Skyrim Mods: Why We Gave It a Shot


Update: After discussion with Valve, and listening to our community, paid mods are being removed from Steam Workshop. Even though we had the best intentions, the feedback has been clear – this is not a feature you want. Your support means everything to us, and we hear you.

Original Post: We believe mod developers are just that: developers. We love that Valve has given new choice to the community in how they reward them, and want to pass that choice along to our players. We are listening and will make changes as necessary.

We have a long history with modding, dating back to 2002 with The Elder Scrolls Construction Set. It’s our belief that our games become something much more with the promise of making it your own. Even if you never try a mod, the idea you could do anything is at the core of our game experiences. Over the years we have met much resistance to the time and attention we put into making our games heavily moddable. The time and costs involved, plus the legal hurdles, haven’t made it easy. Modding is one of the reasons Oblivion was re-rated from T to M, costing us millions of dollars. While others in the industry went away from it, we pushed more toward it.

We are always looking for new ways to expand modding. Our friends at Valve share many of the same beliefs in mods and created the Steam Workshop with us in 2012 for Skyrim, making it easier than ever to search and download mods. Along with Skyrim Nexus and other sites, our players have many great ways to get mods.

Despite all that, it’s still too small in our eyes. Only 8% of the Skyrim audience has ever used a mod. Less than 1% has ever made one.

In our early discussions regarding Workshop with Valve, they presented data showing the effect paid user content has had on their games, their players, and their modders. All of it hugely positive. They showed, quite clearly, that allowing content creators to make money increased the quality and choice that players had. They asked if we would consider doing the same.

This was in 2012 and we had many questions, but only one demand. It had to be open, not curated like the current models. At every step along the way with mods, we have had many opportunities to step in and control things, and decided not to. We wanted to let our players decide what is good, bad, right, and wrong. We will not pass judgment on what they do. We’re even careful about highlighting a modder on this blog for that very reason.

Three years later and Valve has finally solved the technical and legal hurdles to make such a thing possible, and they should be celebrated for it. It wasn’t easy. They are not forcing us, or any other game, to do it. They are opening a powerful new choice for everyone.

We believe most mods should be free. But we also believe our community wants to reward the very best creators, and that they deserve to be rewarded. We believe the best should be paid for their work and treated like the game developers they are. But again, we don’t think it’s right for us to decide who those creators are or what they create.

We also don’t think we should tell the developer what to charge. That is their decision, and it’s up to the players to decide if that is a good value. We’ve been down similar paths with our own work, and much of this gives us déjà vu from when we made the first DLC: Horse Armor. Horse Armor gave us a start into something new, and it led to us giving better and better value to our players with DLC like Shivering Isles, Point Lookout, Dragonborn and more. We hope modders will do the same.

Opening up a market like this is full of problems. They are all the same problems every software developer faces (support, theft, etc.), and the solutions are the same. Valve has done a great job addressing those, but there will be new ones, and we’re confident those will get solved over time also. If the system shows that it needs curation, we’ll consider it, but we believe that should be a last resort.

There are certainly other ways of supporting modders, through donations and other options. We are in favor of all of them. One doesn’t replace another, and we want the choice to be the community’s. Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop than he made in all the years he asked for donations.

Revenue Sharing

Many have questioned the split of the revenue, and we agree this is where it gets debatable. We’re not suggesting it’s perfect, but we can tell you how it was arrived at.

First Valve gets 30%. This is standard across all digital distributions services and we think Valve deserves this. No debate for us there.

The remaining is split 25% to the modder and 45% to us. We ultimately decide this percentage, not Valve.

Is this the right split? There are valid arguments for it being more, less, or the same. It is the current industry standard, having been successful in both paid and free games. After much consultation and research with Valve, we decided it’s the best place to start.

This is not some money grabbing scheme by us. Even this weekend, when Skyrim was free for all, mod sales represented less than 1% of our Steam revenue.

The percentage conversation is about assigning value in a business relationship. How do we value an open IP license? The active player base and built in audience? The extra years making the game open and developing tools? The original game that gets modded? Even now, at 25% and early sales data, we’re looking at some modders making more money than the studio members whose content is being edited.

We also look outside at how open IP licenses work, with things like Amazon’s Kindle Worlds, where you can publish fan fiction and get about 15-25%, but that’s only an IP license, no content or tools.

The 25% cut has been operating on Steam successfully for years, and it’s currently our best data point. More games are coming to Paid Mods on Steam soon, and many will be at 25%, and many won’t. We’ll figure out over time what feels right for us and our community. If it needs to change, we’ll change it.

The Larger Issue of the Gaming Community and Modding

This is where we are listening, and concerned, the most. Despite seeming to sit outside the community, we are part of it. It is who we are. We don’t come to work, leave and then ‘turn off’. We completely understand the potential long-term implications allowing paid mods could mean. We think most of them are good. Some of them are not good. Some of them could hurt what we have spent so long building. We have just as much invested in it as our players.

Some are concerned that this whole thing is leading to a world where mods are tied to one system, DRM’d and not allowed to be freely accessed. That is the exact opposite of what we stand for. Not only do we want more mods, easier to access, we’re anti-DRM as far as we can be. Most people don’t know, but our very own Skyrim DLC has zero DRM. We shipped Oblivion with no DRM because we didn’t like how it affected the game.

There are things we can control, and things we can’t. Our belief still stands that our community knows best, and they will decide how modding should work. We think it’s important to offer choice where there hasn’t been before.

We will do whatever we need to do to keep our community and our games as healthy as possible. We hope you will do the same.

Bethesda Game Studios

Reader Comments

  1. >But we also believe our community wants to reward the very best creators, and that they deserve to be rewarded.

    Rewarding someone is not the same as being forced to pay them.

    We could reward brilliant students by giving them scholarships out of voluntarily collected money, or we could “reward” them by forcing every parent of a student at the school to pay up to fund that scholarship.

    When a neighbor offers a reward for their lost puppy, you don’t find and hold the puppy hostage until they pay up, you give the puppy back and hope they will reciprocate.

    No these are not the best analogies for this situation, but I’m trying to illustrate the difference between rewards and paid products.

    A donation button with a 50/25/25 or 70/15/15 split would be much more fair. Even Apple isn’t that greedy with iTunes, and they’re a pretty greedy company.

    • I just didn’t like the pay split. 75 percent for Bethesda and valve, with only 25 percent for the people who actually made the mod?
      No. You should have done a 50-50 or 40-60 split.

