with.
Mods tend to be a derivative, collaborative work. It's a bunch of people united over a game and what they can create with it. But you introduce steam workshop's paid modding system and suddenly it's a walled garden; no one would want to share their resources because some other schmuck will be profiting off of them while they don't see a dime, until they push their own paid mod.
The community loses.
Valve has not tackled these questions, or even thought of them as far as I can see.
And with how Greenlight turned out, I really don't feel like they should be the ones implementing this at all. They've not shown the capacity to manage blatant copyright thefts before without a lot of shouting about it; how are they going to deal with much subtler shit like stolen code and meshes?
* Valve taking money from modders (75%!)
* No system in place to stop stolen mods
* No system in place to limit low-effort mods
* Overpriced "micro"transactions.
* No guarantee that the mod will be patched if an update happens.
* Modders lose rights to their mod after uploading.
* 24 hour return policy which does nothing to ensure that a mod is compatible. Errors may only become evident days after "purchase."
* Not even a minimum guarantee of Quality Assurance. At least developer-produced DLC is expected to have gone through QA.
Alongside the simple fact that this system, as implemented now, destroys any and all collaborative goodwill in the community [freaking SkyUI is already moving to have a paid version. You know, a mod so ubiquitous to skyrim modding that there's thousands of derivatives. Allllll fucked now.] and the only people who really win with this is Valve <and probably Bethesda, who I presume gets something out of that 75% cut>.
I'm okay with the idea of paid modding, but not at the cost of the community.
I'm also not really okay with the way it seems right now anyway, as, to give a doom community example...
if I made some really cool mod, uploaded it to idgames, then suddenly doom 2 has a steam workshop and I uploaded a newer, better version there behind a paywall....
yeah, do I just get that 25%? Do the people who make Slade, Gzdoom Builder, Gzdoom, and Ty Halderman just get nothing out of their parts? Because that's not really all that fair, and the presence of money for doom modding could have changed the outcome of those tools existing to begin with.
Mods tend to be a derivative, collaborative work. It's a bunch of people united over a game and what they can create with it. But you introduce steam workshop's paid modding system and suddenly it's a walled garden; no one would want to share their resources because some other schmuck will be profiting off of them while they don't see a dime, until they push their own paid mod.
The community loses.
Valve has not tackled these questions, or even thought of them as far as I can see.
And with how Greenlight turned out, I really don't feel like they should be the ones implementing this at all. They've not shown the capacity to manage blatant copyright thefts before without a lot of shouting about it; how are they going to deal with much subtler shit like stolen code and meshes?
-
-
- Posts: 17394
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: Charging money for mods is now a thing.
Link to thread please? My account got temporarily banned from Nazithesda forums. Oh and PS fuck the SkyUI team for selling out. Good thing I NEVER use that overconvoluted piece of crap even back in the day (didn't like the aesthetics, too amateur mod-ey for me).
Last edited by Nash on Fri Apr 24, 2015 2:10 pm, edited 1 time in total.
-
-
- Posts: 2020
- Joined: Thu Dec 26, 2013 3:26 pm
- Location: Sweden
Re: Charging money for mods is now a thing.
Click the image to go to the post.Nash wrote:Link to thread please? My account got temporarily banned from Nazithesda forums.

-
- Posts: 3817
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
Re: Charging money for mods is now a thing.
http://www.reddit.com/r/skyrimmods/comm ... tial_mods/
Yeah, the skyrimmods reddit isn't happy about this either, for understandable reasons.
Yeah, the skyrimmods reddit isn't happy about this either, for understandable reasons.
-
-
- Posts: 2020
- Joined: Thu Dec 26, 2013 3:26 pm
- Location: Sweden
Re: Charging money for mods is now a thing.
Welp, time to pull back to Fallout and/or continue my quest in Oblivion, and I would benefit from playing Morrowind again. At least those games don't depend on VSync.
-
- Posts: 3817
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
Re: Charging money for mods is now a thing.
Apparently, the refunds steam gives are just steam wallet cash.
Not sure how I feel about that, either. That basically means even the refunds are still in valve's bank accounts.
Not sure how I feel about that, either. That basically means even the refunds are still in valve's bank accounts.
-
-
- Posts: 17394
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: Charging money for mods is now a thing.
LOL even prostitutes get paid so much more whoring their bodies in 40 minutes compared to a modder who slaves away in front of his computer 12 hours a day and only gets paid 20% of his cut monthly. This is the worst thing to have happened in the video games industry.
Doom modding would have never gained the same response it has enjoyed throughout these years, if every single map WAD charged money back in the 90's.
Doom modding would have never gained the same response it has enjoyed throughout these years, if every single map WAD charged money back in the 90's.
-
- Global Moderator
- Posts: 2694
- Joined: Sun Jun 25, 2006 4:43 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Citadel Station
Re: Charging money for mods is now a thing.
For those without internet back in early-mid 90s, that was the case. D-Zone! and the Master Levels.Nash wrote:if every single map WAD charged money back in the 90's.
-
- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: Charging money for mods is now a thing.
Nowadays, it's easy enough to make Doom mods that, unless it's especially high quality with near-professional quality scripting and assets, don't expect to make money.