Rockstar allegedly banning users from GTA V for using mods in single player.

Started by: Scarecrow | Replies: 72 | Views: 7,775

GrimmtheReaper
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Apr 26, 2015 8:05 AM #1353546
Quote from Captain Cook
no fucking shit



Good going, kid.

Ask yourself, was what you posted really relevant to the conversation? Did you introduce any new, interesting talking points?

Like jesus fucking christ of course 4chin is upset about it. They're keyboard warriors who play victim when the world doesn't cater to this techno-savvy pirate culture they put themselves into.


First off, don't put words in my mouth or anyone else's for that matter. It makes you look like a pretentious cuck.

Second, how does going off-topic to chastise me solve anything?

My main issue with this system is that even if Bethesda justifies taking a cut if their creation kit is used, not all mods use it, and several of them have custom meshes and textures that the kit had no part in creating. Another issue is that out of the 3-way profit split, the author of the mod recieves the smallest share of sales of their own hard work.
generalZ
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Apr 26, 2015 8:10 AM #1353550
Quote from GrimmtheReaper
First off, don't put words in my mouth or anyone else's for that matter. It makes you look like a pretentious cuck.

Second, how does going off-topic to chastise me solve anything?

My main issue with this system is that even if Bethesda justifies taking a cut if their creation kit is used, not all mods use it, and several of them have custom meshes and textures that the kit had no part in creating. Another issue is that out of the 3-way profit split, the author of the mod recieves the smallest share of sales of their own hard work.


It might be their own hard work but people won't do this as a job, more as a hobby.
People from the tf2 community, to stay with my last example, create shit that might get into tf2 as a hobby and potentially an additional source of revenue. They might work hard but in the most part it will be for the satisfaction of having made something that others can enjoy.
Cook

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Apr 26, 2015 8:41 AM #1353556
Quote from GrimmtheReaper
First off, don't put words in my mouth or anyone else's for that matter. It makes you look like a pretentious cuck.

Second, how does going off-topic to chastise me solve anything?

My main issue with this system is that even if Bethesda justifies taking a cut if their creation kit is used, not all mods use it, and several of them have custom meshes and textures that the kit had no part in creating. Another issue is that out of the 3-way profit split, the author of the mod recieves the smallest share of sales of their own hard work.


If you read the goddamn thread you'd notice your exact question was addressed ages ago
Scarecrow
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Apr 26, 2015 8:45 AM #1353557
mate if you're just here to get angry at ignorant people instead of actually discussing this you may as well just leave

you completely ignored jeff's response in favor of flaming some easy target
Cronos

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Apr 26, 2015 12:51 PM #1353623
caught the scent of some cheeky banter.

Anyway, I wonder where Nexus Mods fits in with all of this. Wouldn't bother me that much if they disappeared. Their servers are terrible. I had to buy a 1 month premium membership just so I could download mods on a server that wasn't stuck at <10kbps. Even then, the premium servers still didn't exceed 200kbps.

I'm not sure where I stand. Some mod developers deserve to compensated for their work, but at the same time, the sheer volume of shit that we're being forced to pay for is really starting to add up. It won't be long before Steam tries to introduce a fee to play online just like consoles. I wonder if there's a way of compensating mod developers that doesn't involve direct payment from users. Perhaps some form of monetization. It would be nice to have mods completely inaccessible to those that pirate the games.
GrimmtheReaper
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Apr 26, 2015 12:57 PM #1353628
Quote from Captain Cook
If you read the goddamn thread you'd notice your exact question was addressed ages ago


I didn't ask a question that pertained to the thread topic.

However, the statement I made does raise a question. What does Bethesda (or any game dev) have if they cannot prove whether or not a mod was created using their tools or resources?

Quote from Cronos
It won't be long before Steam tries to introduce a fee to play online just like consoles. I wonder if there's a way of compensating mod developers that doesn't involve direct payment from users. Perhaps some form of monetization. It would be nice to have mods completely inaccessible to those that pirate the games.