    • Who is forcing who? I’m sorry but that is just plain wrong. The only thing I agree with you on is the mod author’s percentage being too low. It should be at least 35%. As far as the “donation button” thing going around. It’s a load of BS. The Nexus has had a donation button for mod authors since 2012 and it is never used. Why would anyone be more generous now? The main issue with this idea of paid mods from Valve and Bethesda is that it’s not curated. Making it curated would solve a lot of the problems that had been introduced. Those problems being:

      1. The workshop flooded with single model re-textures for $1.99 to make a quick buck and the speed at which you could do it would be the easiest way to make money. That is bad and completely lowers the standards of today’s modders and would hurt the community.

      2. People taking others free mods on the nexus and re-releasing it on the workshop under a different title and making money off of someone else’s hard work.

      3. Splitting the mod community up by who is “on the dark side” and who is not since everyone can put up their mod for cash. This causes the community to stop helping others when it comes to modding and it has already shown with people taking down their mods in fear of piracy as well as free modder’s resources being taken down because people are using them to make money.

      There are plenty more reasons but with a curated Workshop it solves all of these. Why? Because only the highest quality mods get put up on the workshop. It inspires modders to work harder to reach that standard. It doesn’t split the community because if you don’t reach that standard then you release it for free on the Nexus. Piracy would be extremely difficult to do. It would actually improve the modding community. I’m no modder but if I saw that I could make money off of my mods as long as they were high quality and I had retired, I would jump back out of retirement and get working.

      Modders have real life as well you know and nice mods take A LOT of time. I feel for those that lost out on this opportunity because of the angry hate mob and because Valve and Bethesda left them in the dust ESPECIALLY for those authors that they featured on day one and may have even ruined their modding future. Poor Chesko 🙁

  2. Bethesda can try to argue that this was all about supporting modders to the benefit of everyone, but this was all about a business model that extracts extra revenue post release by trapping modders and users in a closed store, blaming the modder for the pricing, and taking a fat cut. If Bethesda (and Steam) had not made it so blatantly obvious with the percentages (“industry standard” for paid mods? where? when?) and just skimmed off the top the way Valve does with trading cards, etc. this might have gotten by.

    Thanks Bethesda- My Skyrim is now vanilla and shelved. Why take such a huge crap on something that makes your games special?

    • Bethesda isn’t a hive mind, nor is Valve. The idea probably came from and was carried forward by well-meaning people, but getting buy-in from everyone meant maximizing potential profit.

  3. Ok a few quick points to make.

    People seem to think that paid mods would NOT improve the quality of available mods. That idea is so wrong it is sad that anyone would ever even think it true. Sure there are great mods out there already for free, my own mod is one you will find on page one of the nexus in its catagory if you search by either endorsments or downloads and it is totally free. But guess what after 500 hours i stopped working on it. I have a full time job, go to school at night and run a YouTube channel “The PsiKo Gamer” plus I’m married. How can i justify to my wife spending more time on a hobby that pays nothing in return. She lets me run a YouTube channel because it at least makes some money.

    Personally I would rather make mods than YouTube videos but i enjoy both and one of the two actually gives me something in return. So obviously that’s the hobby I’m going with. If you check out my YouTube channel or nexus page you will see plenty of people asking me to continue mod making but i just can’t justify the time spent doing it. So what you have is an unfinished mod. a Great and much loved mod but still unfinished and sadly it looks as if it will remain so.

    Just remember this. people can’t feed their kids and pay their mortgage off your likes and good ratings alone and there comes a time for any modder no matter how well liked and successful that they have to say enough is enough, unless of course they can feed their kids and pay a mortgage with it.

      • Exactly right. If people don’t understand what you just wrote above, they don’t have a family to support and bills to pay. Wish I could rate this comment up^

    • It might have improved your mod, but that’s only because you’re in the sweet spot of having already spent that unpaid time making a sellable mod, and the paid Workshop was relatively empty. If you were starting today, would you spend 500 hours before uploading? You need something up there to be earning money. As Chesko said in his goodbye note, he felt people would feel they needed to upload “small, cheap to produce items” to earn anything.

      • I wouldn’t expect anyone to be able to immediately quit their job to begin making mods for cash. Hell even if Paid Mods did become a reality I would probably never charge for my current mod. What I would personally end up doing is creating a PsiKotic’s Necromancy Reborn Mod And start the thing from the ground up with a streamlined and improved design. All of which I would do In what freetime I have. Once I got to the point that I have something to release worth releasing I would probably do something similar to early access at a reduced cost to more or less test the waters. At that point if I saw “Hey I can quit my job here” Thats what would happen and I would focus full time on it. If not then I would at least be able to justify to my wife why I’m spending time at home working on the thing assuming that it is making something.

        The small cheap to produce items thing might have some truth to it, but I for one have always valued quality over quantity and I’m sure just as many people feel the same. in the End as DiGiTaL CLeaNeR seems to be fond of saying It will be determined by the Free Market.

        • Let me tell you from experience, putting up an infinished mod would probably destroy your pay option for that mod. Word travels fast about buggy, broken or shit mods. People seem to forget that we have a community that hates having to pay for anything, little own getting ripped off for it. A mod not fit to be sold (and it’s author) would soon be a thing of the past.

          The mod market (free market) balance naturally.

        • The problem is that as soon as you turn mods into a product then the environment becomes a market, not a community. You may not have had the community base to build on to get the success you had, someone may have stolen your work and sold it earlier on, there may not be the support from peers (guides, SKSE, other modders willing to share/collaborate, etc) or anything like that in such an environment.

          What I would much rather see is a ‘early access’ system. Let me pay you a buck or two in return for immediate access to updates or new content additions to a mod. This would let me support modders who provide content I really enjoy without it becoming me buying a product from a merchant. Since it’s based on support/new content it largely eliminates the issue with stolen content and promotes modders still supporting each other as it’s more of a patronage system than a merchant system.

          Plus giving Beth/Valve $1.50 to get the opportunity to give you $0.50 is a problem. Donations are unreliable and it’s hard not to feel cheap hitting the donate button for $1 or $2 while supporting a modder for early access for $1 or $2 every 6 months or whatever seems totally legit.

          I would agree that a donate button isn’t the solution. Would love to find one that worked better.

        • @PsiSoldier, You make some really good points. And you are quite intelligent for agreeing with me. ROFL!

          Seriously though I can tell you get it. “We few, we happy few”.

