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General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 03:43:59 am »
And this is what a community getting torn up looks like.
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If I make a script, why do you think you are automatically entitled to use it for free? If I want to sell it, should't that be my right?
This is the exact attitude I'm talking about. You feel you are entitled to use the stuff I made without paying because... reasons?
If you want a script for your mod, and don't want to buy the one I made... find a free alternative or make your own?
The wrapper claims this is good for modders. The wrapper is a lie.
25% is because it is a licensing deal, not a game sale. While they haven't released info on the rest, a good chunk of the rest goes to the original devs. Makes sense, considering the modders work relies upon their own, uses their own game for marketing via its official steam pages, leverages their audience, requires support (the game crashed; could be a mod, but will take a few hundred dollars of dev time to look into regardless). As for copycats, that's pretty easily dealt with simply through a copyright takedown system. Payment scheduling and such is on Valve's time, and as such should be quite easy to verify. Especially considering the thing isn't exactly new, since you could do the same with games themselves.
As for mods being free, they were always free because of copyright law. As I said, the option was free or cease-and-desist letters.
Using that logic, indie games should've died off two years ago. But places like itch.io (that support both paid and free games) are thriving.
Yeah, went through the catacombs twice now.You'll meet a shade and abandoned all hope on wizards/priests.I seem to recall shades being little problem vs my wizards and their doomfire spray