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Modders: We need to talk

Discussion in 'General Discussion' started by tdev, Feb 19, 2016.

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  1. tdev

    tdev
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    BeamNG Team

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    I cannot reply to everything right now, but i think a lot of you need to change your mind about things. Some short remarks:
    • We dont want to rip anyone off. We want to provide reward to the guys who spent the work to create the mods
    • BeamNG cannot afford that to pay for that themself without the help of the users
    • We cannot contract work with all the mod authors together. Integrating content within the game will be very complicated and not easy. Atm our external contract is like 12 pages long i think ...?
    • You bought a finished game with your money, which you'll get. The paid content on top is something completely new done by others with great quality. The 1.0 and the paid mods are two different things. Someone could make it a unicorn simulator and sell that as a paid mod...
    • More reward to create mods > MORE MODS > MORE HIGH QUALITY MODS > more fun, more users > loop
    • No reward for the mod authors > no quality mods anymore, just the official shipped content > decline of the whole community altogether
    • Try to create a jbeam car yourself. You'll be amazed on how complicated it is to create. I think 10 cents is by far justified to appreciate the weeks of work that someone invested into it.
    • Yes, Mod authors are doing it for fun. However, if we can get them to invest more time and effort for some cents in return, everyone will benefit.
    • Donations will not work. Experience has shown, and no, we will not even try.
    • A flat fee seems very ..., just look at "season passes" or "iracing". We are not sure that's a good approach at all right now.
    • Mod stealing / reuploading will not be an issue at all. You will not be able to participate in achievements/tournaments/whatever if you have not bought the mod. Simple as that. If we get multiplayer the bought mods can be controlled over the steam profile. If the mod author updates his mod often, its even less of a problem.
    • We want to have sth that will make it possible to 'play' free some points. Maybe creating a simple skin would give you some points already that you could reuse. Creating vehicles even a lot more?
    • Please, try to have an open mind in this discussion. We really think that paid mods would increase the quality and quantity of the content that we have. I think you need to keep in mind that we would see mods by magnitudes better than we have right now if payment would be involved.
    • Mod updates would be free, paying for updates... ugh bad. Current idea is to 'subscribe' to mods.
    • Low quality paid mods are not a problem: We will not allow them.
    • Whats the difference between a paid mod and a DLC for the game? None! Because we'll consult the users in creating the thing and it will meet our quality standards, otherwise it will not be approved.
    • The "I want everything for free" attitude is not always working out. It works until a certain amount of time invested, then it gets unreasonable to even continue to work on improving sth...
    • We will have an ingame repository, delivering 3 times the amount of downloads as of right now at least. It will be fast and easy and not in the way. Its work in progress right now.
    • Steam microtransactions could be used: Meaning, we can let you purchase item X for money Y using your steam wallet money.
      I.e. new steering wheel pack for 50cents?
    • Even if you would not spent money on a mod, there are lots of users that would do so provided the quality is great and so forth. I would personally pay some 5$ to drive some of my dream cars ingame :D
    • Refunds will be a thing in one way or the other. Its about being honest and open. If the mod does not run well, or whatever, why would you pay for that ... If you want to use it to compete with it in something, you should not be able to return it then i guess ...
    Thanks everyone for the very civil discussion, and special thanks for the guys who actually read the thread without directly posting "PAID MODS SUCKZZ!". I will continue to read and reply in a more bulk form, replying to every post seems quite unlikely due to the amount of posts :/
     
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  2. SixSixSevenSeven

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    Like the idea or not, at least be civil and read what the man said ^
     
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  3. BlueScreen

    BlueScreen
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    Sorry, but I disagree. There are many people creating high quality content for the game expecting nothing in return.
    I'm not entirely against paid mods as long as it's handled in an 'unofficial DLC' sort of way, with very strict quality control by the developers.

    It also seems like a bad idea to introduce such a thing while the game is in a beta stage. Many things are changing constantly, it's hard to ensure compatibility with future versions of the game. If I pay for content I don't want it to break for a week with every major update.
     