          • @PsiSoldier, My wife is the main reason I can’t make mods in my spare time anymore. When the news of “Paid mods” came out she was all about asking me why I wasn’t getting busy making some mods or putting my existing ones up for sale.
            I had to explain to her that I have too many subscribers. If I put it “paid” it would yank it from them, they would then lose anything stored in the mod (its a home) and any saves they had with my mods in them would break their game when my mod disappeared. If you delete a mod, you usually have to go back to save prior to when the mod was installed, especially a mod the size of one of mine . Plus with all the scripts in it, no way.
            She said, “So what, put it up for pay” anyway. Little do my subscribers know, in this case told my wife “no” (of which I almost never do) because I know better than her. It would have affected to many people. And I care about my subscribers on the steam modding community.

        • Well yes, I said yours might improve under this (although now you’re talking about going unpaid for over 500 hours and producing a decent quality free mod, which you then abandon). But it’s not like there aren’t plenty of previous examples of digital stores being full of quick knock-offs. Which block-based “craft” game should I get for my phone? Winter Craft 3: Mine Build? World of Craft: Mine Forest? WorldCraft: Craft & Survival? Multi Craft: Survival World?

  4. I am in the minority here, but I liked the paid mod system. I am coming from a designer point of view and like working on big projects. Great mods take a lot of time and skill and I feel the mod creator should have a right to get something for his or her efforts. But, I realize my opinion is not the opinion of the majority. I will use the donation request on my mod pages until a better solution is created. I know you had the best intentions with this and could have good for new developers. I am grateful we access to use your game editor without charge. It has been great learning to make games with the Creation Kit. I will continue making them with or without financial reward. It would like to see an option for a modder to sell his work in some form in the future.

  5. I have no doubt this will come back one day so let’s kep saying: 45% to you (and 30% to Valve) is too greedy.

    If the money is so little to a corp like Bethesda then put your cut at 5% or 10%.

  6. it’s not really fair to compare the fanfiction or valve-game mods to skyrim mods. the skyrim mod author and the skyrim mod user both had to pay tripleA price to buy skyrim. They made a down payment for those tools. That has to effect the final split. The fanfiction author/reader didn’t pay a big lump sum before they were able to buy the fanfiction. Dota2 is free.

    If you want to give mod authors 25% because that’s what’s fair for a free game, skyrim would have to be free to finish off the analogy.

  7. All this talk about not intervening in mod developers creations and work. Yet I remember a very popular Skyrim co-op mod and an Oblivion one being shut down because it was going to infringe on the popularity of the oh-so-wonderful Elder scrolls MMO. There are other mods coming out now, so maybe they’ll get to live on, at least.

  8. Quoting Josh “Its really the existing IP that Bethesda deems worth the 45% here.”


    But here is the thing. Both the mod maker and the mod user have already paid Bethesda for that existing IP when they bought the game and any other required DLC that the mod might require. If you are correct that THAT is the reason for the 40% then that is just a horrendous abuse of the consumer and blatant double dipping on their part.


    What I think probably needed to happen was for Bethesda to either take a set cut per mod and by that i don’t mean simply a percentage but more like for every mod we will take 30% up to a maximum of 1$

    otherwise this will all just be like corporate taxes. The mod Maker isn’t just going to eat that loss just as a corporation isn’t going to just eat the tax loss, its all going to get pushed onto the end consumer.

    If i want to make 1$ for each copy of my mod that sells and I’m only getting 25% then i have to sell it for 4$ and you wonder why people are so upset at the idea? on the other hand if say i as the mod maker am getting 50% Valve 30 and Bethesda 20 then suddenly i only have to sell that same mod for 2$

    And for people who might have a huge project tthen setting a cap on the highest share Bethesda would take (Not necessarily saying it would have to be 1$) would free those groups up to be able to Produce professional quality work

    • Your idea for how to divide/cap Bethesda’s share is worth thinking about, and may be simpler than a subjective resource-based scale that will always be skewed against the modder.

      As to the IP thing: I disagree that it’s double-dipping when someone buys the game and yet has to pay royalties. Would you expect to be able to sell t-shirts at a rock concert just because you bought tickets? Even if everyone who goes to see this band just HAS to get one of your t-shirts as part of the total experience, you’ll still be giving a huge chunk of your profits to the band (AND the venue), because without them you basically don’t exist. If the band decided they could just hire you and then sell your t-shirts themselves, you’d actually be making less money. So being independent and paying huge royalties is still a good deal for you.

      And I agree it looks and feels like exploitation; but some of the best modders seemed to think it was still worth a shot, which is what really counts.

      • Thinking a bit more about it; what I as a modder would actually like Bethesda to do is set a profit threshold. What I mean is, Bethesda wouldn’t touch the first, say, $1000 of sales from my mod. After that, Bethesda starts to take their cut.

        Pros: Allows me to quickly recover my investment of time and resources. Also a gesture of goodwill from Bethesda.
        Cons: Exacerbates the potential problem of Steam becoming flooded with crap mods, but there are other ways to mitigate this.

  9. When I saw 25% I knew that was an extremely gracious and generous offer. To have the notoriety of Skyrim and Steam’s game marketing engine, design tools (CK), most secure hosting at your disposal, I couldn’t believe my eyes. I would expect 6% – 12% as a typical cut for someone getting that kind of exposure from day one. Obviously many people did not have a true sense of business in general or a background in software to grasp such a one sided offer (one sided for the mod author).

    New talent would have been discovered. They would have shown the free market some amazing content. Marketing and advertisement cost millions to get this level of notoriety. Yet here on Steam and with renowned profile of Skryim you get to piggy back into exposure to hundreds of thousands of users looking for exactly what you have from day 1!
    Authors are literally walking into a successful business model when in the real world 80% of all new businesses fail in the first year.

    If I put my full efforts into this, I could foreseeable quit my present job in a year and be making more money. If I build 10 great mods with 50,000 subscribers each year I’d be working full time doing what I love.

    No one was being forced to buy anything. It was only an option. Donations just aren’t enough, in fact they are a joke in comparison. You’ll never see the level of quality that would have been made without the paid option. The mod market would have stabilized itself in time. I’m sure there would have been big changes in the Steam workshop guidelines and the way they would have to support it in time.

    Valve has always stepped up to the plate when the demand was there and I have no reason to think this would be different. Change is good, unfortunately too many people are afraid of it.

    None of the mods existing today would stand a chance to what was coming. Not as a paid mod, no way.

    • Are you insane? 25% is a gracious offer?! That is so far below established standards that it’s beyond insulting. Develop for Android or iPhone and get a 70% cut, no requirement to sell $100 worth before getting paid, and the one-time developer fee (in Android’s case) is far cheaper than purchasing Skyrim. Or how about developing with Unreal Engine where you make 100% up to your first $1000, then for every additional sale you pay them 10%… This is standard. You obviously aren’t a developer which is ironic since you berate others for not having software experience.

