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Donation button. A donation would work.
Why, Gabe. Why are you ignoring any question when it comes to a donation button?
기부버튼. 기부면 충분할텐데.
왜, 게이브. 왜 기부버튼에 관련된 질문은 무시하는거야?
I didn't (see below). We are adding a button that modern can use that allows them to set a minimum pay what you want option.
그런적 없어(밑을 봐). 우리는 개발자들이 최소한의 금액을 설정 할 수 있는 버튼을 만들거야.
That's not a donation. That's a minimum payment with optional tip button.
Valve's never, in 10 years, required exclusivity of games or DLC on Steam. Why would they require it for mods?
Exclusivity is a bad idea for everyone. It's basically a financial leveraging strategy that creates short term market distortion and long term crying.
독점권한은 모두에게 안좋은 판단이야. 이건 단기적인 시장 왜곡과 장기적인 손해를 부르는 전략이지.
Isn't the 75% cut seen as a bit high?
Also, there were reports of discussions of mods being deleted or not being accessible, are negative discussions being censored?
The pay-outs are set by the owner of the game that is being modded.
As I said elsewhere, if we are censoring, it's dumb, ineffective, and will stop.
Sky rim is a great example of a game that has benefitted enormously from the MODs. The option for paid MODs is supposed to increase the investment in quality modding, not hurt it.
About half of Valve came straight out of the MOD world. John Cook and Robin Walker made Team Fortress as a Quake mod. Ice frog made DOTA as a Warcraft 3 mod. Dave Riller and Dario Casali we Doom and Quake mappers. John Guthrie and Steve Bond came to Valve because John Carmack thought they were doing the best Quake C development. All of them were liberated to just do game development once they started getting paid. Working at Waffle House does not help you make a better game.
스카이림은 모드로 인해 엄청나게 흥한 케이스지. 유료 모드화는 퀄리티가 검증된 모딩에 대한 투자를 증가시키기 위함이지, 그걸 망치려는게 아냐. 밸브의 약 절반정도는 모딩좀 만져봤던 사람들이야. 존 쿡과 로빈 워커는 퀘이크 모드에서 팀 포트리스를 만들었고, 아이스 프로그는 워크3 모드에서 도타를 만들었고, 데이브 릴러와 데리오 카살리는 둠과 퀘이크 맵퍼들이지. 존 구스린과 스티브 본드는 존 카맥이 최고의 퀘이크 C 개발자들이라고 생각해서 대려왔고. 이들 전부는 돈을 받기 시작하면서 게임 개발에 전념할 수 있게 됬어. 와플 하우스에서 알바를 뛴다고 니가 더 좋은 게임을 개발할 수 있게 되는건 아냐.
Considering valve is a company that owes many of its early games to mods, do you think that if you had to pay 5 dollars for the original Counter Strike, or Dota mod, would they have ever taken off?
Edit: Also, whos decision was it to start this system? Bethesda, valve, or the mod makers themselves?
Have you approached any other companies regarding this?
밸브가 많은 초기작들을 모드를 통해 개발했다는 것을 생각했을때, 만약 니가 오리지널 카운터 스트라이크나 도타 모드에 대해 5달러를 지불해야 했다고 가정해봐. 얘네들이 과연 시작이라도 할 수 있었을까?
추가:또, 이 시스템을 시작하기로 결정한 게 누구야? 베데스다, 벨브, 아님 다른 모드제작자들?
이 시스템에 관해 다른 회사들이랑 이야기 해본적 있어?
No, they wouldn't. Which is one of the reasons that we didn't charge for them after they stopped being MODs (at least part of the time).
Free to play is an extension of that and is based on the aggregate incremental value of another player to all the other players.
아니, 그렇지 못했을껄. 그렇기 때문에 우리는 걔네가 모드에서 독립했을때 비용을 부과하지 않았지. 공짜로 플레이 할수 있다는건 한 플레이어로 부터 다른 모든 플레이어들에게 전해지는 가치들의 집합에 기반하고 있어.
Our view of Steam is that it's a collection of useful tools for customers and content developers.
With the Steam workshop, we've already reached the point where the community is paying their favorite contributors more than they would make if they worked at a traditional game developer. We see this as a really good step.
The option of MOD developers getting paid seemed like a good extension of that.
우리가 생각하는 스팀은 소비자들과 컨텐츠 개발자들에게 제공되는 유용한 도구들의 집합이야. 스팀 워크샵을 통해,
우리는 이미 게임에 기여하는 사람들이 게임 개발자로 일했을때 보다 더 많은 보상을 받는 위치에 이르렀어. 우리는 이걸
굉장히 좋은 현상이라고 생각해. 모드 개발자들이 보수를 받는건 이러한 현상의 연장선 상에 서있어.
any plans on reviewing the system?
