One of the major announcements out of Bethesda’s E3 2017 press conference was its Creation Club program. Creation Club is a store system in which Bethesda partners with modders to create and release mods for The Elder Scrolls V: Skyrim and Fallout 4, two of its hugely successful RPGs.
![]() Bethesda Paid Mods Again Youtube
Unfortunately, the reveal of Creation Club didn’t go down so well and leading some to question whether it was a new form of paid mods. Bethesda’s vice president of PR and marketing, Pete Hines, has now spoken about the controversy, explaining the difference between paid mods and Creation Club.
In an interview at PAX West, Hines explained that “one of the reasons that this is not paid mods is that when [modders are] working for us it’s a job. They’re not getting paid only if the stuff sells, they’re getting paid like an external contractor all along the way.”
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Hines goes on to explain that “the risk is removed for [Creation Club contractors] because they’re getting paid and treated like a real external developer, working alongside us.” The Bethesda executive again stress that making mods during freetime and making mods as part of Creation Club “just aren’t the same.” Hines also pointed out that Bethesda has faced plenty of outrage over mods previously, noting that when the company first offered a native mod database it was accused of “trying to shut down [NexusMods] and everything else.’”
Much of the outrage towards the Creation Club program seems to stem from concerns about what Bethesda might do. Skyrim was part of the Steam paid mod system that caused controversy several years ago and many still hold a grudge against Bethesda because of it. Many argued that mods should always be free, and this argument has carried over to Creation Club, despite the program existing alongside non-Creation Club mods which are available for free.
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Fans also fear that if Creation Club takes off, Bethesda may require all mods for the game to go through its platform, forcing all mods to become paid mods when they could otherwise be free of charge. While there is currently no indication that the company plans to do that, it will be up to Bethesda to restore that goodwill. Bethesda has a long way to go to prove to fans that it really isn’t up to no good and this isn’t paid mods part two, and Hines’ comments are just the start.
Source: YouTube – Tek Syndicate
Well..wow.Valve and Bethesda have announced that they have removed the payment feature from Steam Workshop effective immediately. Refunds have been sent out to anyone who paid for a mod using the system. Bethesda's blog piece originally defended the system and was then later updated. However, I think it's an amazingly good read. You may not agree with everything written within it, but it is well written and shares key insights in to Bethesda's thinking when they went in to this endeavour. Frankly, if they had written and released that blog piece when they'd first announced the paid workshop functionality then it would have helped to alleviate some of my fears. It's a shame that it wasn't done. I particularly appreciated their comments on DRM, which I feel might have been slightly pointed at me: Excellent words. Thank you, Matt (or whoever wrote it). I know many people will disagree with me, but I can't help but feel sorry for Bethesda. I understand this was their own doing. But in between all the drama of the past few days it's very easy to lose sight of the fact that this is the developer who released an amazing SDK for Morrowind, when they didn't have to, an amazing SDK for Oblivion, when they didn't have to, an amazing SDK for Fallout 3 (that worked with New Vegas), when they didn't have to, and an amazing SDK for Skyrim, when they didn't have to. In a gaming industry that was and is running further and further away from modding. We shouldn't have had reason to doubt them, but unfortunately a lack of good communication with the community at large prior to releasing the tools has completely bewildered the entire community and contributed in a big part to the resounding amount of resentment towards the new system. Earlier on today I wrote another 2,500 words for a Q&A interview with Rock, Paper, Shotgun. I'm interested to see if they'll still print it considering it's now mostly a moot point, but it raised some interesting questions and answers which are directly related to how I think (or thought) this could have been handled a bit better to avoid what has become this rather terrible PR nightmare for Valve and Bethesda. If they're not planning on releasing it then I'll have a think as to whether it would be worth posting up as a concluding blog piece on the topic. Though it may be better not to beat the dead horse further and draw a line under this extremely damaging incident in the hope that we can move on from it quickly. Would you even like to read more of my banal twitterings? God knows I've waffled on way too much these past few days as it is. A few minutes ago at Bethesda's E3 2017 press conference, the publisher announced a new paid mods initiative called the Creation Club. This is a way for players to purchase, download, and install mods and new game content for both Fallout 4 and Elder Scrolls V: Skyrim, with a new in-game interface and new currency.
According to Bethesda:
This appears to be Bethesda's second attempt at creating a paid mods marketplace, after its original aborted attempt via Steam. The difference here is that, while the first paid mods initiative allowed all creators to put their mods on the marketplace, this Creation Club initiative is limited to modders hand-picked by Bethesda. Bethesda also sounds like it will be in control of content that appears on the Creation Club storefront.
Content for Creation Club is purchased with 'Credits'. There's no word on the real-world price equivalent for these Credits, or how much specific mods can be expected to cost, but some examples are included in the above trailer and screenshots.
Further details have been made available via press release from Bethesda, including an attempt to distance the Creation Club from the concept of paid mods as it was first known - despite the fact that Creation Club content consists of modders being paid for their work.
The press release follows:
What is the Creation Club?
Creation Club is a collection of all-new content for both Fallout 4 and Skyrim. It features new items, abilities, and gameplay created by Bethesda Games Studios and outside development partners including the best community creators. Creation Club content is fully curated and compatible with the main game and official add-ons.
What types of content will be included in Creation Club?
Creation Club will feature a wide variety of content including but not limited to:
How do I get Creation Club content?
Creation Club is available via in-game digital marketplaces in both Fallout 4 and Skyrim Special Edition and purchased with Credits. Credits are available for purchase on PSN, Xbox Live, and Steam. Your Credits are transferable and can be used in both games on the same platform.
Can I become a Creator?
Whether you are a professional developer, artist, or modder; you can apply to be a Creator through our official website. Be ready to share work you’ve already done as part of your application.
If I’m accepted to be a Creator, what can I create and what is the dev process?
Creators are required to submit documentation pitches which go through an approval process. All content must be new and original. Once a concept is approved, a development schedule with Alpha, Beta and Release milestones is created. Creations go through our full development pipeline, which Creators participate in. Bethesda Game Studios developers work with Creators to iterate and polish their work along with full QA cycles. The content is fully localized, as well. This ensures compatibility with the original game, official add-ons and achievements.
Are Creators Paid For Their Work?
Yes. Just like our own game developers, Creators are paid for their work and start receiving payment as soon as their proposal is accepted and through development milestones.
Is Creation Club paid mods?
No. 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.
Creation Club is launching in Summer 2017 for PC, Xbox One, and PlayStation 4. Does this new initiative sound like it addresses some of the concerns of the first paid mods attempt, or will the same problems persist? Let us know your thoughts below.
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