      • Dude, you haven’t a clue about industry standards. Those app developers get paid pennies through advertisers or purchases off of the store. Most dev’s don’t get a hit wonder like “Angry Birds”. Besides you need to compare apples to apples. Bad analogy all together.

        As per mods, I already stated it, it’s only a mod, you don’t create a gaming platform and get years and millions of dollars worth of overhead and marketing and step into a successful market that taps thousands of people from day 1.

        You don’t know squat, you just made all that up! 25% for ready to eat revenue? This deal was COLOSSAL! Any app developer with half a brain would jump on this.

        • DO you know what the average game developer makes on a team? Maybe $35k starting to $50k. And a project manager or lead is making a bit more. If you made 10 mods a year that had 50,000 subscribers you’d be making 6 figures.

          I’d really like to know what happened to basic math skills when people post this rubbish.

          • 10 mods, $5.00 each, x50,000 annual subscribers each @25%.

            5x 50,000 = 250,000
            25% of 250,000 = 62,500

            62,500 x 10 = 625,000

            Stop smoking so much Kush and finish grade school.

          • One more tidbit on this that is extremely important based on this quote in the article above from Bethesda, so these are their own numbers:

            “Only 8% of the Skyrim audience has ever used a mod. Less than 1% has ever made one”.

            8%? That is nothing. The market for Skyrim mods has hardly been touched and has a huge growth potential. It means so far there has been virtually no mainstream marketing done for it.

            Once paid mods went live for a while, you can bet there would be a ramp up on marketing and advertisement. That is more free exposure for the modding community.

            Also, once you build a mod, it keeps on selling, it’s long term residual. Like I said a Colossal, generous gracious offer and somehow it all got thrown away by the very community that would have benefited the most from it, both author and subscriber alike.

          • 1. Who makes 10 mods per year?
            2. Who makes mods at are worth 5 dollars?
            3. Who makes these mods entirely by themselves with no borrowed (or stolen) assets?
            4. Who would maintain and update these mods?
            5. How much time can you devote to developing mods?
            6. How much time would you like to have for other activities?
            7. How do you keep people from pirating your mod?

            If you look at the Nexus, with over 40,000 mods for Skyrim, you will notice that there are very few great mods that people would spend 5 dollars for that were created entirely by one person. I think it’s great to have dreams but you are seriously ignoring many factors here.

            Unless you already have a substantial library of great free mods to show people why they should buy your new paid mod you will not sell nearly the number that you hoped nor the price you hoped.

          • It’s not a dream pal, it’s real. I already have a mod up that has over 50,000 subscribers and it’s not all that great. You just aren’t looking at this logically. You aren’t seeing the common sense future of what would have happened. So I’ll explain it to you.

            If you worked 8 hours a day, 40 hours a week, you should be able to create 10 solid mods a year.
            Here is a modest pricing model:

            10 mods, $5.00 each, x50,000 annual subscribers each @25%.
            5x 50,000 = $250,000
            25% of 250,000 = $62,500
            62,500 x 10 = $625,000


            That mountain of amazing new content that would have been created by professionals for mere dollars per mod is now lost for all time.
            This is what I see when people rant
            25%? Are you kidding? I don’t want $65,000.00 dollars for one mod a year! forget that, I want to give it away for free!
            Just click donate once in a while and drop me some spare change.
            Then the short bus arrived and took them home.

            Here is the full version
            God damn Valve and Bethesda for trying to make us rich and give us all new content. Shame on them for charging 75% for hiring and managing dozens employees then meeting payroll every month, leasing buildings, paying lawyers, marketing and advertising, paying taxes, dealing with HR issues, coming up with creative ways to make the free world more fun, etc (the list is much longer), and after all those years of competing with corporate giants like EA and Microsoft etc, you finally get ahead and you come up with a win win where everyone gets paid and gets new content offering other gaming companies a test market thereby changing the gaming industry forever… and your community quickly without rational thought only see’s “My free things are going away”! Because they have no mind for making money or looking into an easily seen future of growth for new Skyrim mods that would make the amateur hour ones look like the dog shit they are, and eventually wouldn’t be able to charge a dime and still would be free as people jumped in the new race to make a mod to get real money and get a following.

          • Quote RealityCheck “Unless you already have a substantial library of great free mods to show people why they should buy your new paid mod you will not sell nearly the number that you hoped nor the price you hoped.”

            Exactly, follow that through.. people will have to prove themselves first by making free mods. Really good free mods.

            I’ve already addressed all your other 123456.. in earlier posts.

    • I’m with you 100% except for these statements:
      I’m sure there would have been big changes in the Steam workshop guidelines and the way they would have to support it in time.

      Valve has always stepped up to the plate when the demand was there and I have no reason to think this would be different. Change is good, unfortunately too many people are afraid of it.

      The time for big changes in Steam Workshop and its guidelines is before this went live. There’s been a demand for revisions to it since day one.

      Even before the pay experiment people were stealing assets and content from all over the Internet and specifically from other mod authors and the only thing to gain from this was, presumbaly, prestige of some kind.

      Valve has yet to step up to the plate on that. Since the phrase “industry standard” has come into play…. in my mind the “industry standard” for dealing with content theft if a removal from the modding community and a public outting via forum that such people have been caught doing something they shouldn’t and have been [permanently] excommunicated [and their IP recorded and this removal is enforced in perpetuity], though there is a chance at eventual redemption.

      Steam simply removes someone’s ability to post to Workshop if caught. So what? What’s to stop someone from creating a new Steam ID and doing it again? A thief has lost absolutely nothing and has the world to gain. Even if owning the game would be a prerequisite to posting on Workshop for a game, Valve actually stands to GAIN from that.

      No, actually doing something about the situation would cost them customers and future business. Valve is not in any position to make this happen, only become a digital fence for stolen goods.

      You know what shows a modder appreciation and lets them know they have value? Respect. I’ve been contacted with requests to translate my [rather pathetic, to be honest] mod into French and Russian and mods I’ve collaborated on have had that requested of them as well.

      The idea that someone thought enough to simply ask gave me a lot of satisfaction and I gladly agreed with the provision that a link to the original page be included so that I could offer support if someone wanted to take the time to stop by. This told me in no uncertain terms that my work was appreciated and had value.