Sure. We review stuff all the time. I'm here as part of that process.
물론. 우리는 언제나 리뷰하고 있어. 내가 여기 있는 것도 그 프로세스의 일부고.
Just to correct a lot of misinformation out there, can you please confirm:
Free mods still exist on the Workshop.
Modders can continue to release their content for free on the Workshop.
Correct.
정확해.
What do you think about a donate button for mods?
We are adding a pay what you want button where the mod author can set the starting amount wherever they want.
우리는 새로운 (니 맘대로 돈 내세요) 버튼을 추가 하려는 거야. 모드 개발자가 초기 비용을 설정할수 있는.
Can they set it to $0?
Yes.
응
Is 25% profit a normal amount for content creators in comparable situations? I see a lot of people complaining about the cut Valve and Bethesda receive.
Each game sets its own share.
각 게임은 자기 몫을 알아서 설정해
Our goal is to make modding better for the authors and gamers. If something doesn't help with that, it will get dumped. Right now I'm more optimistic that this will be a win for authors and gamers, but we are always going to be data driven.
As a baseline, Valve loves MODs (see Team Fortress, Counter-Strike, and DOTA).
The open nature of PC gaming is why Valve exists, and is critical to the current and future success of PC gaming.
최소한, 밸브는 모드를 사랑해.(팀 포트리스나, 카운터 스트라이크나, 도타를 봐)
이런 PC 게임들의 열린 개방성은 밸브가 존재하는 이유이고, 현재와 미래의 PC 게임의 성공을 위해선 필수적이야.
You just cannot be for real. You talk about an 'open nature', but you want to monetize this? It's absolutely disgusting. Why not just add a donate button to mods? It would solve everything. This system is just the beginning of the end.
To add a little: The crux of the issue is that modding has always been this free thing on the side that has enhanced games, authorized or not. It being authorized is not the magical green light to profit land everyone thinks it is. When you've got major stakeholders suddenly involved in what was largely a passion hobby, shit is going to go sideways real fast. They are the gatekeepers in a paid system. They can pick the winners and losers. They can decide who even gets to play.
Everyone should be asking why this seems equitable, not searching for some sort of silver lining. The premise is bullshit. Valve and companies that take part in this are going to spin some serious yarn about it being good for creators, while they lop off 75% of every transaction. It's really about profit for them, not enhancing the community.
We're already seeing stolen mods, early access mods, all sorts of crap. This is a poorly implemented feature system that is meant to generate revenue for Valve and its partners, nothing more. If they cared, they'd curate and moderate the store rigorously, and they'd also not be removing donation links. There'd be a "pay what you want" option. There are many ways to do this better, and in a way that's more beneficial for the modders and the consumers.
Instead, we get another IV drip of money hooked up to Valve and we're all supposed to smile about it.
Let's assume for a second that we are stupidly greedy. So far the paid mods have generated $10K total. That's like 1% of the cost of the incremental email the program has generated for Valve employees (yes, I mean pissing off the Internet costs you a million bucks in just a couple of days). That's not stupidly greedy, that's stupidly stupid.
You need a more robust Valve-is-evil hypothesis.
우리가 정말로 멍청할정도로 탐욕스럽다고 다시 한번 더 생각해보자. 지금까지, 판매된 모드들은 총 $10K 의 판매 실적이 났어. 이건 밸브 사원들이 이번일로 추가로 보낸 이메일의 총 비용의 1%정도 밖에 안돼(그래, 내말은 인터넷에서 단 몇일 씨부리는게 너에게 수천만원의 비용을 지불하게 만든다는거지). 이건 멍청할정도로 탐욕스러운게 아냐, 그냥 멍청할정도로 멍청한거지. 넌 밸브가 좀 더 쓰레기라는 다른 가설이 필요한것 같군.
What was the thought behind monetizing mods? Was to help the mod creators or to get a bit more money for things that used to be free?
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?
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.
글이 너무 길어 졌네요. 다음편에서 끝내도록 하겠습니다.
출처 | 직접 번역했습니다. 퍼가실때는 이곳 오유의 게임토론게시판이 출처라는 것을 꼭 밝혀주세요! 레딧의 원글 주소는 https://www.reddit.com/r/gaming/comments/33uplp/mods_and_steam/?sort=qa 에서 보시면 됩니다. |
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