Bethesda finally let the other shoe drop on paid mods at E3 2017


#5

I almost stayed up way past my bed time to watch this. Thank God that I did not.


#6

“Like”


#7

Same here Jason. I just finished watching it this morning.

Still, that Wolfenstein trailer starts off pretty great. Just like with the FMV marketing for Wolfenstein: The New Order, the FMV trailer that started off Wolfenstein II: the New Colossus was excellent. I love how much fun they have with the new timeline where Nazis rule America. It’s such a great direction for this whole series.


#8

Sadly I did stay up for this. Maybe paid mods will fuel a burst of creativity that will turn Fallout 4 and Skyrim into practically brand new games as far as content goes…but I kinda doubt it and it’s hard not to be cynical about it.

What a huge disappointment though that there was no Starfield, Fallout 5, or ES 6 announcement. Creatively they seem determined to present “compelling stories” with their “memorable characters”…at least I think Hines said something like that. And that’s great and all but I really wish they would focus on the wonderful open world sandboxes that they are so good at making. Oh well. Maybe next year?


#9

I personally like that they always seem to concentrate on what’s coming in the coming year. What’s the use of announcing Starfield, Fallout 5 or ES6 if they’re not coming until 2018 or more likely 2019? I’d rather they wait on the Summer 2018 announcements and onward until next year’s E3.


#10

What did y’all think of the Skyrim for Switch trailer? Something about it seemed to me like “Baby’s first Skyrim”. And I don’t necessarily mean that in a negative way.


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#11

Oh I like that too. I just wanted one of those games or a game like those this November. :)


#12

Yeah, I’m majorly disappointed, but next year ought to be a hell of a show for them.

Still, what a fucking let down. And I say this as someone who has a VR rig and loves it.


#13

I’m sure they’ll announce it as soon as they’re close. The open world game(s) probably just aren’t there yet.


#14

Oh haha, of course there’s no Oculus support. I understand why and all, but fuck Bethesda. God. Fucking children.


#15

I don’t understand the furor at all. This appears to be Bethesda “in-housing” mod development, essentially contracting out DLC development. Seems entirely different than the free for all clusterfuck that was going to be the end result of the original Steam attempt.

Though of course, this is still fuckupable, e.g. Bethesda Bucks.

Creators are required to submit documentation pitches which go through an approval process. All content must be new and original. Once a concept is approved, a development schedule with Alpha, Beta and Release milestones is created. Creations go through our full development pipeline, which Creators participate in. Bethesda Game Studios developers work with Creators to iterate and polish their work along with full QA cycles. The content is fully localized, as well. This ensures compatibility with the original game, official add-ons and achievements.

Creators are paid for their work and start receiving payment as soon as their proposal is accepted and through development milestones.

Mods will remain a free and open system where anyone can create and share what they’d like. Also, we won’t allow any existing mods to be retrofitted into Creation Club, it must all be original content…All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing.


#16

That Wolfenstein trailer. So freaking great! After the 2014 game I can’t wait.


#17

I have no problem with this.
This is not really what I call “paid mods”.


#18

ya and it will probably all amount to nothing. I don’t see either the people who are really going through all that trouble to create something nor do I see a particular market for this stuff. I mean there will be SOME interest in it like with every obscure thing but overall its much ado about nothing.


#19

Just an observation in a larger setting. Some modders mod as a hobby, so pay is not a consideration. But, many also do it as a way of showcasing skills, and it is even recommended when people ask about paths to industry jobs. Bethesda is realizing the obvious, that much of the real value of their games comes from their mod community. Great. They also seem like they want at least the non-hobbyist ones to get paid. Good?

Or is it really? Yes this is them “out-sourcing DLC” more or less. So they make the game platform, and keep all rights and sales and the modders don’t get jobs, they become part of the game payment eco-system. The new “not really an employee” piece work economy. So I have to ask,

Would I make more per hour driving for Uber, or modding a Bethesda game? And is that after I count the expenses prom providing my own tools? Soes anyone do proper percent usage and amortization on the car-insurance-maintenance/pc-tools-electricity-home office? Back when I did contracting, or early era work offsite from home I had to.

I think the backlash if they shut down mods for existing games would be strong. But I see this also as a pilot for future games. One of the things that internal dev cycle could do is add the DRM, so non-vetted mods could them be killed off.


#20

Oh. That’s almost entirely what they should be doing, then. Maybe some tweaks to the precise details, and of course making people go through Bethesda.net is terrible because Bethesda.net is terrible, but developer-guided-and-curated third party content creation is the only way “paid mods” makes sense to me as a concept.


#21

I’m not really interested in Bethesda’s games, but I’ve made some mods for other titles, and this is an interesting experiment. The current model is a lot less offensive than what they tried to do in the past WRT paid mods.

So a big thumb’s up from me!


#22

Nice to see Pete Hines’ attitude on Twitter syncs up nicely with Bethesda’s policy towards their customers / reviewers nowadays.


#23

More on this.

[quote]
Hines emphasized the distinction between this content and mods, noting that everything from Creation Club will be treated as official content. “It’s almost like mini DLCs in some way, although that’s probably not even a great point of reference,” he explained. “But they are internally created, or internally created along with external developers. They’re fully internally developed and work the same across all three platforms. They’re guaranteed to work with your save games. They don’t turn off Achievements or Trophies, unlike mods. They’re guaranteed to work with all DLC. They’ll be localized as needed. They will be put out and created as official content from the studio.”[/quote]

[quote]
“Ultimately we’ll see the stuff that comes up, but it’s not meant to be high price point stuff; it’s supposed to be small things you can add to your game,” he said. “The price points will vary. We’ll figure that out as we go along. Honestly, it’s all dependent on what the folks who are working on this want to create. They get to pitch, ‘I want to make this thing, I want to make that thing.’ And then it gets approved and they start working on it. If they’re a modder that’s been accepted, they’re no longer a modder. They’re now a game developer. Once they get greenlit, they’re getting paid like any other developer that works on our stuff.”[/quote]


#24

The biggest issue to me seems like it’ll be IP related. Let’s say in the Creation Club you design, for instance, a HUD mod that’s completely your own creation from the ground up, but it does something sort of similar to a HUD mod that already exists. What’s to prevent a mod creator from jamming Bethesda up with legal requests to either remove the Creation Club mod or give anyone filing a claim a piece of its money flow?

I mean, I’d say “I’m sure Bethesda has thought about that,” but none of this seems particularly well thought out.