this post was submitted on 12 Dec 2023
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[–] [email protected] 121 points 10 months ago (17 children)

TL;DR: Execs finally think they can get away with it (again) and so paid mods are back on the menu.

[–] [email protected] 9 points 10 months ago (1 children)

I thought they already had paid mods. Isn't that what was added into the Anniversary Edition?

[–] [email protected] 11 points 10 months ago (1 children)

This is different from Skyrim’s Creation Club program, where previous paid mods were housed, as those modders were hired and paid by Bethesda as contractors.

They sought out modders and paid to have them make content to be included in a DLC. This change lets any mod, including already existing ones, become paid.

[–] [email protected] 12 points 10 months ago* (last edited 10 months ago) (1 children)

I don't think that's correct. There's a vetting process (so it cannot be "any mod"), and it can't be an existing free mod.

Creations must be standalone, so it cannot depend on other community releases, free or paid. Creations must be all-new to qualify for release. You cannot re-purpose older releases – or work by other authors, unless contracted. Creations cannot contain anything produced through generative AI.

https://creations.bethesda.net/en/creators/bethesdagamestudios

[–] [email protected] 6 points 10 months ago

Thank you for correcting me, that's good to know! That's nowhere near as bad as I thought it'd be.

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[–] [email protected] 45 points 10 months ago* (last edited 10 months ago) (1 children)

Fundamentally this is a studio developing games with deliberately missing pieces, missing QoL features, and endemic bugs. And then they're taking money for people adding those pieces, adding those features, fixing those bugs.

I'm guessing things like the unofficial patch or other bug fixes won't be sold, and they'll stick to nice things like new armor and niche mechanics. But even then it feels like mods are a less obvious selling point for Bethesda games the more they monetize the scene.

[–] [email protected] 3 points 10 months ago

Who is going to make the unofficial patch? And why would they do it for free when someone is going to make money off of their work. Remember they would be pre-reqs to paid mods.

[–] [email protected] 34 points 10 months ago* (last edited 10 months ago) (2 children)

Ugh.

I was thinking of reinstalling skyrim, a game I've paid for multiple times, but I won't now. This will almost certainly break some of the mods I usually use. I mean, fucking hell. The game's over 10 years old now. Plenty of people have bought it more than once.

And yes, I know that you can prevent updates, but I've had the thing update anyway even when I disabled that. Forget about verifying file integrity.

Can't we just enjoy the game we paid for, without Bethesda trying to fuck us over again?

Imagine if you bought a car, and the car company came over to your house without your permission, and started fiddling with rims so that the tyres you bought no longer fit.

[–] [email protected] 2 points 10 months ago

Buy the gog edition. Most mods support it now, and easier to stop updates on it

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[–] [email protected] 18 points 10 months ago

I just want them to stop trying to break my mod setup.

[–] [email protected] 18 points 10 months ago (2 children)

I just don't trust that a mod I payed money for would remain playable indefinitely.

[–] [email protected] 5 points 10 months ago (1 children)

Paid*

"Payed" is a nautical term.

[–] [email protected] 4 points 10 months ago

Good to know.

[–] [email protected] 3 points 10 months ago (3 children)

Nothing you pay for digitally is indefinite. They can and will yank your purchases away from you one day, no matter what you paid

[–] [email protected] 3 points 10 months ago

I feel like this is a separate issue. Mods aren't supported nearly as long as the base game typically.

[–] [email protected] 1 points 10 months ago

Still got more trust in them compared to a random mod.

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[–] [email protected] 17 points 10 months ago

I have no problem paying for good mods but I've not allowed Skyrim to update because I'd have to go through hundreds of mods to figure out which ones the update broke and I'm just unwilling to do that .

[–] [email protected] 17 points 10 months ago (2 children)

With the new restrictions that mods can't retroactively become paid mods, nor can they be dependent on others sounds fine on paper.

But consider what having this kind of system in place will do for future games and mods. I believe this will discourage collaboration and ultimately will cause a decline in quality. If paid mods can't build off of others, then there would be less incentive or option to build integration of mods. Anyone remember mods like cobl, cm partners, and fcom for Oblivion? Those would be impossible with paid mods. And since most modders would (rightfully so) like to maximize their income, I reckon many would exclusively make their portfolio be paid mods, even with restrictions on what they can build.

[–] [email protected] 5 points 10 months ago* (last edited 10 months ago)

I believe this will discourage collaboration and ultimately will cause a decline in quality.

Thus began the enshittification of Mods.

[–] [email protected] 2 points 10 months ago

The mods made under these rules seem guaranteed to be shittier than others.

Appearance and armor mods are out - no Bodyslide. Vast amounts of mods are dependent on SKSE, so those are out. A lot of the coolest stuff these days is possible only with SPID and other such frameworks for mods to use. Those are out.

So, either this will cause a significant decline in mod quality if modders actually try to build for it (to say nothing of the cost - even at $0.50 per mod some of my installs would cost $500+)...or most modders will ignore it, and it'll go unused, cause it's too hard to make good mods under these limits.

[–] [email protected] 16 points 10 months ago

Great, I wonder who gets paid for all the mods that provide functionality for other mods.

[–] [email protected] 14 points 10 months ago* (last edited 10 months ago) (1 children)

I'll never pay for mods unless they are as big as the base game. My issue is simply money vs amount of mods. I use so many of them and I'm not going to pay 90€ for the game and 5€ each for 1000 mods. (RimWorld I have even more than that. Skyrim about 700). You'd need to be insane to believe that paying this much is healthy. Of course someone who uses 3 mods will argue paying 20€ per month each, is fair.

[–] [email protected] 8 points 10 months ago (3 children)

20 a month for mods is not in any way fair. $2 a month maybe, but I'm not gonna pay more monthly for 3 mods than I pay for my psn and Netflix accounts

[–] [email protected] 4 points 10 months ago

A month? 2 bucks a month is still somewhere between 2 bucks and infinite bucks, depending on how long you use them, and that is not what seems fair for a mod. Remember when a whole game would cost a finite amount of money rather than a potentially infinite one?

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[–] [email protected] 14 points 10 months ago

Products aren't services.

Only legislation will fix this.

[–] [email protected] 5 points 10 months ago

I understand the resistance to paid mods in more mainstream games, but in the simulation community paid mods are an accepted thing, and good paid mods are almost universally thought to be worth the price of admittance. The effort involved in making a high-fidelity recreation of a specific racecar or aircraft takes a lot of time and resources, and the people who go through the effort of doing so deserve to have their time and costs offset. Hell, I have only made a few free mods, and I've made a few hundred in tips off them all the same.

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