Creation Club is Bethesda's paid mods replacement | PCGamesN

Creation Club is Bethesda's paid mods replacement

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After the paid mods fiasco / apocalypse, Bethesda took a break from talking about paying for fan-made add-ons for their games. Now it seems that idea is back with Creation Club, a new initiative announced at E3 2017.

Here are the best mods we ever found for Fallout 4.

It's due to debut later this summer and will add "new items, abilities and gameplay" to The Elder Scrolls V: Skyrim and Fallout 4, made by both Bethesda themselves and various community contributors and third-party dev teams. 

Here's the full list of what you can get in creation club:

  • Weapons: New weapons, material skins, parts, etc.
  • Apparel: New outfits, armor, and items for your character.
  • Worlds: New locations, decorations, foliage, etc.
  • Characters: New abilities, characters, companions, etc.
  • Creatures: New enemies, mounts, pets, etc.
  • Gameplay: New types of gameplay like survival mode, etc.

It works by purchasing credits through the various digital marketplaces of Steam, PSN, and Xbox Live, then those credits can be used in either game to get the items. People who want to sign up to have their stuff offered through the Creation Club can do so here.

Any work done will then go through a lengthy approval process, as outlined in the official FAQ. However, Bethesda specifically say this isn't the same as paid mods:

"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. Most of the Creation Club content is created internally, some with external partners who have worked on our games, and some by external Creators.

"All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing. This also guarantees that all content works together. We’ve looked at many ways to do 'paid mods', and the problems outweigh the benefits. We’ve encountered many of those issues before. But, there’s a constant demand from our fans to add more official high quality content to our games, and while we are able to create a lot of it, we think many in our community have the talent to work directly with us and create some amazing new things."

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Jac Atax avatarDarkedone02 avatarQDP2 avatarBraneman avatar
Jac Atax Avatar
145
10 Months ago

Was expecting this.

Mods give Elder Scrolls and Fallout games extraordinary longevity, this provides an ability for Bethesda to extend additional revenue to Bethesda way past the lifetime of the game. Having curated mods sounds like higher quality, but since Morrowind times official mods and DLC's have also messed up their own games. I suspect the 'official' content will reuse the best ideas of the free modding community as per the EULA Bethesda has for user content.

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Darkedone02 Avatar
148
10 Months ago

The rest of the world don't like the paid mod, giving the middle finger to the devs who come up with this since the community believe that mods should be forever free, and Bethesda should keep their greedy hands off their mod access.

I think this was their third attempt on trying to introduced paid mods, and watch as this will ultimately backfire against them.

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QDP2 Avatar
961
10 Months ago

I found it so funny how people jumped to blame Bethesda for the paid mods front. They were never pocketing any money from the Steam's paid mods development. Valve was taking their standard rate for data holding/distribution, and the rest was going to the mod creators.

Problem is as you say: mods have been free up to this point, so nowadays people believe they are entitled to the things. Introducing a paywall would increase the range and depth of mods, resulting in a larger experience with more longevity to each game community. It is a plus for everyone, assuming the public stop throwing a tantrum over it, selling $1000 iron swords and other rubbish to try and abuse the system.

I believe this is what Bethesda are trying to do here: lock the mod list behind there own security checks, to ensure the market grows sensibly. If the modders taste the money, they should get interested enough to invest more into the game for people to enjoy. Conversely, if the paid mod list grows large enough with enough high quality new content, the public will start investing into it. A secondary currency sounds like a bad idea to me (using Gems/Coins instead of £/$) since it introduces a second paywall between the user and them owning the mod. Either way, we should hope this time they succeed. Introducing profits to the content creators is the way to fuel the economy's growth.

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Braneman Avatar
131
10 Months ago

Steam had the standard split(30%) then it was up to Bethesda to determine how the rest of the money was split, they went for 45% and left the remaining 25% to the modder. Bethesda decided that the people working to fix their games for them should get 25%.

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Darkedone02 Avatar
148
10 Months ago

I think to be honest, alot of people are still against "paid mods" because of income issues. Games are improving and adding in better things but our wallet is not... people hate going broke and hate it that we have so many more choices and possibly requirements to spend on, but our wallets and wages are still stuck in minimum wage land... now if we never was in minimum wage land, I think people will be more acceptable so they do have money to spend on things like this.

I think overall people just hate spending 60 bucks on a game in the future, plus addition 60 bucks if you want VR, and a certain amount of money to pay for some good mods you might considered a requirement to get the best experience, you probably spending 200 or 300 already on a single game, just like how normal people probably spend more then that on League of Legends or other games.

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QDP2 Avatar
961
QDP2 replied to Darkedone02
10 Months ago

Games have slowly risen in price, climbing faster than inflation. There’s a limit to how much people can/want to invest into gaming, but there's also a value for everything. Mods at the moment are a way for avid fans to invest into the community and help develop/grow the game they love. There's a market for that, both the devs and the players benefit from this (increased content + increased sales). This is not something that would change. Content creators whose goal is to entertain (not profit) would continue the same way. Many modders are against paid mods, and there’d be no requirement for them to charge people for their content. The benefits for a system such as this though, are rather clear.

I believe the logic of paid mods is to increase the size of a games modding community. To offer a cash incentive to premium quality modders is an efficient way of drawing more modders to the scene, as well as improve the quality of the mods in general. New modders would appear and develop content for games that wouldn’t have existed without the cash incentive. It is not like the free mods community would notably shrink because of this platform, but instead that new content previously unfeasible for the mod community could now be produced to sell.

To talk about money, I’d have to start with correcting your off-predictions. To begin with, why do you believe you’ll have to buy the game twice to play it in VR? Are you accounting for the cost of VR hardware? Or is this Bethesda trying to charge again for Skyrim/Fallout VR. Either way, it is still arguable whether or not VR is the best experience, considering the low pixel-count for the large field-of-view the screen takes up. Also, for those willing to invest into a VR headset, I’m sure paid mods is not the largest addition to invest into. Then within the mods section, you seem to think it’ll cost you $100-200 to get the ‘premium experience’. Paid mods would not be something required. In just the same way as how you’d invest into LoL or a game’s official DLC, you don’t need to own a paid mod at the start of the game. You can comfortably buy it later should you find it has good reviews and like the look of the content, or should you decide otherwise you can always watch a Let's-Play to experience the content 2nd-hand. It's worth noting again that this paid content would not be available for free either way. You'd still have all your free mods available to download/enjoy, there'd be no shortage of content.

Modders are investing large amounts of their time and effort into content for people to enjoy. I can totally get behind a method for the mod creators to charge for their content, so long as the premium taken by the service provider isn't too high (personally, I think it should be the same as Steam's deal to devs: 70% goes to the modders, 30% to service providers + game producers). At the moment I agree that these platform providers are being greedy (as Braneman pointed out), but that does not change my stance on the matter: paid mods is something that should be offered to content creators. It will only improve the quality of the mods and increase the longevity of the games. To argue against a paid platform; requesting that people shouldn’t make more premium content because your scared it’ll make you invest more; seems idiotic to me.

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Darkedone02 Avatar
148
10 Months ago

To answer one of your questions, yes, you have to pay 60 bucks to buy the game once again for VR, look at the steam page for Fallout VR... they putting a hefty price point for a VR re-released game.

Second off, like I said, the game industry is improving but our wallets are not, in reality we are stuck in minimum wage land, and many people can't afford alot of things, which is why you see alot more people complaining about paid mods more like it's a draconic symbol and how bethesda is making this greedy system just to make a quick buck out of the modding community that once was free since many decades. If you have not heard already, which is why there so much protest against this.

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