      I’ve also had my mods uploaded to sites without my permission and the message I received from that was that my mod and work had value, but I personally have none and am not worth consideration. Things like that make me feel like yanking my mods from public availability and only sharing with people I feel like sharing with.

      I’m gradually growing a thicker skin over it and I can honestly empathize with software developers like Bethesda when they deal with crap like this on a daily basis. It also makes me look at them and ask, since they know darn well what it feels like to be on the receiving end of that, they are party to a system that encourages this treatment of communities they say they value.

      As the saying goes, don’t hate the player hate the game, right?

      I’m willing to give Bethesda the benefit of the doubt, but expect in the future they will demonstrate that they believe our property has as much right to be concerned about and cared for as their own.

      Mod and content theft is like taking reservations at a soup kitchen and charging people for dinners. The folks serving them and providing their meal may never even know someone is profiting from their volunteer work. Even if the volunteers do eventually find out and ask for their content to be removed, someone has still profited from it at their expense.

      That needs to be fixed BEFORE paid Workshop can work. That is where Valve and Bethesda need to step up before the modding community in general will embrace the concept on Steam Workshop. Once that is dealt with to satisfaction we can negotiate a split because until then no split is equitable.

      • It really sounds like you have no faith in the owners of Valve. I do. That is the main difference between us.

        As I said, the mod market (even thievery) will sort itself out. If not by steam, through the modding community. Many of us know who made which mod, and it would have been (has been) reported. Steam always responds swiftly to remove the stolen content. IP addresses or steam accounts could be changed, but core content that has been copied will be recognized by the community (or the author) and dealt with.

        The owner of Valve (Steam) answers all of these questions on his Reddit here:

        And I quote this question and answer from Gabe Newell (owner of Valve)
        [–]CajunCarnie 518 points 4 days ago
        Gabe, what is Valve doing to address the issues of people ripping mods from places like Nexus and putting them up on the Steam Workshop, even though they didn’t make the mod?
        permalinksavereportgive goldreply
        [–]GabeNewellBellevueCONFIRMED VALVE CEO[S] -522 points 4 days ago
        This is a straight-forward problem. Between ours and the community’s policing, I’m confident that the authors will have control over their creations, not someone trying to rip them off.

        • I have faith in human nature.

          I see from just our correspondence here that the issue all boils down to communication or the perceived lack of it [beforehand]. A lot has happened in the last week and a half and I think we can all agree that nobody’s been able to be at all the forums and discussions that have cropped up over this or read every point.

          I don’t know and can’t say how much time would be needed or how to go about a task like asking for feedback from everyone involved; in a previous post on this forum I stated that I believe this affects all of modding and I appreciate the size and scope of that. I think it can be safely said that whatever drove this experiment, there was obviously not enough dialog.

          You and Gabe me be right, that it would sort itself out, but that’s not so easy for folks to accept when they feel ambushed. Fear is irrational by definition and the boogieman was suddenly thrust upon many people who previously felt safe. Not expecting a reaction from that is… can we agree on naive?

  10. Right now new game productions are kind of stagnant similar to new movies being made. It’s mostly prequels and sequels because the big producers won’t gamble on new stuff without a test market. Well that is what modding communities are, kind of like the “short films” that debut in “film festivals” and finally get picked up by big budget producers such as Warner Brothers.

    The real talent has to pay bills and can’t spend time and invest money in resources that would have brought mods of pure bliss without a pay option.

  11. really? then why do I have to have a steam account to play this game? I can’t just install and run Skyrim from the DVD I bought, I have to be connected to the internet to validate the copy. Not exactly “zero” DRM. Bethesda should release the legendary edition on because that company only sells games that are truly DRM free.

  12. Ask Bethesda and Valve what it has cost them to build a successful platform or game that is known worldwide. What is the overhead cost over the years? How do you meet payroll and pay your lease? Lawyers? etc., etc, etc.

    Yes to get to this point in notoriety and success it literally costs millions. With that offer we modders had the opportunity to step into business for ourselves risking or paying any of that. That is why 25% was such a damn amazing offer.

    To those skyrim mod users, apparently you can’t imagine what was about to happen. The amount of content you were about to have access to in expanding one of the best game adventures ever made. It would have been worth every penny, if you so decided to buy it.

    The gaming industry would have had a major impact as well. Imagine if the audience gets to step in and tell game producers exactly what they want. That is where new content would eventually step out of just the Skyrim mod platform and influence future games being made.

    • Here is the issue with the Percentage Bethesda was claiming for themselves.

      1# It allowed the misguided masses to Yell and scream that it was nothing but a money grab by Bethesda.

      2# Lower Percentages for the Mod author who sets the price means higher prices for all paid mods which hurts everyone

      3# Having a lower percentage for Bethesda would really not hurt their take in the end. Most people would probably just buy more mods if they were lower priced vs. 1 or 2 if they were higher priced. I know I rarely buy anything on Steam at full price.

      4# Me personally I would be fine with 25% for myself but because of the above reasons I think it was just horrible decision making from the top. What should have been done is for Bethesda and Steam to come out and say “We reserve the right to change our percentage take but for now will take lower percentages from the start and adjust over time to what the market will allow” Would have looked a lot better on their part at least.

      5# as some people have stated not everyone uses the construction set for their mods. Some add completely original content like music etc to the game. And for them to say that paid mod content becomes the IP of Valve is just Bull. Assuming that’s true, I read it somewhere but haven’t verified.

      • 1 The 25% model is very generous. Business is business. I don’t see any validity to a “money grab” point here.
        2 Not sure what people are expecting to charge for their mod, but it’s not a full game, engine platform and all that goes into making one from scratch. You would charge what people will pay. You don’t become a millionaire from making mods. Maybe you get a better job with a gaming company or a contract with one. If you had a youtube channel you’d be lucky to make a small percentage. They are giving the same percentage as greenlight, and those are from the bottom up! No one is going to pay that much for a mod, as I said the mod market will balance itself as any free market does.
        3 Again, this is determined by the free market.
        4 25% is extremely high. Read my other posts, I explain why I know that there.
        5 When you use their engine, their notoriety, their IP, yes when you “decide” to sign the dotted line it’s fair. Again this is a free market, no one is making you sign anything in blood. You can always pass.

        • 1. I didn’t say that it was. I said it gives people ammo to scream and yell that. The vast majority of the people screaming about Paid mods had no clue what they were doing, it was just a knee jerk reaction and sadly Bethesda and Steam didn’t have the balls to stick to their guns long enough for people to see it would end up being good.

