Opinion: The Key to Making Paid Mods Work

Steam's first attempt at introducing a paid mod system was short-lived, but perhaps there is a way to make it work. We make suggestions for how make everyone happy.

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Valve, the studio that gave PC gamers Steam, has always been a company that reveled in testing boundaries. However, the studio’s most recent endeavor, teaming up with Bethesda to allow Elder Scrolls V: Skyrim modders to charge money for their work, was pretty much a colossal failure. The paid mods system was taken down mere days after it was first put up in the wake of severe consumer backlash and Valve even admitted on the Steam website that the plan clearly hadn’t thought through. There’s no denying that the issue of paid mods is controversial, but I’m here to offer a few potential solutions that could make all parties happy. If Valve were ever to try implementing paid mods again, I think it should focus on two different areas: the issue of monetization and the kinds of games it introduces paid mods to.

The Power of Choice

One of the hottest points of contention when paid mods were first introduced was the topic of monetization. Some users argued that it’s only fair that modders get paid for the many hours of work, while others countered that most mods already have an optional “Donate” button so that people can support their favorite mods. The problem there is that the optional Donate button is just that: optional. Many modders said that, even though their mods were downloaded hundreds, sometimes thousands of times, only a small portion of those who downloaded the mod ever bothered donating. A paid mod system would remove the uncertainty and guarantee that every downloader had to pay.

The monetization method Valve tried for the initial launch of paid mods clearly didn’t make many people happy. Those who wanted to play the mods were unhappy at having to pay for something which had once been free. Modders were unhappy at the paltry amount of profits they earned (only 25% of any profits generated by sales actually went to the developer). If Valve were to try paid mods again, some changes would definitely need to be made. Fortunately, our own Ozzie Mejia recently curated and discussed several alternate monetization methods, many of which I agree with.

Allowing modders to pick from several different monetization methods could help appease users who didn’t like simply paying a straight up fee which could in turn take some of the pressure off of modders who felt they deserved to get paid for their work. Those who wanted to simply attach a price tag could do so, but alternate methods such as a pay-what-you-want system, similar to the Humble Bundle, or maybe even revenue-generating ads embedded in a mod’s detail and download pages could work. It wouldn’t hurt if Valve also implemented a system in which a mod could only be eligible for monetization after it had accrued a certain number of downloads to help avoid flooding the market with scams and half-assed efforts.

That New Game Smell

The second area in which Valve faltered was in trying to debut paid mods in Skyrim, a game which already has thousands of free mods and a fiercely protective modding community. A much better approach might be to introduce paid mods to a new game so that the system can organically grow along with the game’s community. This doesn’t necessarily mean that the partnership Valve had with Bethesda need go to waste. Another game which could be the perfect venue for paid mods is The Elder Scrolls Online.

ESO recently ditched its monthly subscription and transitioned into a buy-to-play payment model, which players pay a one-time cost to buy the game, and extra profits are generated by its in-game cash shop. The cash shop mainly sells convenience items like mounts, temporary boosts and cosmetic items like character outfits. But what if it was also a place where users could sell their mods? Massively multiplayer online games have been a popular outlet for modding ever since the days of Ultima Online with dedicated players developing their own user interfaces, custom icons, and ancillary systems before sharing them with the game’s community.

Obviously the online nature of MMO games means that modders can’t get as creative as they can with single-player games like Skyrim, but I don’t imagine it would be that hard for Bethesda to supply interested modders with the tools to create their own ESO mods. These mods, which could include cosmetic items like clothing or weapon skins, customized icons and/or unit frames, and specially-designed user interfaces, could then be sold via ESO’s cash shop with the profits being split between Bethesda and the modder.

Second Time's the Charm

I am of the belief that, if a modder puts the time and effort in, they should be compensated for their work one way or another. I understand that the idea of paid mods will always be a sore issue for many members of the modding community but if developers and publishers can implement paid mods in a non-intrusive way that benefits all parties, they should definitely do so. As the development and continued support of games becomes more and more expensive, it’s only natural that publishers would want to find new ways to generate profits and keep their beloved games running. Paid mods may not be the most elegant solution, but it is one that, if done right, could help support the industry for the foreseeable future.