Somehow I feel like the reason Steam hasn't gone pay-to-play that is because it would be corporate suicide. I'm not sure if indirect payment is a good idea, since cutting out the middleman is the best way to ensure mod authors are getting their fair share. Somebody on 8chan claims that Steam personnel had been deleting any donation links from the mod pages. If that's true, then that is unsettling.

I don't think the last part will be feasible. Poor people are a determined bunch, and will always find a way around that shit.
Cook

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Apr 26, 2015 3:38 PM #1353669
Quote from Jeff
Are you kidding have you never even heard the joke about TF2's obsession with hats? Those are microtransactions. Dota 2 and TF2 are some of the worst offenders for microtransactions.


I assumed that by "microtransactions" you were referring to something in-game that was sponsored and run by the developer. Also, the hats are purely cosmetic, and add zero value to the game.

Quote from Jeff
I think you're missing the bigger parts of the argument here. I agree with you in that people should stop complaining about having to pay money to mod authors that deserve it. The problem is that Steam is a flawed platform already and adding this on in it's current poorly planned implementation has just made it worse.


I was under the impression we were more debating the concept, not the actual execution. Now that you mention it that does sound more convincing, but in theory I still think it's a good idea.

Quote from Jeff
A good system I think should be curated, but Valve don't seem to have any interest in hiring staff to handle things like that and customer service. A good system would also be designed to encourage bigger and better mods rather than shitty mods.


That's kind of exactly what they're doing. If a mod sucks and I monetize it, I get zero dollars. If a mod is great and I charge $2 for it, then I'll make money. I'm incentivised to make good modes.

Quote from Jeff
I believe that giving content creators free access to ALL your dev tools and IP content in exchange for a portion of their revenue would encourage more people to make things like Falskaar that have literally hours of content and are the size of any other Skyrim DLC. Unfortunately the system they put in is nothing close to that, and there's also evidence of them censoring all the negative backlash and dicking around content creators. The problem shouldn't be that they want money, the problem is that it's a horrible implementation.


Doesn't Skyrim already have full-access modding tools? What more do

Quote from Jeff
I seriously recommend reading this post from a mod author (not the one Scarecrow posted earlier, this one is from the author of the first paid Skyrim mods and why he's not doing it any more).


Alright, I'm going to quote the passage from now on.

Things internally stayed rather positive and exciting until some of us discovered that "25% Revenue Share" meant 25% to the modder, not to Valve / Bethesda. This sparked a long internal discussion.

This makes perfect sense. Why the fuck would you receive majority revenue for something you made with Bethseda's engine, with Bethseda assets to play on a Bethseda game, to be played by other Bethseda players, the money going into Bethseda fueling future engine updates to make the shit you're doing easier.

My key argument to Bethesda (putting my own head on the chopping block at the time) was that this model incentivizes small, cheap to produce items (time-wise) than it does the large, full-scale mods that this system has the opportunity of championing. It does not reward the best and the biggest.


This is so fucking retarded. The logical fallacy here is that he's implying that:
A) People need to spend money
B) All mods are worth the same amount of money

A shit, mass-produced mod would have to be almost free, or else nobody would buy it. Good mods that take time to build would be higher priced, since the value of labor actually plays into account. To the player, this paid content adds a different level to the game. You can either pay $0.50 for some cool ass horse skin, or $5 for several hours worth of DLC. It'd be dumb to price the horse $5, and the DLC $0.50

And 25%, when someone else is doing the marketing, PR, brand building, sales, and so on, and all I have to do is "make stuff", is actually pretty attractive. Is it fair? No.


Like wtf how much more do you want. All YOU'RE doing is making cool mods, which is the funnest part. You're not having to bother with the thousands of other issues involved with game distribution. You make a mod, upload to workshop, and make money.

Sure, the system isn't perfect, but other than the fucking horrible Megaupload system, Steam is a really good distribution platform, and they want a cut.

Quote from Jeff
It pretty much highlights from an insider's perspective why the system is awful, and it's pretty easy to see how much better it could be.