          2. You are assuming that a mod maker will charge as much as he can get away with while looking for the optimum balance In the end it is completely true that you MIGHT make MORE charging LESS as more people are willing to buy it. But my original point is still completely correct. Say I have a mod that people would be more than willing to pay 6$ for but I’m happy making just 1$ from my mod for each that sells. At 25% I have to sell it for 4$ But if I’m getting a 50% cut I only have to sell it for 2$ In this instance I’m not loosing any business either way because I’m charging less than the optimum amount but the end mod users are suffering because they have to pay an extra 2 dollars due to me getting a smaller cut.

          3. As you say it is determined by the free market which is not a static thing and fluctuates over time Hence as was my original point Bethesda might make more charging a lower Percentage which leads me to point 4 that they should not set it in stone and work to find the optimum ratio.

          4. That could actually be easily accomplished by running mod sales (Particularly at launch) in which Bethesda and Steam both discount mods by dropping their percentage from the total price and allowing mod authors the option to participate to whatever point they would like as well. Now that I think about it that would actually pretty much solve all of my points up until now and probably do a whole lot to placate the ignorant masses.. Everyone Loves a good Steam sale.

          5. So was that true about them owning your IP? Like I said I haven’t verified that myself. If you have no intention to go on to create your own entirely new game or otherwise sell your creation in some other way then this really hasn’t got much of a downside to be honest. I for one have nothing in my mod that I wouldn’t be happy to see Bethesda or Valve use for their own purposes later on, personally it would just make me kind of proud to say “Hey! That is my work!” If I happened to see it in the Next Elderscrolls game or whatever. But I can see where a lot of people might have an issue with it.

          To sum up the solution to pretty much all my points above in a simple way…

          Run Steam Mod Sales!!!


          • #5 I believe this rumor started when Valve told Chesko that they weren’t going to take the mod away from people who had already bought it when he pulled it from the Workshop. This was interpreted by Chesko as Valve claiming his IP as their own. I disagree with his interpretation, but I understand why he saw it that way.

  13. Never bothered with mods and modding… the game is great as it is. I find this whole thing hilarious, especially those complaining about bills to pay and mouths to feed. Get a proper, paying job, idiots.

  14. I think this could have been a great opportunity for the modding community I hate that it was taken down. This is my personal opinions for why most people hated it so much though.

    1.from my understanding there was no Donation option allowing people to pay what they want but still get it for free if they choose. Donating isn’t the most upfront thing on the nexus and this could have really helped.

    2.The 75% cut they were making off this is a bit crazy in my opinion. I would never buy a mod as I would only do it to fund the modder and to see new works for him/her or see the mod grow and with this 75% cut i feel like my money wasn’t really making it to them. Although I completely understand this from a businesses stand point this is the modders creation and they should make more than 25%

    3.Many feared that their loved mods of which some people have hundreds of would all become pay only and they would lose updates on their favorite mods. This is another place where the donation system could have helped but really, there was no way to get around this just thought I would mention it.

    4.People are just mean and greedy, Not everyone but when something goes from free to paid people generally don’t like it. When Bethesda saw some of the HATE on these modders who had switched to paid they were probably disgusted (I know I was) and that may have been a large factor in them being taken down.

    5.This one is more a personal issue but other might have it as well so i’ll talk about it. Having one armor set or one sword selling I personally didn’t like. I understand that these are their creations and they have the right to sell them and I have the right to not buy them but I just believe that you shouldn’t be able to sell those for more than 25 cent when massive overhauls like wet and cold and Ineed were selling for a dollar or two at their cheapest. But I guess that my on view on their value. (Im not saying these modders didn’t work very hard on their creations I just personally don’t agree with their pricing.)

    I feel like this could have been a good thing for the modding community creating much larger budgeted mods and would let us really see the modding community grow. But hey that’s just my 2 cents on the matter. I’ve already seen a lot of hate on others saying things like this, guess the masses just don’t see it the same way as me.

  15. I was very excited about the idea of premium mods (I think that sounds a lot better than “paid mods”). I felt like it would be an opportunity for modders to rise to the challenge of creating something that the community could embrace as a product. Honestly, I don’t understand the backlash. I have a feeling if people knew what percentage of Skyrim sales Bethesda got they might realize modders were being treated like developers (my understanding is that the industry standard for developers is 15%-20% of sales).

    Anyway, I wrote an essay outlining my thoughts and I decided that the best way to publish my thoughts was inside of a book inside of Skyrim. It’s available over at . I thought paid mods was a good idea, and I think the experiment was shut down far too early. I know a lot of people responded negatively, but just about everyone who didn’t oppose the idea didn’t get involved in the protests and their voices weren’t heard. Some modders I spoke to about it didn’t even know there was a backlash until after it was all shut down – they were too busy working on content – some of them having never expected to return to Skyrim modding until this opportunity came up.

    I have a question and it’d be awesome if someone had an answer; What was the difference in hours being logged in the creation kit before and during the experiment? I think that data would be very indicative as to whether or not it’s what the community wants. There are really two inter-twined communities at play here – gamers and modders. While this idea has an impact on the gamers, it was about the modders and enriching the modding community. I feel like gamers spoke their piece and modders didn’t get much of a chance to.

    • Oops. HTML tag fail. Sorry for the ugly. Feel free to fix it if you’re allowed to moderator (in which case delete this). Note to everyone else: the paragraph and a half link will send you to the Steam workshop where my essay mod is located.

  16. Quoting PsiSoldier:

    “Really??? how many mod authors HAVE you supported? Have you ever donated one red cent to any mod author? Do you think any of them care about your “Goodwill” Does that put food on their table? Im not one of the mod authors that “Cashed in on this” But I AM a mod author that people constantly beg to work on mods again and get back into the scene, but answer me this. Why would i want to? When little people like you see absolutely no value in our work why should ANY modder give their time to create things for people like you that are only interested in what they can get for free?


    I AM a mod author, so don’t go around acting like you speak for all of us. Don’t act like you know me.

    For many of us, it’s a hobby. If we want to put food on our tables, you know what we do? We get a job, we don’t hold out our hands and EXPECT payment for having fun in our spare time.
    We might use our mods as part of a portfolio for an actual job, sure, but you might as well pay your grandmother for how nice her rose garden looks. After all, professional gardeners get paid for it, so why not her?

    And besides. Let’s pretend that you did charge for mods. Judging from how offended you are, I wouldn’t be surprised if you were lying about that.
    Would you pay your voice actors? What about all the modelers and texture artists who contributed to the modder’s resources you used? Would you pay your beta testers? Would any of those “little people” see a single cent?