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From The Chatty
  • reply
    May 11, 2015 8:00 AM

    Nathaniel Hohl posted a new article, Opinion: The Key to Making Paid Mods Work

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      May 11, 2015 8:17 AM

      The biggest ongoing and non-philosophical issue with paid modding is support.

      Valve's got a good thing going with their F2P games and paid mods, but those are almost entirely (perhaps 100%?) mods that interact with nothing and don't need any kind of ongoing support to deal with conflicts.

      Compare that to the modding scene in Skyrim (which in all likelyhood will not be too different come Fallout 4) which has all kinds of interdependent things happening that break or need updating with each new patch. This matters little for Skyrim now, since there's no patches anymore.

      But imagine Fallout 4. It comes out, modding tools are robust, and Steam Workshop support is there day one, with the ability to post and sell your mods.

      I, knowing that I like what the developers of SkyUI did in Skyrim, buy their Fallout 4 UI mod for $.99 or whatever. A week later, a patch hits, breaking FalloutUI (and every other mod I have, free or not).

      Now what should I expect as someone who is no longer just a guy using some fun, free mods that people made? I bought the item on the store same as anything else on Steam, so I'm going to expect fast updates that fix anything broken in the new patch. Valve isn't going to do that. Bethesda, from what I understand in the original launch of this program, isn't going to do that.

      So now here I am, like countless other people, waiting for not one, but probably dozens of different modders to update their mods to work with my new version. On top of that, save games often don't work if the mods they depended on are absent/broken. So I now cannot even continue playing my game, short of starting over sans-mods, until the modders fix it.

      One of two things needs to happen with this: modders need to expected to support their product for some period of time if they charge for it. I don't know what that period is, but it sure as shit isn't the whooping 24-hour window for refunds that Valve offered. Alternately, Bethesda, who wants a nice big hunk of every mod sold, needs to be working with modders, offering beta patches and whatever else necessary to make the transition from patch to patch as smooth as possible.

      Without this, paid mods that are more complex than hats/guns/etc are going to be a total non-starter for a lot of people, and the people who do buy them are going to be raising hell, and rightly so, when they break.

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        May 11, 2015 8:21 AM

        Couldn’t have said it better myself.

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        May 11, 2015 8:30 AM

        This should be the main point of Hohl's article. One of the main reasons mods worked so well in the past was exactly because they were free, thus removing the expectation of ongoing support. Oh my nude Bretons texture broke in the latest patch? Oh well, it was just a silly free mod anyway. That's not going to be your mindset when you dropped your hard-earned $1.99 for those nude Bretons and they suddenly stop being nude.

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        May 11, 2015 8:40 AM

        You put this perfectly. While the mod scene has been somewhat decent for keeping up, it's certainly not a guarantee. So, you're right about it being a mater of expectations. But, I like your idea about making beta patches available to the mod community. Not sure how to pull that off; maybe you have register within Steam as a modder for that game and once validated or qualified the publisher can flag you as having access. Though I could see how a publisher might not support this since it's additional platform maintenance for them to push the beta patches, etc.

        Still, I like your thoughts on this.

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          May 11, 2015 2:20 PM

          Yea, well if Bethesda is getting 30% off the top, they certainly have some incentive to support some of the more popular mods.

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        May 11, 2015 2:01 PM

        You hit one of the biggest nails on the head.

        I'm on the side that believes mods should remain an enthusiast endeavor. If Valve, or the publisher are keen on getting money involved, leave it as a very easy donate method. Also attach steam cards, achievements, or something else to encourage donating.

        The mod community for many games across the past 20+ years has been putting out amazing quality work, and has been the parent to many new genres and sub-genres. Money is not going to automagically make it even better. The more I let it stew in my mind the more it just seems like a pure greed grab from the publisher.

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          May 11, 2015 2:15 PM

          Haha, "Skyrim mod donator TF2 hat"

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          May 11, 2015 2:34 PM

          Your argument hinges at one single point. That money is not going to make it better. That has not really been the case in so many other examples. The quality and breadth of HL mods improved around the era when some of them started becoming paid full games and modders all saw the opportunity to benefit from their mods in more tangible ways. As well as TF2 and Dota 2's items, Unity asset store, even the iOS App Store. Did you know that Steve Jobs was originally against having an app store? Unless you have a specific counterargument, I don't see what direct evidence you have that money would not make it better.