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  4. tdev

    tdev
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    BeamNG Team

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    About the mods breaking with every update: we developed a technique that allows us to test all mods automatically with the most recent version in order to ensure compatibility. That should help a lot in the future to prevent these problems, create backward compatibility, etc.
    --- Post updated ---
    There are not that many people modding actively right now, having a little incentive might change that. That might be a reward, a badge, a kickstarter thing or whatever.

    The unofficial DLC is just another name for the same thing. We want super tight control over that to protect the end user from being ripped off. That's one the reasons of why the paid workshop in steam did not work out: it was too much crap and no one sane controlled the pricing.
     
    #104 tdev, Feb 20, 2016
    Last edited: Feb 20, 2016
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  5. BlueScreen

    BlueScreen
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    Also, what if a mod gets discontinued or abandoned? Should the people who bought it get a refund? Another mod for free?
    It would be unfair to the people who paid for a mod if the creator decided to quit modding, or just stop updating that mod for new versions of the game.
     
  6. tdev

    tdev
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    BeamNG Team

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    These are the detail questions. If we have paid mods, the engine will be stable enough for this breaking changes not happening. If they happen though, i think it would be in our obligation to keep them working at least.
    --- Post updated ---
    Also, i think we need a wording change or so. "Paid mods" have a really bad reputation that we don't want. We want to make a better system without the flaws that the other systems had. "3rd party content", "UGC", ... ?
     
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  7. speednsnake

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    I've seen number between 10 cents and $5 in your above post and I can't help but wonder what the "limit" or range of pricing would be for these (no judgement here, just curious). Does the mod author set the price, or would it be determined based on your team's quality/content assessment? Would there be a limit to the number of paid mods available? By that I mean, would anyone who makes a quality mod be able to ask for it to be paid, or would there be a set number of "slots" for paid mods that modders could compete for? When money is involved, everything has to be handled quite gently...

    Yeah a wording change would help so long as transparency is maintained. "Paid mods" and "Microtransactions" are pretty sour terms to most folks here.
     
  8. tdev

    tdev
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    BeamNG Team

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    Yes, this is why we have this discussion here :)

    About the pricing, i don't think i'll be expensive at all. The more users the modders attract, the more downloads they also get. If everything is working out, it will be a really small amount. That being said, we are way too early into all of this in order to even give any numbers. We don't know the transaction fees yet, etc. We'll figure it out.

    The base line is: we want to make them available to as many people as possible, so demanding a high price seems unlikely.
     
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  9. NoShotz

    NoShotz
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    If paid content gets implemented, most high quality mods will be paid, as i would expect people would want money for their work, and as someone who can't buy things online easily, it will limit the number of high quality mods i could use, which means i will be stuck with the not as high quality mods, and possibly mods that i already use, could become paid, which would be annoying. I do agree that modders should get money for their work, but community content shouldn't be put behind a pay wall. Donations are the way to go in my opinion.
     
  10. ryakra

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    Just thought I would throw my cents in, the paid mod idea I think could work if there was an option to "demo" the vehicle somehow. Like you can drive the car around a pre-set course with only a certain configuration or something. Some sort of refund system too, otherwise I can see a bunch of posts complaining about how they didn't like the vehicle/map/etc after the purchase. A problem would arise though, what about cases where the mod author for some reason just can't update the mod anymore?
     
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  11. synsol

    synsol
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    BeamNG Team

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    I sincerely believe that this is a good direction to take , because it can also help support the devellopement game with some extra income , and also pay a portion of bandwidth and contribute to the salaries of team that moderate mods today. We would all stand to gain because it could help continue the developement of the game. This type of financing works fine ( Apple Store, Play Store ) , so it might be good for everyone as long as the content is quality.
    Personally I do very very small mods that would remain free or at a very very low price.
     

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  12. crazikyle

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    You're right. I saw paid mods and panicked. Just call it DLC. If it's up to the quality that your content is, and you guys still get some money from it, its no different from any other DLC on any other game. Cars in forza, maps in online shooter games, new game modes, new features. Say it as it is, DLC.
     
