You Sold Out: How Steam Challenged the Punk Ethos of the Modding Community
Valve as a company is something of a duality. As developers, they’ve created some of the best games of the last 20 years. As a business entity their Steam platform is the most successful and widely used port for PC gaming, to the point that developers literally need to have their product available on there if they wish to reach the widest audience. But despite being such a forward-minded company that has revolutionised gaming and produced some of the most lauded and discussed videogames of all time, they remain marred by consistently counter-intuitive policies and practices. They regularly come under fire for not having any returns policy for Steam purchases, their Steam Greenlight and Early Access programs are overloaded with subpar product, and they simply refuse to enact any sort of upkeep on their own store-front, meaning that actual new games can get lost under a torrent of old, forgotten shovelware from an old publisher. Even with all this, Valve found themselves in a new level of trouble with their users when they attempted to introduce paid mods for videogames.
The pilot scheme was simple; several modders for The Elder Scrolls: Skyrim had their mods made available for a fee instead of for free with the price being cut three ways between Bethesda, Valve and the modder in question. Valve have had paid-for mods on their Steam Workshop for years, but this was the first time a game that wasn’t made by Valve would support them. Since introduction, modders could then put forward their creations to be approved for the scheme, and could select if they wanted to make payment mandatory or pay-what-you-want with the minimum price of their own choosing. This was all brought in literally at the drop of a hat with Valve making an announcement one morning that the system was already in play. And the crowd went wild.
There was no escalation, no slow ascent to fever pitch—Steam users and the modding community were not happy with the decision and the system, and they were letting Valve know en masse. In a Reddit AMA Gabe Newell, Managing Director for Valve Corportation, stated that responding to the amount of email they’d gotten in the two days since launch had cost them $1,000,000, while their profits made from the scheme stood at $10,000. They had very clearly bitten off more than they could chew and paid for it, so they made the decision to close down the service until further notice, with aspirations to come back to the idea at a later date.
This outcome isn’t surprising given the level of vitriol aimed at Valve, but what is surprising is that prominent members of the PC gaming and modding communities completely agree with the sentiment in ideal. Garry Newman, the creator of Garry’s Mod, a physics sandbox mod of Half-Life 2, stated that he was “all for it” but he did also lament the pay structure and benefits on his blog, writing that it’s “backwards” that as it stands Valve and the game’s original developers make the most profit and the modder gets the least amount of revenue.
The pay-scale was a repeated point of contention as it was 75:25 in favour of Valve to the modder no matter what the price for the mod is set at. Valve did also share that 75% with Bethesda, but that still leaves the creator of the mod receiving the shortest end of the deal. The 75:25 split is the same one employed for Valve’s in-house modding scene for games like Team Fortress 2 and Dota 2, but unlike Skyrim, those games are free to the general public, with only in-game purchases and these mods as a source of revenue for the developers that keep them afloat. Skyrim released and sold at the standard AAA price of $60 and has more than made its money in the 3-and-a-half years it’s been on the market. But the problem goes deeper than the fact that Bethesda were driving further profit on a slightly older product—they were taking advantage of something that had driven sales for that product as long as it’s been around.