    I’m guessing no. Nobody else even considered it, so why would you be any different?

    • PsiKotic’s Necromancy Mod.. Look it up.. What is YOUR mod and how much time have you invested in it?

      And Like I said I have people begging me quite frequently to work on it again.. Thus Paid mods would help them out because as I said I’m not investing any more of my time otherwise. So in my opinion its a win win for everyone

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  18. @Dan

    I guess you didn’t read any of my other posts so i can’t really fault you for your reply but guess what!!

    I have TWO jobs! Im a union electrician plus i run my own company, plus i go to school at night. And I already have a hobby that pays me in a Youtube channel (2 actually) granted the YouTube is new being only about four or five months old, in the grand scheme of things ive spent more on modding projects than on YouTube. but i enjoy both so why would i give up a paying hobby for a non paying one?

    I would love to get back into modding but like many people i have too much on my plate already to do so. If modding were made more lucrative than YouTube that’s the way id go. if it were made more so than my day job than that’s the way I’d go too at least temporarily.

    Why am i so upset about all of this you might ask. because I WOULD like to see my mod finished but on top of the other reasons I am also married and i have a wife to please too and unfortunately she sees modding as a complete waste of time, so when the all the ignorant people forced valve and bethesda to backpedal I felt as if i just had my baby ripped away from me by an angry mob with pitch forks.

    So am i a little upset hell yes. would i prefer to mod over other stuff i do? Again Hell yes. Will i do so without some compensation probably not unless my wife dies or something lol 😉

  19. @ DiGiTaL CLeaNeR

    For the record Im Pretty much with you 100%

    I just like to play devils advocate

    And I’m not dumb enough to think that Valve and Bethesda haven’t already thought of the idea of putting Mods on sale but it would have gone a long way towards soothing things over if they had done one from the get go of this catastrophic failure. maybe the first few weeks all mods 75% off with them giving all to the mod authors. I just think it would have headed off a lot of the outrage at the pass so to speak. And let people ease into the idea.

  20. Just a note here, im reading all this on my phone at work and can’t see who is replying to who but Digital is correct. Ive already done the math on my mod at 25% and for what is essentially 3 months of work i would have been looking at something like 30 grand. A good bit more than that based on raw numbers but i have to assume not as many people would have subscribed or downloaded if it were paid, but even half that number would be quite nice.

  21. A donate button is most certainly NOT the solution, I could make FAR more money standing out on a street corner begging from strangers than what people would donate to mod makers. Ive had a few people gift me games, but never cash.

    Granted there are ways around all that to help CONVINCE people to donate which i think would be legal, but Im not going to try it. Ill just say that you can make certain mods available only to people on your friends list and anyone kind enough to donate to me would certainly be on my friends list

    But a bit of advice to mod authors if this did become a reality i would probably make two versions of my mods a paid version and a free “Ad supported” version. that way people could try out my mods COMPLETELY risk free and just pay for it if they like it and don’t want to be bothered by popups. At least Id try it out like that

  22. Yeah, right.

    I just bought the individual components of Morrowind GOTY edition used on eBay in the form of CDs pressed before the advent of Steam in order to ensure I was avoiding the Steam requirement I sometimes saw listed for the GOTY edition.

    I own over 2/3rds of’s catalog on GOG (including Fallout 1, 2, and Tactics) and over 3/4s of their catalog somewhere.

    If you’re really so anti-DRM, release your back catalog on so I can buy the convenience of CD-free installers. I’ll be legally enjoying them either way but it’s up to you whether you get any royalties out of it.

  23. You got steam a new client – Skyrim made me a steam user, then I bought New Vegas…. then I continued…. and I have now 245 games. Not only you made yourselfs money but made money for valve and other developers in a way. Being from Portugal I see software piracy everywhere and I was made fun of because I believed in being fair and giving developers money.
    I do not aim to make Bethesda loose money – I love your games! But don’t you think a more even split between modders and Bethesda was called for? I understand your arguments for the split but I already chose your game BECAUSE it was being modded. You were in a way already paid for it. I’m not a client you loose because you get a more mature rating – I’m a client you won because you have an awesome comunity.
    Being a software developer myself I get the 30% valve fee for storefront and hosting but I think you should consider at least a 35-35 % on the remaining 70% if you really want to encorage me to pay for mods.

  24. After seeing the discussions on the matter in the aftermath of the take down, here are some links I’d consider to be essential reading (or listening) to understanding the modding community. And I mean the actual modding community and not the angry internet mob who wants free mods for no compensation.

    These feature veteran members of the modding community.


    1. Concerns about the lack of digital curation, and the legal issues regarding making mods of other IPs. Like Mass Effect or Assassin’s Creed armor.

    2. Encouragement of the parlor school of thought. Disincentivizing people from sharing resources.

    3. A system of micro-transactions that favor more Shadowscale Armor or Sange and Yasha weapon mods at $0.99 instead of large scale community driven quest mods like Falskaar.

    4. Would have probably worked if it was done with a new game instead of an established modding community, that already has its own tools, and popular mods that were far superior to the mods locked behind a paywall.

    5. If it were to work, large consultation with the modding community would have helped. Especially with individuals who have been part of it for half, if not all of their adult lives.

    6. Public perceptions of industry practices are already negative as it is. Making a pricing model to the public, even at industry standards, will evidently make them freak out. The public cares not about legality, or IP ownership. All it sees is 75% – 25%

  25. My thoughts about the 45% Share for Bethesda would be this..

    They said they wanted to provide support for Modders.. I don’t know how true that is But if they were going to actually have a dedicated Modder support staff they could market it as a commodity.

    Give if flashy names and suddenly people might actually like it.

    Say Default is is

    Bronze Level 35% Bethesda 35% Modder
    Silver Level 40% Bethesda 30% Modder
    Gold Level 45% Bethesda 25% Modder
    Platinum Level 50% Bethesda 20% Modder

    Make it the Modders choice what level of support they would like to have. People with complex Script heavy mods etc might opt for Platinum level of support.

    Players adding a House mod might just go Bronze.

    Just an idea. Don’t know that this buggered up stuff will ever come to pass but something like that would make it easier for people to swallow too. And Perhaps make the share for Bethesda look like a totally positive thing.

    • I think the biggest stumbling block there is that Bethesda clearly don’t want to do any supporting of Skyrim modders.

      It was Valve who said they wanted to encourage developers to support modders. Recall in the OP Valve came to Bethesda three years ago with a curated paid workshop, and Bethesda’s only demand was they didn’t want to curate it, and then waited until they didn’t have to.