I'd rather the discussion focused on that, rather than the knee-jerk "it's my money and you can't take it!!!!"

Quote from Jeff
EDIT: It's also pretty clear both Valve and Bethesda don't understand the modding community and didn't bother to do research on it before implementing this system, which as a developer is baffling to me how this could have made it's way from concept to creation without one person taking into perspective the actual people who use mods and what it's like to mod Skyrim. I think this should have been started with a new game that has no existing mod community (Elder Scrolls 6? Fallout 4? Other?) and the modding tools should be created with functionality in mind. Mods aren't stable to begin with, modding tools that don't create dependencies are the better way to go. Being able to create self-sustaining content that even in the future with future game updates wouldn't break is the best way to go about this. Right now there's no guarantee that mods you purchase will still work or work at all when you buy them.


That is a good point, since a lot of mods will clash with each other and whatnot, and I would hope that Bethesda would do a better job to identify which mods would work with your current game and to what extent.

I spelled Bethesda wrong earlier but whatever.

TL;DR
Community Content creators have every right to charge money for something that took time, effort and dedication, and they should be allowed to price it whatever they want. However, Valve also has the right to take a significant cut of the income, since they provided all of the content required for any of those mods to work.
generalZ
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Apr 26, 2015 4:51 PM #1353695
Quote from GrimmtheReaper
I didn't ask a question that pertained to the thread topic.

However, the statement I made does raise a question. What does Bethesda (or any game dev) have if they cannot prove whether or not a mod was created using their tools or resources?



Somehow I feel like the reason Steam hasn't gone pay-to-play that is because it would be corporate suicide. I'm not sure if indirect payment is a good idea, since cutting out the middleman is the best way to ensure mod authors are getting their fair share. Somebody on 8chan claims that Steam personnel had been deleting any donation links from the mod pages. If that's true, then that is unsettling.

I don't think the last part will be feasible. Poor people are a determined bunch, and will always find a way around that shit.


It's funny how people are complaining about Cook ignoring Jeff but on the other side of the debate, Grimm completly ignored me...
Scarecrow
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Apr 27, 2015 4:57 AM #1353948
Quote from Captain Cook
TL;DR
Community Content creators have every right to charge money for something that took time, effort and dedication, and they should be allowed to price it whatever they want. However, Valve also has the right to take a significant cut of the income, since they provided all of the content required for any of those mods to work.


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Cook

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Apr 27, 2015 6:01 AM #1353958
> Why would you make a mod when somebody could steal it???

Because digital copyrights don't exist right?

>b-but they'll steal free content!!!

Because they won't sign a contract with content creators to use their free content in paid mods for a cut of the money. so the free content creator can still release his shit for free, whereas that same mod can be in the "Super Spook Mod" for money, and the free content maker gets a cut.

>b-but muh free infinite content!!!

that's borderline retard logic. If anything, putting a price tag on mods DISCOURAGES stealing, since actual money, (and subsequent lawsuits) would be involved. Donation systems aren't perfect either.

AGAIN, IT'S OPTIONAL TO PRICE THE MODS BEING SOLD

HOW DOES MONEY DISCOURAGE COOPERATION BETWEEN LARGER TEAMS?

If Team A is producing Mod A for free, they won't really grow because love of the game only goes so far.

BUT WAIT

HYPOTHETICALLY 1 MILLION PEOPLE PLAY SKYRIM AND ARE INTERESTED IN THE MOD

IF YOU MAKE THE MOD AND 1 MILLION PEOPLE BUY IT FOR $2, AND YOU RECEIVE 25% CUT, YOU MAKE $250,000. YOU CAN NOW USE THAT MONEY TO HIRE MORE PEOPLE, AND GROW YOUR MOD INTO SOMETHING BIGGER AND BETTER. YOU CAN NOW QUIT YOUR JOB AND GO FULL-TIME PRODUCING CONTENT FOR THE GAME.

you now produce a full dlc with complete NPC dialogue and all that shit, because since I am making money off my first mod, I can devote a lot more time and effort into my second mod, and use the money from my next mod to fuel the funding for more content. However, I am not the only person producing this content. There is Team B, which is also producing a mod, just as good as mine.

