My first forays into
modding were probably with the creation kit for The Elder Scrolls:
Morrowind. Nothing fancy, just a tweak here and there. I also did
some basic stuff with the original Rome: Total War. The most
substantial game content I can remember creating was a Capture the
Flag map for Unreal Tournament 2003. It was very simplistic in terms
of layout and textures, but I was rather proud of it and happy to
share it with others.
So I’ve dabbled with
creating mods, but I’ve always been far more of a mod user than a
mod author. The games I’ve probably spent more time modding than
any others are the Elder Scrolls games. With the exception of
Morrowind, I doubt I would have sunk any substantial time into either
Oblivion or Skyrim without a hefty list of mods to enhance, fix,
refine, improve or add to the experience.
Hell, some mods even fix
and overhaul games which were released in a poor state – the
restored content mod for Knights of the Old Republic 2 springs to
mind, or the ‘unofficial’ patch for Vampire: The Masquerade -
Bloodlines. And, where Skyrim is concerned specifically, I can’t
imagine playing it again without first installing the unofficial fan
patches which fix so much of what remains broken.
So
I have a lot of respect for modders and what they do and I’ve
always supported the notion of donation or commission based modding.
Why shouldn’t the option be there for people to support a mod
author, especially in the case of extensive overhaul mods which may
take years and dedicated teams to complete. I certainly have no
objection to that. But this -
http://steamcommunity.com/workshop/aboutpaidcontent ? This bothers me
a lot.
It’s too early to say
how this will pan out, but I do find the idea rather unsettling. It
raises all sorts of issues which could potentially turn into a
complete clusterf**k. I know other games already have a similar model
on Steam, such as for weapon skins in CS:GO, but this is a whole new
level of crazy.
Quality, compatibility,
permission rights, the troubling notion of ‘Early Access’ mods,
bugs, save game corruption, potential content theft – how will such
things be appropriately handled or dealt with? All these issues are
ones which mod authors and users already have to deal with even when
mods are free. But now? When money becomes involved? This new ‘mod
store’ is essentially turning mods into DLC. That raises all sorts
of questions.
The responsibility for
modding has always fallen upon the mod user. Does this new system now
change that dynamic? What happens when a mod someone pays 5 bucks for
breaks their game and corrupts their 100 hour plus save? If you’re
now treating mods like a product, like a piece of professional DLC,
then doesn’t some responsibility lie with the creator?
Going by the FAQ Steam
has released for this, it seems the responsibility still rests
entirely with the user – you buy at your own risk. And if the mod
is broken down the line, perhaps even by an official patch, which so
often causes havoc with mod files – what happens if the mod author
can’t or won’t fix it? So many mods get abandoned over time, and
I don’t see that changing with a pay model in place. As it stands,
you’ll simply lose the mod and your money.
Also, will there be any
form of quality control? If not, this could spiral out of control
very easily. And what about incomplete mods? Early Access games are
one thing, but early access mods? And as any heavy mod user
knows, compatibility is another major issue.
I never thought the
Steam Workshop was a bad thing. Anything that encourages and tries to
make modding easier and more accessible and grow is great. Modding
can be great for games, for supporting them long after a developer
can by producing fixes and new content. Mods can and do sell
games, so it’s good to see a platform encourage developers to
support mod communities as much as possible.
But one big issue I
have with the Workshop is that it can also encourage laziness and
ignorance, as new mod users just expect mods to install and function
at the click of a button. And when things f**k up, they don’t
always understand why because they’ve never dealt with mod managers
or load orders. They’ve never dug into the files and installed
things manually. I’ve seen so much ire directed at mod authors on
the Workshop by people who can’t figure out that X mod requires Y
mod to function. And this is when that content is free.
I guess you can just
argue that it’s their fault and they’ve downloaded those mods at
their own risk, and perhaps the same should apply to ‘premium’
mods. But does it? Should it? If mods are now a product, shouldn’t
the consumer be granted some guarantee that the mod won’t break
their game now or in the future? It seems a tricky situation to me.
You’re now crossing the line between amateur and professional –
and if people are paying for content, they expect a certain quality
and level of support in return.
And hell, what about
permission rights? There are already mods for sale which incorporate
or require the use of other people’s tools or mods. Was permission
granted? Was it even sought? How will such money be divided? Modding,
when free, is usually a pretty open system, with people willing to
share their work in order to support others. It fosters a, on the
whole, friendly community and I’d say, better mods, because
it allows people to combine their resources and produce content they
couldn’t have created alone.
But now? I’m betting
people will now think twice, worrying that someone may intend to
profit from their work. This could result in
fewer mods, and a worsening of quality, as fewer people are willing
to share their work either out of fear it will be stolen to be sold,
or because they’re tempted to lock it behind a pay wall themselves
– perhaps not out of greed, but simply to protect their hard work
from being exploited by others. It may create a climate of mistrust
within mod communities and a reluctance to pool resources and talent.
What will be the long
term implications for modding? Will this encourage and grow modding,
attracting more ‘professionals’ to the fold, or will it only
weaken and divide mod communities? I’ve never been against people
being paid for their hard work, but I’m not sure this is the way to
go about it. Perhaps a donation system would have been a better idea.
Like I’ve said, it’s
too early to say how this will go, but I do find it rather troubling.
This also makes me concerned about how publishers will look at it.
Why care about releasing a broken game when you can let the users fix
it, and then take a cut of the ‘unofficial’ fix profits? It’s
almost like another DLC revenue stream. Maybe that’s a bit cynical,
but it doesn’t seem right that publishers may ultimately profit
from users fixing their own bloody product. There’s just so
many ways this can go wrong or be abused that I can’t see this as a good thing
for modding or gaming in general.
Incredibly, it seems
we’re on the brink of an age not only of pirated games and DLC, but
pirated mods.
Pirated mods.
F**king hell.
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