Also, I'm a libertarian at heart when it comes to these things so if someone wants to charge $5 for something they've done, more power to them. It's literally no skin off my back to say, "Nah, no thanks." Losing my gourd over it being 'once free' is pointless. It's not free now. So my option is to pay for it or not, just like it was the modder's decision to charge for it or not. If a modder makes $10k off a mod that was once free then obviously he was right to charge for something that had market value, and we were all being assholes for convincing him it only had value being free.
I think you're more of a dumbfuck at heart, if anything. Your argument is:
Situation a) You pay say $60 for a game, get dozens if not hundreds of Mods fixing it by people that put said effort into it in their time off due to passion full well knowing they won't get any money and possibly some total conversions or expansions for free.
Situation b) You pay $60 for a game, there are some Mods fixing it, if you buy 20 of them you rack up another $60 cost to make the game playable and then maybe large conversions or whatnot at $20-30 a piece.
Okay, now for someone buying a game as a consumer there should be an obvious choice there... What is better, spending $60 or $150+? Now if you're not an absolute dumbfuck or underwent a voluntary lobotomy there should be a clear answer to this question.
And you even addressed something more, there could be a Mod that is so good or well-liked that it
makes people buy your game as a developer. Good examples for this would be things like DOTA for WarCraft 3, Counter Strike for Half Life or DayZ for ARMA II. Now as a company I would think this is a
good thing. People are providing
added value for free and it drives up the demand for my product. You could always go full retard and think that this isn't enough. Getting a free sale isn't a good enough proposition. But there's a problem here. Say you have product A with Mods B and C that are really great. What is more likely, that people will buy A for say $40 because they know they'll get B and C thrown in for free or that they'll buy A for $40 and know that they have to pay additional $20 for B and $20 for C? You don't add value by putting a customer in that conundrum, you are making him question if he wants your product in the first place.
People already have to deal with Pre-Order Boni, Day 1 DLCs, On-Disc DLCs, Season Passes, Episodic Gaming, Early Access, Microtransactions, Macrotransactions and Subscriptions and you want to add
Paid Modding to that???
You're also not thinking some of the further stuff through, Newell himself mentioned this stuff:
https://www.reddit.com/r/gaming/comments/33uplp/mods_and_steam/cqoj40a
Q: Considering valve is a company that owes many of its early games to mods, do you think that if you had to pay 5 dollars for the original Counter Strike, or Dota mod, would they have ever taken off?
A: No, they wouldn't. Which is one of the reasons that we didn't charge for them after they stopped being MODs (at least part of the time).
Free to play is an extension of that and is based on the aggregate incremental value of another player to all the other players.
So he admits, that his company would probably not exist in this form (and Steam would have most likely not been made) if they required paid Mods back in the day, because the initial impulse to take off would have likely not been there if only a very limited amount of people "bought" DOTA or Counter Strike before they became popular. There's a very good reason why Valve made DOTA2 F2P even now.
This is just some of the immediate stuff, as for the rest:
- Nowadays there's people buying Sandbox games and installing hundreds of Mods, do you think this will stay the same if they have to
pay for them? How many do you think will be in the top spots of the store? Will these be the "best" or most qualitative Mods or those that manage to do PR well?
- Drama and hostility that we've already somewhat experienced. When something is done for passion you'll much easier allow someone to use your work or collaboratively work together than if you're arguing over scraps, who owns what, who gets how much etc.
- No more themed Mods of Copyrighted content e.g. no more popular figures or franchises (Star Trek, Star Wars, Game of Thrones etc.):
http://www.moddb.com/mods/crusader-kings-2-a-game-of-thrones-ck2agot
- Mods will be locked in to a closed Marketplace ecosystem to be better controlled (compare Diablo II + StarCraft on Battle.Net with Diablo III + StarCraft II on Battle.Net 2.0)
- Longest term goal (3-5 years I'm guessing) is probably to get rid of "free Modding" altogether and conquer this field for Monetization
All of this shit because Valve didn't think it made enough free money yet. You and many people keep coming back to the poor Modders, but nobody put them up to start work on anything and Valve most likely couldn't give less of a shit without their part of the 75%. It's about corporate greed, not "starving Modders".
At this point if there were "Mod teams" willing to do major work to sell, they might as well develop their own game and get a much larger part of the pie, Unity 5 and Unreal Engine 4 are free.