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Kirkegaard

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The modding community was fine until now. I don't want to pay for a mod :
Then don't there is no force.

maybe in two game update the mod wont be updated and will be useless, or another non compatible mod will be there. I'm ok to pay for huge mods that truly took time and that are close to an add-on; I'm not ok to pay for a guy who made a new sword/texture/little-mod.

This is hardly the stuff you will see being sold, since it is rather limited work and not really worth the money for anyone.

An example for something that in my eyes would be worth paying for would for example be an Cities Skylines Middle age mod that change the entire game from modern day to the middle ages (example given by one of the devs. in a pre-release Quill18 twitch stream) It is possible, but it would be a gigantic project that takes 100's of hours work to redesign all building and modify a lot of game play elements. That would be something I would pay for.

In general I have no problems with talented people getting paid, in general there is way to much "creative people should work for free" in our society and a lot of creative people do them self a disfavor of giving all their work away so others can profit of their work.
 
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GeorgeT93

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I really feel this option to get paid for your work will lead to more programmers spending time on creating high quality MOD content. Right now the only paradox game MOD that is generally well know is the CK II Game of Thrones mod (that likely can't charge because of copyright issues) else it is rather limited with >100 hours work MODS.

I think you're kidding yourself here. This isn't about mod authors getting paid. This is about Valve/Steam finding new ways to monetize other people's work. If it were about paying the mod authors, do you really believe that Valve would be taking a 75% cut? When there's so little money to be made by the mod authors, I think what will happen is the exact opposite of what you think will happen. It won't lead to more programmers spending time creating high quality content, instead, it will lead to more people publishing junk to make a few pennies. Since the modder's cut would be so small, if they're really interested in making money, then it becomes a matter of quantity over quality. Yes, there is a 24 hour refund window, but you may not encounter issues with a particular mod for possibly days, before you realize that it's not doing everything it advertised itself as being able to do. By that point, it's too late to get a refund.

Also, as PsyX69 pointed out, any given update to the game (by the developers) could potentially break a mod. What do you do with a mod that you've paid for that no longer works, and the mod author can't be bothered to update it? You can't get a refund for it by that point, and you can't expect the game developers to try and patch the game to fix compatibility with a mod that is no longer being supported by the mod's author.
 
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FX2K

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Then don't there is no force.



This is hardly the stuff you will see being sold, since it is rather limited work and not really worth the money for anyone.<snip>

I agree, there is no force to purchase anything.. but I wouldn't be so sure when you say its unlikely to see the smaller things (obv not sword in CS's case) being sold, they already are for skyrim.. even when they require third party mods that the author selling their item didn't contribute to.
 
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Kirkegaard

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@GeorgeT93

I do agree that the 75% is waaay to high (as well as the roughly 30% cut the take on all games sold as I understand it)

Regarding bug fixing then I do feel that most modders do actually support their own work a lot better that most game developers, since they don't have an CEO constantly asking them to move on to the next project. So I'm not really worried about this issue. And if a MOD should stop working after a month or two, then what? You lose the 1-10$ you paid for it. Hardly a big disaster.
 
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duhsveti

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@GeorgeT93

I do agree that the 75% is waaay to high (as well as the roughly 30% cut the take on all games sold as I understand it)

Regarding bug fixing then I do feel that most modders do actually support their own work a lot better that most game developers, since they don't have an CEO constantly asking them to move on to the next project. So I'm not really worried about this issue. And if a MOD should stop working after a month or two, then what? You lose the 1-10$ you paid for it. Hardly a big disaster.

People who play Skyrim usually have dozens of mods turned on. If a lot of things break it will not be a small deal.
 

Ri0Rdian

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Losing 1-10$ might be nothing for you @GeorgeT93 but never ever look at money from your own perspective. World is kinda big and varied. Nothing to you, quite a bit for someone else and monthly wage for someone in a random hellhole in Africa. Also, spending money and not caring about that is generally considered crazy, at least if you aren't a millionaire. Be it a buck or a thousand. :p


I would like a donate option but paying for mods is too much for me. No matter how good, if it is so extremely popular it should get incorporated into the game itself, and author paid for his work appropriately by the original dev. He earn-ed/s them quite a bit of money, no?
I am afraid what this might lead to. Games, expansions. Ok. DLCs. Meeeeeeeh. Early access...lolwut? Paid mods... someone is insane... Next thing! - Buy this new Early access Mod to a new shiny DLC! Hooray! :D

PS
Paid patches to follow in 2018! :eek:
 
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duhsveti

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Buy this new Early access Mod to a new shiny DLC! Hooray! :D

KUZNXxd.jpg
 
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Phenakist

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As a content creator I like the idea of this model. Patreon for cities skylines is good and a route I may be taking myself, however is not applicable for all games, where some take issue, so not always viable.

I could imagine charging .25-.40pence for a building, discounted if bought in a set IF it wasn't for the disgusting 75% take.
 

AndrewT

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This is being discussed elsewhere on these forums, and is not particular to this game, so thread closed.
 
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