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        May 11, 2015 2:06 PM

        This is a solved problem. There is precedent with things like Unity and other platforms that have user plugin marketplaces. There are ways to handle this that don't devolve into a buggy mess like everyone is assuming. I think it's a combination of the fact that we don't think of games like those other platforms as well as the generally buggy nature of this specific game that caused a perception issue, even though this is a solved problem.

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          May 11, 2015 2:14 PM

          A lot of these mods go outside of the "plugin API" that these games provide.

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            May 11, 2015 2:17 PM

            Yup, like DirectX injection.

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              May 11, 2015 2:20 PM

              Things of that nature feel like they belong outside of the realm of marketplaces. That's bordering on hacks and reverse engineering

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                May 11, 2015 2:22 PM

                Agreed, but look how many mods for Skyrim have been built off of ENB

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            May 11, 2015 2:17 PM

            Also note, it's usually the bigger mods that make fundamental changes to the way the game works that are also more likely to go outside of any official modding API. So the people that put out "mods" like horse armor could charge money and not worry about their mod ever breaking, but the people that make big changes to the game that a lot of people find valuable (SKSE, SkyUI, Unofficial Patch, etc...) could potentially be broken by any patch.

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              May 11, 2015 2:27 PM

              So when people install these kinds of mods, they just stop upgrading the game or installing official patches?

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                May 11, 2015 2:30 PM

                Can't choose to do that with Steam games. (It would be a crappy restriction even if you could.)

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                  May 11, 2015 2:31 PM

                  ...unless, were you asking about what people currently do? Currently, things break. Then sooner or later most things get fixed.

                  That last sentence is a less acceptable situation once you're paying for the mods.

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                    May 11, 2015 2:38 PM

                    This is the part of the arguments that I really cannot get behind. If that's true, the situation already sucks right now, precisely in the very way that everyone is afraid of. Stuff breaks and sometimes don't get fixed in a timely manner. That is already the reality. The fact that it becomes a less acceptable situation and that there's monetary incentive to fix it...that's a great thing. The beauty of capitalism.

                    I guess what I'm trying to say is that everyone is being strangely un-American about this JK

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                May 11, 2015 2:30 PM

                It depends on how concerned they are about compatibility.

                When it was still getting patches on a semi-regular basis, I had Steam turn off the auto-update function so I could make sure I had updates to any mods broken by the patch before I installed the next update.

                It can take hours and hours of work to get a big suite of mods running together nicely. You don't want some patch ruining that randomly, and far moreso should you be actually paying for any of those mods.

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                  May 11, 2015 2:32 PM

                  Even if you turn off auto-update, Steam will update the game when you launch it. The only way to avoid updates is to play offline.

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                  May 11, 2015 2:45 PM

                  Clearly that's a pretty broken user experience. What do you feel is a better alternate way to get all these modmakers to improve that? I totally understand why people felt money could ruin the situation, even though I don't agree with it. But I haven't really heard any alternate ideas for solutions to the problems.

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        May 11, 2015 2:14 PM

        Yup, I can't believe Valve didn't foresee any issues with this.

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        May 11, 2015 2:14 PM

        Many mod authors disabled their mods on Skyrim Nexus temporarily because random people were uploading other people's mods to the Workshop trying to make a quick buck without the consent of the mod makers.

        The Elder Scrolls mod scene has been very collaborative, one person will make a mod changing something and then other modders reverse engineer the mod to make their own mods or ask the mod maker how they did a certain thing. I fear that this collaboration will go away when mods become monetized.

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          May 11, 2015 2:48 PM

          They should group up and make money together.

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          May 11, 2015 6:49 PM

          I made a Mod pack for Stalker out of like 4 people's individual small mods (with permission and including my own mods), and made code changes to make sure they all cooperated.
          This mod would not be possible in a paid mod ecosystem.

      • reply
        May 11, 2015 2:25 PM

        This. This is a good post.

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