sser
Arcane
- Joined
- Mar 10, 2011
- Messages
- 1,866,688
Bullshit.If you give modders lots'o'dosh they still won't magically develop more talent, ability to work 48h/d or inclination to lead and manage the risks of leading large professional teams.But yes, modders don't have the proper resources to always make their own shit - so they borrow it from others. That's kinda my point, no? That if you give modders lots'o'dosh.In a world of small modding teams, having someone else do generic scripting library to plug into and someone else produce the assets is invaluable - every modder or small team having to reinvent the wheel over and over will leave very little resources left to actually produce anything worthwhile.
Modding, same as open source development, is built on interdependence and cooperation. If you want to take those away, why not also dependence on existing engines and toolsets? The stuff you want already exists. It's called independent game development.
There might be some benefit to blurring the lines between those, but not at the cost of erasing foundations of modding scene.
Modding scene can do many things indies cannot, for example deliver disproportionally high quality stuff for the size of the teams involved AND for the size of the market. This follows directly from the specifics of modding scene - cooperation allows actual teams responsible for the content overlap and be much larger than individual modding teams themselves, while the scene can't really support numerous competing feature and content intensive mods such as TR so trying to go full capitalism here is a pipedream that will end badly.
Modding is built on nothing more than an individual wishing to change a game. Saying anything more than that is rose-colored nonsense.
Everything anyone ever does is built on assumptions of some sorts.
Inability to mod for profit was a given and TES modding scene was evidently shaped by this and developed certain qualities it otherwise wouldn't have because of this.
The inability to mod for profit was due to legal constraints and in some part the lack of a way to deliver the product, that's it. Reading anything else into it is pointless, clearly illuminated by just how many modders joined Valve's experiment here. And of course one dynamic produces a unique result. The question is does it produce the superior result? We don't know, and I don't like to willingly throw myself onto an assumption that one system is best thanks to the complete and total absence of another system.
I never said commercial modding precludes teamwork. It does put a hamper on cooperating outside of your team, though.A quick glance at the Skyrim mod store shows a number of mods where there are multiple authors. There is your interdependence and cooperation.
Okay cool so it doesn't, but I guess we'll keep saying it does...? There's nothing stopping anyone from cooperating with one another. I mentioned earlier that someone with an important script could theoretically withdraw it from the rest of the community. But in a monetary system they would be doing this at their own peril. Nobody and nothing is irreplaceable.
Genius!Also, independent game development and modding are not one and the same.
Have you managed to glean HOW they differ as well?
This was what you originally said: The stuff you want already exists. It's called independent game development.
No, that's not the stuff I want nor does it exist. The suggestion that, say, a full conversion mod is in line with a full-on indie game development process is asinine.
So let the devs inject the cash into this giant machine promoting their games if they really want to?Injecting cash into any kind of creative process is not a pipe dream, dude, it has an eight thousand-year track record of success. Sure, sometimes the carrot on the stick leads nowhere, and sometimes a blind man can find the way, but more often than not incentivized supply finds its own rewards.
Paywall is not merely cash injections. It deeply affects the process of modding itself. For starters it enforces competition, and there are basically two facets to competition and only one of them can be argued to be anything positive.
Horizontal competition - competition between similar goods, can be beneficial, it promotes (arguably) superior goods over (arguably) inferior ones.
However, there is also vertical competition - when your average buyer has limited enough funds that he has to choose between completely unrelated goods serving completely unrelated purposes - having to choose between fridge or food to put in it serves neither the producers of food nor the producers of fridges.
And, through years of free modding TES modding scene has developed highly vertical structure with users typically running tens to hundreds of mods and with tall mod dependency hierarchies.
And no, still having option to give your mod away for free isn't really a solution when your mod depends on paid unofficial patches, paid UI fix providing what has become a common standard for mod configuration, and some assets and scripting borrowed from some other mods whose authors now don't want to share either because they are already selling them. Of course, you can avoid this by reinventing the wheel yourself in which case your mod won't have the quality it would have otherwise, whether it's free or paid one.
You do like your assumptions, along with a big bowl of bad comparisons. We're talking about a luxury item here, not food in your fridge, nor someone pointing a gun at your face or any other ridiculousness I keep seeing crop up. We do not know what sort of system would unfold out of mods being paid for. You just said a bunch of things you can't possibly prove.
The argument that competition would be ruinous begs the question, what if it wasn't Skyrim? What if it was Elder Scrolls VI, fresh out of the oven? Would the argument revert to something else, all this verticality you speak of being nonexistent? Because I'm pretty sure the fundamental baseline for this is not the obviously poor mechanics of how Skyrim would deal with Valve's nuclear bomb, but the principle of paying for anything you've already deemed to be forever free.
No, I'm arguing that if his $10k costs the mod community of $100k total value, he should get kicked in the face until he fucking stops.Once again, if someone sells $10k worth of mods, are you going to sit there and reject the objective truth that there was monetary value to that mod? Because that's what you are doing.
The purpose of restrictions, in this case would be to minimize damage caused by vertical competition, maximize both total and max value of actual content mods and to prevent moribund opportunity for developers to cash in on their own bugs and sloppiness.
Feels before reals with a touch of authoritarianism.
What you've stated is fairly emotional. His $10k costs nobody anything but what they paid. He didn't force people to buy his product, they did it on their own presumably because it is the superior product. "Beat this guy up for being the best around!" Yeah, no, that doesn't really make much sense. Like I said many times, if he can make something you think can be done for free, then go on and do it. If you can't replace him and his $10k product, then maybe his product is worth $10k so keep your jealous little footprints off his face.
Of course, the devs can still inject cash into unofficial patches, modding resources and gameplay improvements - think of it as an investment - the more cash you put down at the common root, the more revenue it will generate at, partially paid, leaves.
I don't know what kind of system you're arguing for here because developers themselves "injecting cash" could be mean a whole host of things that a single sentence couldn't even hope to describe. What I'll say is that the best system, in my own opinion, is something like Patreon where modders are not only rewarded for creating mods, but for sustaining them.