  13. tdev

    tdev
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    BeamNG Team

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    so with donations you mean 0 income then? No need to even spend the effort in setting them up.
    --- Post updated ---
    idk about "DLC": its a very rigid term in Steam. Its a thing you can download there as extra item and that adds a substancial part to the core game. Steering wheel pack wouldn't count as such i guess.
    --- Post updated ---
    Yes, i think the apple/play store way as well. They only have the luxury to call it 'apps' ;)
     
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  14. lukerules117

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    Not really, there's very few games worth while on either of those.
    Even calling DLC will drive some people away, and in most cases DLC is way overpriced.
     
  15. Tom999

    Tom999
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    Ok, so you're going to need some research and collect data,

    Change "Most Messages" (otherwise known as "people who talk a lot")
    notable members.jpg

    To this, "Most downloads" (otherwise known as "popular stuff")
    notable members2.jpg

    "Most downloads" should exclude paid staff members as they currently have their own category in this section, their name in the credits and a paycheck. At the moment Modders are separate individual entities that contribute voluntarily with minimal assistance.

    Modders who work as a team will probably have to decide among themselves how their hypothetical "funds" are shared. I don't know if you have considered this yet but "Most Messages" is a fairly useless statistic as far as gathering helpful information goes.

    Another thought may be, add the category of "Valued Contributing Members" This may be all some people who don't want money, would require to feel comfortable continuing making mods. They see their name on a list created by the developers and are happy simply being acknowledged officially. This information would probably be sourced from "Most Downloads".

    "Most Downloads" would very easily give yourselves and the entire community an updated register of exactly what kind of content is most popular and therefore worthy of payment. This data is currently available but it's fragmented and only found by digging around.

    But then again "barbie girl" by "aqua" was a number one hit in the UK for 3 weeks. I wouldn't refer to that song in anyway as quality but apparently it's what some people really liked, god knows why. There is a definite separate relationship between what people "like" and what "quality" actually is.

    "Most resources" by itself while interesting is not really an accurate indication of quality or effort involved. One modder could have three tire skins with a few hundred downloads that only took 15 minutes to make but they could be higher in ranking than someone who spent 10 months making a single vehicle and have 12,000 downloads. (This is just an example and does not represent any specific individual by name.)

    Carefully creating a legal disclaimer that puts in "black and white" your relationship between yourselves
    and the modders who you are considering in this situation that is albeit still at a discussion and hypothetical stage.

    Fine print in other words. This can sometimes easily give you an idea of how it could all work or fail. I have personally sat in meetings with heavy hitting hollywood types and told them how it is, and I still get paid to do it to this day simply for the fact we Australians don't like bullsh-t. Because when it comes to legal requirements on a 120 million dollar movie, bullsh-t only gets you (and them) in trouble. Also in Australia we are automatically granted IP copyright (Intellectual Property) without even having to apply for it. Not every country has these laws, but it's just an interesting aspect to see how all that could be worded into a disclaimer for BeamNG.Drive.
     
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  16. Instant Winrar

    Instant Winrar
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    "Mods"
    "DLC"
    "Ad-ons"

    Call it community generated content as it should be.
     
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  17. NotLikeThis

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    It will be good to give the newest version to authors 2-3 days before release, for giving them a chance to fix vehicle in a new update.
    Also, as @Tom999 said before, we need other rating system. Something like "most downloads" and "net profit", "most messages/resources" are not very good.
    Also, what about payments for be abled to betatest a mod?
    Btw, i just thought about a good idea: receiving money only for some amount of downloads. How about this?
     
  18. forzaguy

    forzaguy
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    please no micro transactions
     
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  19. Occam's Razer

    Occam's Razer
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    Don't sell yourself short, TDev. To the right buyer, you're worth a lot. :)

    I do worry that the introduction of commercialized content could change the rules a bit; creating a licensed car or using a trademarked logo in a map could cause some issues. Even aside from the corporate world, certain free content (sounds, textures) is free only for non-commercial use, and could invoke takedown notices and a worse impression overall about the community should it be found out.
     
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  20. Binkey

    Binkey
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    Personally, I wouldn't want anyone to have to pay for my mods, but I get that you guys need money to host them. I don't know anything about this subject, but what about ads as a form of revenue? For example, when someone wants to download a mod, they have to sit through a 30-second ad and then get the mod for free. You guys get money, and the player doesn't have to spend any of their money.
     
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