Paid mods are being removed from Steam

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http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218


We're going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we'll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We've done this because it's clear we didn't understand exactly what we were doing. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. It's obvious now that this case is different.

To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.

But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim's workshop. We understand our own game's communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there's a useful feature somewhere here.

Now that you've backed a dump truck of feedback onto our inboxes, we'll be chewing through that, but if you have any further thoughts let us know.
 

Kamikaze Revy

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http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218


We're going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we'll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We've done this because it's clear we didn't understand exactly what we were doing. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. It's obvious now that this case is different.

To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.

But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim's workshop. We understand our own game's communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there's a useful feature somewhere here.

Now that you've backed a dump truck of feedback onto our inboxes, we'll be chewing through that, but if you have any further thoughts let us know.
Wow. That's dope
 

ReallJc

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Dat damage control tho lol. Also notice how they only say that they'll remove it from the Skyrim workshop because starting in the modding community of Skyrim was "probably not the right place to start iterating". Keep a watch on Valve, as it sounds like they'll probably try to bring this back when the backlash dies down.
 

Jax

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Dat damage control tho lol. Also notice how they only say that they'll remove it from the Skyrim workshop because starting in the modding community of Skyrim was "probably not the right place to start iterating". Keep a watch on Valve, as it sounds like they'll probably try to bring this back when the backlash dies down.
You know It's about money right? :usure:
Good things don't change, unless It's about cash.
 

ReallJc

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You know It's about money right? :usure:
Good things don't change, unless It's about cash.

True but the pc community weren't having it that so they had to backtrack. I know they were thinking from a business perspective, but it's always good to ask the community first, you know?
 

notPsychosiz

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They release Elder Scrolls broken and rely on modders to fix the game.
We even do mods that you would just consider 'patches' as all they do is fix bugs and typos and glitches and stat errors and strings.

By allowing modders to charge now, new players can't simply grab the fix for whatever's broken.
Thus, the modders charging was drawing focus to the game being broken in places.

This is my suspicion anyway.
 

TheGodling

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Whiny ass gamers fukking up the game again:smh:

Gaming can't grow if everytime there's some change gamers throw a hissy fit.

Story goes that off the mod sales 25% would go to Valve, 25% to the mod maker and 50% to the game developer, but the biggest issue that came from this, there's no way to compensate for modders stealing/borrowing/hijacking content. Within the first two days they were already deleting certain mods because they included content they took from other mods. That's what caused the biggest backlash, two days in and people were already ready to go to war over content they believed were stolen from them by other modders to make money, etc. With muddled copyright issues like this it was bound to become one giant clusterfukk.

And as many people have said, if you want to build a system to support modders, start with a donation button. It's that simple but Valve had to over step themselves.
 

daze23

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modders had the option to choose "set your own price" and set the minimum to $0, which is essentially the same as a donate button

thing is if any money changes hands, Bethesda wants a piece
 
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