Morrowind For Love Or Money Mod For Gta
Morrowind For Love Or Money Mod For Gta Average ratng: 4,0/5 2860 reviews
Would such a mod not totally ruin the game? Elaan e jung film songs. Neoseeker Forums » Xbox Games » The Elder Scrolls III: Morrowind » 'Always hit mods?' Grand Theft Auto V.
In general, no, mod-makers should not be paid for the content they “create.” Mods aren’t creations; no matter how complex, they are modifications to something someone else created. Yes, they take time and effort, but most of the modders I have talked to do it a) for love of the game, and b) for the novelty of being able to. At least until recently, Bethesda was the only major game developer that actively encouraged modification of their games and gave people the tools to do it well. I knew people back in the pre-Elder-Scrolls-on-console days who only played the Elder Scrolls games so that they could mod them and import settings and characters from other series that they loved. This was a way for them to continue their adventures with, for example, the Final Fantasy 7 characters, exploring a whole new world with beloved allies at their side.
Other modders went a slightly different route—I remember someone remade a huge section of Nosgoth from the Legacy of Kain series so that they could explore that and enjoy more of that game within the framework Bethesda had created for (I think) Oblivion (maybe Morrowind?). Paid mods would have to be completely new and creative. Such things do exist, I believe, and yes, those are worth paying for, but credit and possibly percentage still has to be given to Bethesda, because no matter how complex the mod, no matter how much it changes the appearance of the game or how many quests it adds, it is still a modification of a foundation Bethesda spent years creating. That said, I am very aware of the effort, time, and love that some modders put into their work. I have great respect for them, and if Bethesda can find a way to make this creation club work, and a fair way to set prices, there are mods I might pay for. I will, however, still continue to download free mods, because if I want characters from other games to run around with in the various nuclear wastelands of fallout or the various parts of Tamriel, I can’t pay for that without getting someone into trouble over copyright infringement. Mods for Bethesda games have been a true joy for me as a player.
I really, REALLY hope that the idea of paid mods (which I think is related to the increased popularity of the games due to their release on consoles) doesn’t ruin that. And of course, a mod which adds a glorious total of two bloody weapons, costs 6 bucks. You know what? I was ready to tolerate this Creation Club filth when it came out. “They might actually produce some quality content”, I thought. Bethesda took my trust and threw it off High Hrothgar. I distinctly remember them promising that they’d provide quality content, and yet we have third rate gutter mods adding a single set which we’re expected to pay for.
Immersive Armors adds 20+ sets of high quality armor, and it’s free. Expanded Skyrim Weaponry adds 105 new weapons, and it’s free. Should I keep going? I think you’ve all got the point.
Bethesda should ditch this Creation Club sham, stop backstabbing their customers, and issue a public apology for this treacherous betrayal of our faith. Most modders create fairly simple mods that wouldn't be worth a whole lot of money (one weapon, one outfit, one player home, etc) on their own.
Many modders are also aspiring artists, game designers, and other budding professionals who are building a portfolio in hopes of getting a paying job. For them, creating mods is a vehicle to something greater, not a career in and of itself. Paid mods also have to compete with free mods. Few people will buy mods that have counterparts in similar free mods that look and work as good or in many cases better than the paid mods. There's really nothing wrong with the model of Bethesda’s Creation Club. The idea itself makes perfect sense and in theory should work well. The problem isn't with the model, but rather the execution of that model.
Paid mods can work, and the Creation Club model can work. Bethesda just has to start using their partnership with modders to create more ambitious mods that actually require modders to work with Bethesda and that actually benefit from having modders work directly with Bethesda’s development team.
The boring, basic bullshit that has been released so far doesn't really require Bethesda’s help to make. In fact many mod reviews of Creation Club mods point out that free mods exist that already do the same thing as the paid mods, sometimes better than the paid mods. What people expected from Creation Club were complex quest mods with new mechanics, significant gameplay overhauls, and better integration of mods with the base game (i.e., more stability, fewer/no crashing, mods playing well together). So far Creation Club has gotten a lot of hate because it hasn't delivered any of the things that most see as a value add of having modders working with Bethesda. My pet theory is that Bethesda is ramping up to that, but wanted to start out small until they get the process down (coordination between the team and outside modders/developers), and once they do, then they'll move on to bigger, more complex projects. My theory is that they’ve also done a poor job of explaining that, and in providing a roadmap or updates in how that process is developing with their players.