      Remember also, the days between the launch of the paid workshop and this post when, bar Newell’s near pointless Reddit AMA, the paid modders were left to defend the system on their own.

      It’s been two years since the last notable Skyrim update, and without SKSE, SkyUI, FNIS and the Unofficial Patches – all from unpaid modders – Skyrim would still be broken.

      Despite “always looking for new ways to expand modding”, no new ways have been employed up until this thing, which largely consists of: taking 45% off for doing very little, not even fielding negative feedback and abuse for people who “put their necks out to try something with us“.

      There’s really only a couple of options if Bethesda don’t want to do anything – either remove the rule prohibiting payment for mods completely, or leave it as is and keep modding for hobbyists.

      • I imagine that is pretty much correct, But if they were to do something of that nature It would not cost a whole lot for them to put together a dedicated staff to offer support for modders vs what they should take in and it would help a LOT with how people perceived the entire thing.

  26. Dear Bethesda,

    I was really keen on the idea of creating professional mods and selling them on steam. As I am a student, I need to work in my free time to be able to survive. Modding for profit would allow me to do something that I love and earn money at the same time.

    Please don’t listen to the silly kids fearing they would need to pay for good content, and reconsider putting an ability to be able to sell your Skyrim mods on steam. It will be alright! You have reacted to the kid’s hate way too soon to be able to realize how amazing it will be.

    Best Regards,

  27. Just wanted to put in my 2cents although it’s a little late. If this system were to have worked at all, it would HAVE to be curated. It’s the only way. A LOT of the backlash came with how the Workshop was released. I mean, a sword re-texture for $1.99? The Workshop would have been loaded with half ass mods from people trying to make a quick buck. You basically presented it that way. The only decent mod that was on there was Wet and Cold. There would have been so many issues with it not being curated. People paying for mods only to find out that they don’t work or are too buggy. There needs to be a certain standard on the quality of the mods that get put on the workshop that you have to pay for or else you have way too many issues. There are a lot of other points on the matter but I think DarkOne and the creator of SMIM put it best on The Cynical Brit’s youtube video. It’s worth the watch if you haven’t seen it already and addresses the whole issue on what has happened over the past month in regards to paid Skyrim modding.

    • And Wet and Cold lost features in the paid version. From the changelog:

      In an effort to streamline the mod, the following features have been removed: heat source detection, steam effect, snowshoes and umbrellas.

      • I think by streamline, they meant taking out content they had borrowed from other modders so it was only their work. Lol.

  28. We are the dollars and cents … Pull your heads out of your asses zenimax, Bethesda, peat Hines. Without us you are nothing.. You have developed a bad habit of spitting on your customers. First fallout 4 and peat’s it’s none of your business attitude and now this bullshit.. None of our business? We are the foundation of your business!!!!!! if you keep jerking us a around say goodbye to that business. Payed mods means one thing to me.. Boycott!!!
    So here is a wise action plan for Bethesda and affiliates. 1- kick peats Hines arrogant ass to the street 2- For Gods sake just tell your fans if FO4 is in production or not, no need to rush the game, it would just be nice to know if I should even be looking forward to it… To hell with your marketing strategies. 3- leave the modding community alone 100%. And 4- treat us with respect.

  29. I’m glad you tried and failed.
    I’m late but my argument would’ve been:
    “So no one gives donations to these mods what so ever? No modder has never received donations? All modders have no other means to make money? Is that confirmed? These people are so broke, that they sit on their butts modding games– all day– for free? If that’s the case, it makes sense.

    Maybe it’s just me, but if I knew how to mod & alter a applications and games with a few keystrokes and adobe photoshop, I would probably go into a career field that would give me a salary, provide benefits, and investments. I wouldn’t be sitting on my ass trying to bend fellow gamers over a barrel.

    Just another case of corporate greed ruining something that brings people together– and the sheeple who would are always willing to go through with it. You went for it because you only care about milking wallets for all it’s worth. Why don’t you work for EA while you’re at it?

    Since you’re exhibiting a case of full blown E-AIDS, I guess the next Oblivion is going to be what, 25% complete, Day One DLC, oodles of “DLC” aka pieces of the game, season passes, and even more bugs and wonkiness than humanly possible? You should never go full EA!”
    The End

    Paying for mods would’ve basically been paying to get the game fixed… when it should be fixed for free, because the company screwed up, not the gamers.

  30. This would be good news if Skyrim wasn’t locked to Steam itself.

    I’m just happy that the store let me return my boxed copy once I realized it was tied to the Evil Empire of the Dread Lord Gaben.

    Now, if TES games came to GOG, then I’d be so excited about grabbing mods from Nexus and getting everything just right, and willing to donate for the ones that were worth using.

    As it stands even good news for the game is pretty meh.

    PC DRM has made me a part-time console gamer. EA, Ubisoft, Bethesda, 2K Games, they all get bargain bin shopping (Skyrim Legendary Edition on PS3 for $15) rather than queuing up at launch for a nice boxed copy of Oblivion and then buying all the dinky little plug-ins (That Mage Tower and Thieve’s Den were worth it though) for it as they were released.

    Now that Deep Silver has dropped a pack of their acquired THQ games on GOG I’m beginning to hope that I can return to full time PC gaming, I’m even willing to wait for games if they will eventually be showing up where I buy them, but Bethesda and 2K really need to move away from their Steam obsession (I hold no hope for EA and Ubisoft ever pulling their head out) for PC to be the unarguable gaming “master race” once more.

    I have a GTX 980 and a 3.5GHz i7 that are begging to be used, but so far with the exception of The Witcher 3 (which I pre-ordered and despite being dumbed down from earlier games I actually enjoy) and the recent release of Darksiders, Saint’s Row, and Metro on GOG, the inferior PS4 (since my PS3 died and left me without many of my older games) has been where most of my big publisher titles mainly reside.

    Now, I bought TESO, but even there it was from Zenimax instead of Steam. Only one account to futz with, though saving my login like Guild Wars 2 would be nice, and no tie to a third party company acting as the gatekeeper to my library of games.

    I want the Fallout (More than 1, 2, & Tactics I already own from GOG) and Elder Scrolls games. I want Borderlands, BioShock (and not just the first one I bought a Humble Bundle for), X-Com, and Civilization. Even if it’s like Deep Silver and they don’t release the newest game in the series, I’ll wait for Saint’s Row IV and Gat Out Of Hell, I just want to have hope that I’ll be able to play without selling my soul to the parasites from Valve that have been feeding on gaming for the last decade or so.