Wassim
♕ The Awesomeness Within...
Posted this a few days ago;
You must be registered for see links
And you might of seen all the ruckus on the internet lately regarding the matter, Gabe even did a Q&A on it 2 days ago on Reddit ill provide link below
I realized that the modders only got a 25% cut of the sales and thought what the fuck and my mind got totally reverted
However less then a week after release Bethesda decided to take it off and commented
This is what it looked like in case you missed it.After discussion with Valve, and listening to our community, paid mods are being removed from Steam Workshop. Even though we had the best intentions, the feedback has been clear – this is not a feature you want. Your support means everything to us, and we hear you.
Regarding revenue, they explained why the cut was so small
Many have questioned the split of the revenue, and we agree this is where it gets debatable. We’re not suggesting it’s perfect, but we can tell you how it was arrived at. First Valve gets 30%. This is standard across all digital distributions services and we think Valve deserves this. No debate for us there.
The remaining is split 25% to the modder and 45% to us. We ultimately decide this percentage, not Valve.
Basically there reason was that original content creators would get less in long time periods
Is this the right split? There are valid arguments for it being more, less, or the same. It is the current industry standard, having been successful in both paid and free games. After much consultation and research with Valve, we decided it’s the best place to start.
This is not some money grabbing scheme by us. Even this weekend, when Skyrim was free for all, mod sales represented less than 1% of our Steam revenue.
The percentage conversation is about assigning value in a business relationship. How do we value an open IP license? The active player base and built in audience? The extra years making the game open and developing tools? The original game that gets modded? Even now, at 25% and early sales data, we’re looking at some modders making more money than the studio members whose content is being edited.
We also look outside at how open IP licenses work, with things like Amazon’s Kindle Worlds, where you can publish fan fiction and get about 15-25%, but that’s only an IP license, no content or tools.
The 25% cut has been operating on Steam successfully for years, and it’s currently our best data point. More games are coming to Paid Mods on Steam soon, and many will be at 25%, and many won’t. We’ll figure out over time what feels right for us and our community. If it needs to change, we’ll change it.
Links
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You must be registered for see links~ Gabe Newell Q&A on reddit mentioned above
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You must be registered for see links~ Bethesda Blog commending on the matter
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You must be registered for see links~ Steam's announcement on it.
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