steveOrino
Regular
I suppose not even Valve believed in their own bullshit.
You can't propose for a single person to sell assets that are also the product of other people's work and at the same time prevent that person from contacting anyone about it.
Even worse when the assets become property of Valve the moment they go behind a paywall.
The NDA would've made sense if all mods were hats or 3d models for swords, stuff that most probably would've been done by a single person.
But for content that was generated through dozens of modders picking up and expanding on each others' work, these NDAs were the most underhanded shit I've seen in a long time.
And Gabe still believes that the community will self-mediate and self-police on issues regarding theft of content. They're ludicrous. They have no idea what they're doing.
That's just the thing though, for someone to make money, someone else has to pay money. So we will end up paying more money for our games, and more specifically, paying for things that historically have been free. That doesn't sit entirely right with me at least. It's profiteering off of one of the last bastions of idealism. It's valve flying the flag of capitalist opportunism, where everything costs money, nothing is free, and if you don't have money you don't deserve shit.
Honestly, that's just baseless speculation.
In reality, I don't see why that would be the case. Why would a mod suddenly gather more attention just because you have to pay for it? If valve is going to say, give up store front page realestate, they could have done so anyway if they just wanted to. Good, popular mods would sell games in of themselves even if valve isn't directly earning anything out of it. But no, this is opportunism at work, where you don't do nothing unless there's something in it for yourself as well. Nothing but corporate sociopathy, really.
"Fair"? A bigger friggin share than the modders themselves, and for doing no work whatsoever? And what is the original devs doing to deserve a share, at least valve is hosting the mods, and providing storage space and bandwidth. If the devs are going to get paid again for work already done, then why not simply void the "end user agreement" each time you play through the game. Make you have to pay for it again to get another playthrough. The moral difference would be marginal at best...
I think you're make too much of a big deal about the NDA. It's standard practice in the tech world to sign NDA for pretty much anything.
Companies like to control a story for promotional and competitive reasons, and don't want to see things leaking before they're ready to release it to the public. I wouldn't see anything more sinister in t than that.
Though, in this particular case, some early leaks may have been useful to judge the reaction of their customers...
What is good: modders can still release their mod for free if they want to, right? No one forces them to use the Steam platform (At least I hope so...can publishers and dev force modders to use Steam??)
The whole work is still based on the work of the dev, right? No Skyrim mod without Skyrim. I don't know how mods work to be honest, but I could easily imagen that some parts of the original codebase are still in use by every mod, even in total conversions .
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I can see the other points, but I don't know where this comes from. "Ceases its ownership to Valve" is probably a misreading of the conditions.7 - Any mod uploaded to the paywall ceases its ownership to Valve. So not only are the modders having someone else making money from their mods, they're also losing legal ownership of any assets present in the mods. We're talking about textures, geometry models, voice acting, sound production, animations, etc. Lots of assets that may have been terribly expensive to create and can't be used for anything else (e.g. a standalone game).
While that's true you could also argue that the original material is already paid for. So far, where developers included mod tools in their games it was on the premise that it would increase the value of the game sold. If mods are treated as a separate revenue stream then that perception might shift.The whole work is still based on the work of the dev, right? No Skyrim mod without Skyrim. I don't know how mods work to be honest, but I could easily imagen that some parts of the original codebase are still in use by every mod, even in total conversions .
So imo, if a modder makes money with his mod, it is imo not completely unmoral that the dev gets a (tiny!) part of it...but not the majority of the money of course.
The reason is Zenimax isn't content with the TES lifespan being extended years past release with mods.
The whole work is still based on the work of the dev, right? No Skyrim mod without Skyrim. I don't know how mods work to be honest, but I could easily imagen that some parts of the original codebase are still in use by every mod, even in total conversions .
So imo, if a modder makes money with his mod, it is imo not completely unmoral that the dev gets a (tiny!) part of it...but not the majority of the money of course.
Mod tools make selling things like weapons and character skins harder for devsIf devs can make money from mods...maybe we see more mod support in games in future?
I'd have to agree. This all would have been a lot less salty if the modder got 50%.So Valve does take 30%. No surprises there. Bethesda should take 20% so the modder gets half. I actually think Bethesda would make more money if that were the split.
Bethesda addresses the controversy
http://www.bethblog.com/2015/04/27/why-were-trying-paid-skyrim-mods-on-steam/
Wait, what? They actually said that? Holy shit, unbelievable conceit. Beth made money off of Skyrim like they had a direct pipeline from the Federal Reserve Bank's printing presses, and they never ever bothered to fix even the most basic of bugs in that game, like the labeling inconsistency when remapping buttons for example (or a host of other - some quite gamebreaking - issues.)After 13 years of creating modding tools for their fans, and 5 years since Skyrim was release, now they decide they need to make money for all that effort?
What kinds of paid user content did Valve have in 2012?Bethesda said:In our early discussions regarding Workshop with Valve, they presented data showing the effect paid user content has had on their games, their players, and their modders. All of it hugely positive. They showed, quite clearly, that allowing content creators to make money increased the quality and choice that players had. They asked if we would consider doing the same.
This was in 2012
I'd have to agree. This all would have been a lot less salty if the modder got 50%.
After 13 years of creating modding tools for their fans, and 5 years since Skyrim was release, now they decide they need to make money for all that effort? Bethesda you made a lot of extra money because of having those tools.
Bethesda addresses the controversy
http://www.bethblog.com/2015/04/27/why-were-trying-paid-skyrim-mods-on-steam/
Already posted in this thread, but here it goes again at point 6, "User Generated Content".:I can see the other points, but I don't know where this comes from. "Ceases its ownership to Valve" is probably a misreading of the conditions.
And IANAL, but someone who doesn't actually hold the rights to the assets surely cannot legally transfer those rights, just like selling stolen goods does not actually take ownership away from the person the goods were stolen from. Third parties uploading mods can't affect the ability of mod creators to use their own assets in whichever way they like.
Valve is the sole owner of the derivative works created by Valve from your Content, and is therefore entitled to grant licenses on these derivative works.
I was just contacted by Valve's lawyer. He stated that they will not remove the content unless "legally compelled to do so"
"years old modding community in Skyrim was probably not the right place to start iterating."
makes me worried that they think paid mods are bad only because the community is established but they will bring it back for a new game (fallout 4 ???)