I release my mod for $5, as does team B. Now we're competing because the quality of our content will actually matter now, since we're competing.

I sell 500,000 mods, and I make $125,000. I've made $125,000 from making quests for a fucking video game.

This system doesn't help people who want shitty, unfinished mods that are free because there's no real incentive to create content since it's going for free and "donations", because that fucking helps.

Skyrim currently has 4.7 MILLION active players.

Now let's say that 75% of them are interested in modding their game.

that leaves us with 3.5 Million players that want mods. They see "Super spooky skyrim mod that adds 100 hours to gameplay" made by a guy with a long history of making cool mods and makes money off said mods. The Super Spooky Mod is worth $2.00

$2.00

That's the price of a fucking soda, and instead of getting cancer in a can I'm getting hundreds of hours of entertainment. fucking sign me up.

the content creator makes 25% (which I will agree is too little. Should be 50-50) of that much.

ON A 25% COMMISSION OF $2 YOU'VE MADE $1.75 MILLION DOLLARS.

Now that you've made that much money, you can start hiring people to make content for this game, and the game itself starts to grow because "Holy shit this guy released this badass mod for Skyrim. Skyrim costs $5 every so often, and the mod is worth $2. For $7 I get a shitload of content. Instead, Battlefield is selling like hotcakes when their game is worth $60, and all of their DLC is worth $40."

Do you know how many people bought BF2 for Project Reality? I bought BF2 for like, $15 for a free, badass mod.

What if BF2 was $10 and PR was $5? Still woudda bought it, because that's how much dinner with the girlfriend costs.

Now Skyrim gets more players because "Holy shit, there's a in-depth fishing mod, and an in-depth NPC mod. If I spend $10 on workshop content, I get an absolutely incredible experience."

Playercounts increase. Bethesda makes more money.

You produce another mod. this time, 7 Million people buy it. You get filthy fucking rich.
Hewitt

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Apr 27, 2015 6:36 AM #1353974
Hey Scarecrow, you should add these links to your OP, for the sake of those who'd rather not read a wall of text on the issue:

Gabe Newell, creating an informal AMA to address concerns, flames, and comments on the issue and clear up a few things.

A "For Dummies" Summary for people like Nish who are wondering what's the big deal. It also hotlinks key comments Gabe confirms in the above link.

As well as Jeff's link. That adds more dimension to the perspective of things.
Devour
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Apr 27, 2015 6:54 AM #1353981
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Neat.
Scarecrow
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Apr 27, 2015 7:16 AM #1353991
@cook

Free content is very much at risk of being stolen and is already being stolen. Because of the nature of modding (ie. using resources and bits and pieces from left right and center to make things work the way you want them to), it's impossible to avoid using the content of other modders entirely unless you start entirely from scratch (which most devs are simply incapable of doing). Chesko's fishing mod and FNIS have already been mentioned. Yes, Chesko pulled it from the workshop on request from Fores. Note that there was no intervention here from valve. Chesko took it down because Fores was not okay with that and is a reasonable person who was misinformed (BY VALVE) that it would be okay for him to use content from FNIS. An actual mod thief would not be so generous, and so a modder with their work stolen would have to jump through Valve's legal team's hoops. The most logical way to avoid this kind of theft is to make your mod paid before somebody else does. Again: Valve explicitly stated that someone making a paid mod is allowed to use somebody else's content, as long as it is freely available.

