The Skyrim mods are pricier than the game itself.
The Skyrim mods are pricier than the game itself.
Attribue la faute aux personnes qui préfèrent voir cela comme une occasion de dire "Nous restons libres, donnez si vous le souhaitez" ou "Cela coûterait X sur Steam, donnez Y contre cela !". Elles ne perçoivent que 25% sur Steam. Aucun achat ni don ne suivra.
Thanks for the discussion, I had no idea there was a deal, now I'm excited to get it!
Many buyers purchase Skyrim long before its sale price, while others wait until it drops to $4.99. Some spend $7 or more for a hat, and many more pay over $2.50 for a key to unlock random drops. It seems Valve understands that encouraging people to pay upfront isn't easy, but once players start engaging with the game, they can easily accumulate significant amounts over time in smaller, regular payments.
The system was built to help creators focus on crafting better mods. It wasn’t intended as a way to scrape old content from free sites and resell it. They underestimated the number of thieves and trolls involved. The licensing agreement with publishers is crucial for modders. While Skyrim isn’t ideal, it could work well for games like Fallout 4 or a fresh Age of Empires where it would fit naturally. Despite the criticism, it may encourage more people to take up modding and add their own content. If creators are willing to step back from rushed work, they might be more motivated to improve. ^^
There are more drawbacks than benefits, that's the problem. Benefits: - Could encourage more quality modifications, which hasn't happened before. Drawbacks: - Split the community - Plenty of copyright concerns - Morally ambiguous since mods are experimental and often rely on others, making paid mods a complicated matter. If Mod A depends on Mod B and A is paid, does A need to pay B for revenue? Should all mods contribute to SKSE? - It attracts trolls seeking quick profits, which is already occurring. - Regulating and overseeing this self-managed system from Valve failed when they tried it. - Charging a paywall would push users with 100-150 mods to pay more than the game itself. - The revenue model set by Valve and Bethesda for top contributors isn't sufficient to sustain them, even though the Apple Store pays creators up to 70%. - Steam lacks the infrastructure or customer support needed for this kind of change. - While mods require effort, hiding them behind a paywall instead of offering donations excludes part of the community and has fueled anger toward modders and Steam. - People can simply remove mods from Nexus and sell them for profit. - Free mods now include ads, which is problematic. Although the concept sounds good, the execution and existing challenges make it a nightmare for both Valve and consumers.
That's a very narrow list you have. I avoid taking most of people's "cons" seriously because they're mostly invalid. For example, people being angry doesn't mean anything or people's moral/ethic codes don't matter beyond the person. They're not something anyone should take into account as a reason to not allow/do a thing. It does have a lot of problems in the execution I completely agree. But the end result of this after the storm is going to open many doors previously closed. The future is the magic, not the present. B)