I get that there's potential here for successful modders to turn this into a business that produces quality (although I think it's extremely unlikely, as good mods are the result of hard work on an excellent concept, not the result of throwing wads of money around). Maybe that's good for those select few lucky motherfuckers who make it big. Having said that, this is the quality we're seeing so far: http://imgur.com/gallery/qFlFa

But you're forgetting the little guy. The small modders. The consumers. You talk about competition in modding as if it's a good thing. The mod community thrives on the free exchange of information. The mod community thrives because there's many small-time modders making bytes of content, assets for other modders to use, frameworks, tricks. One guy figures something out, shares it with everyone, and everyone else does it that way in future. Commercial modding means there is no incentive to share information or assets like this. It will become harder to get into modding and harder to become good at modding because everybody is desperately hiding their trade secrets. We'll end up with nothing but the big commercial modders, and that will be all we have. We would sacrifice variety in the hope that those few big mod developers can keep producing quality content. But just like all the big game developers around today, they'll eventually become uncreative, greedy, and shit in general. Mods will simply become bloated DLC made by third parties at a pittance of a cost to valve and Bethesda.

And, again, when there are perfectly willing mod makers waiting to cash in on improving a game, why would the game developer bother to polish it? Skyrim was by all means an incredibly mediocre game. Modding is literally the only thing that has kept it relevant all these years, and modding is almost mandatory to play it to start with - bugfixes, UI updates, gameplay tweaks, and so on are already ominously absent from the official game. When the game dev can make money off these fixes that make the game playable, do you really think they will ever be bothered to spend time and money producing a quality product?

You're also ignoring the fact that half of what makes modding Skyrim entertaining, is done by taking a bunch of small, shitty mods, and mashing them together to see what happens. Taking small mods from here and there and putting them together on your own end to make something glorious. Running a few big overhaul mods is mediocre in comparison to the shit you can experience by mixing and matching this way. You're ignoring the fact that it's not uncommon to have 50 small mods and maybe 10 big mods running, and a handful of fixes or dependencies at the same time to make the game run the way you want it to. If a small mod costs 50c, a fix/dependency mod (like SkyUI) costs $2, and a big mod costs $5, how much fucking extra money do you have to spend? That's already easily $80+ out of pocket, on top of having paid for the game in the first place. And most of it doesn't even go to the people who did the work to bring you that content.

And that's assuming that all of these mods just magically work together. Which they won't. There will always be incompatibilities and trial and error. "But you can refund purchases!" Yeah, right. You can refund purchases to your steam wallet, so Valve actually keeps all your money. And in doing so, you'll get locked out of the market entirely for a week:
Image

If Valve really wanted to support developers and help them produce big and glorious mods with a capitalistic model, they'd be buying mods and hiring talented modders instead of unloading all the risk onto the consumer.
Cook

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Apr 27, 2015 7:31 AM #1353998
Quote from Scarecrow
@cook

Free content is very much at risk of being stolen and is already being stolen. Because of the nature of modding (ie. using resources and bits and pieces from left right and center to make things work the way you want them to), it's impossible to avoid using the content of other modders entirely unless you start entirely from scratch (which most devs are simply incapable of doing). Chesko's fishing mod and FNIS have already been mentioned. Yes, Chesko pulled it from the workshop on request from Fores. Note that there was no intervention here from valve. Chesko took it down because Fores was not okay with that and is a reasonable person who was misinformed (BY VALVE) that it would be okay for him to use content from FNIS. An actual mod thief would not be so generous, and so a modder with their work stolen would have to jump through Valve's legal team's hoops. The most logical way to avoid this kind of theft is to make your mod paid before somebody else does. Again: Valve explicitly stated that someone making a paid mod is allowed to use somebody else's content, as long as it is freely available.
just get a digital copyright on your shit, goddamn it's not that hard.

I get that there's potential here for successful modders to turn this into a business that produces quality (although I think it's extremely unlikely, as good mods are the result of hard work on an excellent concept, not the result of throwing wads of money around). Maybe that's good for those select few lucky motherfuckers who make it big.
Except that's exactly how it starts.
Where did Counter Strike come from?
Team Fortress 2?
Insurgency?
Dota?
Contagion?
No more room in hell?


But you're forgetting the little guy. The small modders. The consumers. You talk about competition in modding as if it's a good thing. The mod community thrives on the free exchange of information. The mod community thrives because there's many small-time modders making bytes of content, assets for other modders to use, frameworks, tricks. Go on Insurgency and look at the mods. Now select "Top Rated All Time". I guarantee you that most of the mods on the most subscribed are mods that are made by the same guy. You know what kind of little mods individuals make? Really shitty ones.One guy figures something out, shares it with everyone, and everyone else does it that way in future. Commercial modding means there is no incentive to share information or assets like this. It will become harder to get into modding and harder to become good at modding because everybody is desperately hiding their trade secrets. We'll end up with nothing but the big commercial modders, and that will be all we have. We would sacrifice variety in the hope that those few big mod developers can keep producing quality content. But just like all the big game developers around today, they'll eventually become uncreative, greedy, and shit in general. Mods will simply become bloated DLC made by third parties at a pittance of a cost to valve and Bethesda.

And, again, when there are perfectly willing mod makers waiting to cash in on improving a game, why would the game developer bother to polish it? Skyrim was by all means an incredibly mediocre game.because nobody will buy the game to begin with. If a developer releases a shit game that's broken on purpose, it doesn't get sold. Period. Modding is literally the only thing that has kept it relevant all these years, and modding is almost mandatory to play it to start with - bugfixes, UI updates, gameplay tweaks, and so on are already ominously absent from the official game. When the game dev can make money off these fixes that make the game playable, do you really think they will ever be bothered to spend time and money producing a quality product?

You're also ignoring the fact that half of what makes modding Skyrim entertaining, is done by taking a bunch of small, shitty mods, and mashing them together to see what happens.I'm sorry that your goofy fun is worth more than the income of other people. Taking small mods from here and there and putting them together on your own end to make something glorious. Running a few big overhaul mods is mediocre in comparison to the shit you can experience by mixing and matching this way. You're ignoring the fact that it's not uncommon to have 50 small mods and maybe 10 big mods running, and a handful of fixes or dependencies at the same time to make the game run the way you want it to.Sure, because nobody's going to charge you money for a skin that makes your horse pink, because nobody would buy it. You know how much weapons on CSGO are worth? Like $0.20, and those shits get sold like crazy. If a small mod costs 50c, a fix/dependency mod (like SkyUI) costs $2, and a big mod costs $5, how much fucking extra money do you have to spend? That's already easily $80+ out of pocket, on top of having paid for the game in the first place. And most of it doesn't even go to the people who did the work to bring you that content. I feel you. I'm running Arma 3 with 40+ mods. for example, I have a massive mod that gives me modern day US and Russian armies. It took ages to make and it's high quality. If it cost me $2, I'd still have it, but I wouldn't pay $2 for my shitty Halo mod. Like boo fucking hoo you miss out on not getting free content.

And that's assuming that all of these mods just magically work together. Which they won't. There will always be incompatibilities and trial and error. "But you can refund purchases!" Yeah, right. You can refund purchases to your steam wallet, so Valve actually keeps all your money. And in doing so, you'll get locked out of the market entirely for a week:
like yeah just use steam wallet to buy your next games, then. like wtf. You can literally sell weapon skins on CSGO and use that money to buy mods for skyrim. Great system.

If Valve really wanted to support developers and help them produce big and glorious mods with a capitalistic model, they'd be buying mods and hiring talented moddersTHAT'S EXACTLY WHAT THEY ARE DOING. THEY ARE LITERALLY GIVING CONTENT CREATORS FREE RANGE TO SELL ON THEIR MARKETPLACE instead of unloading all the risk onto the consumer.Fuck bro socialism much? god fucking forbid the consumer has to make informed, intelligent decisions on what to buy and what not to buy.


I'm so sorry that you face the massive hardship of facing a world in which not everything is free.

the steam wallet thing might be for tax reasons. Usually when you get a refund at any store you don't get straight money, you get coupons and store credit.
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Apr 27, 2015 7:47 AM #1354004
All right, I'm abandoning this thread for a few days. I have an exam tomorrow and I don't have the time to dissect idiocy of these proportions right now.