Earlier this year, Valve sent the mod community into crisis mode with paid mods for Skyrim. It did not end well
And yet, Valve never said they were done-done with giving modders the option to charge for their creations. Rather, they concluded that they had some thinking to do about how they presented paid mods, and that they believed there was âa useful feature somewhere here.â
During a recent trip to Valveâs offices in Seattle, I asked Valve business authority Erik Johnson and man of many hats (including TF2âs) Robin Walker about what theyâve learned while staring into the deep, dark mirror that is hindsight.
âWeâre willing to take risks,â said Johnson, âbut sometimes weâre just wrong. We definitely screwed up things in the details.â
I asked if they felt like perhaps they Pulled A Valve and relied on numbers too much, rather than talking to human people with flesh and blood and the ability to slough out tiny genetic copies of themselves. Johnson and Walker fully agreed that Valveâs communication of the idea was poor, but not in that way.
âWe talked to that community a bunch ahead of time,â said Walker. âThat was entirely from customers and mod-makers. What number could we have looked at there?â
âRobin made Team Fortress when he was seven years-old or two or something,â said Johnson, âin the bush in Australia with no electricity. On paper. If you ask Robin in passing, âWhat do you think about people being able to pay for mods,â his reaction is gonna be like, âThatâs awesome! I wish I had that option before I was a professional working at Valve. I wanted to pay bills and have a customer base.ââ
For sure, some people wanted paid mods to stick around. They felt like the community uproar was just a single, densely packed growing painâmore an angry howl than a seething rage. In the end, though, Valve felt like they poisoned the well with Skyrim, specifically.
âWe screwed things up in the details,â Johnson noted. When I suggested that perhaps they couldâve tested the waters with some survey-type forum threads on Steam or Redditâslowly warmed people up to the idea instead of springing it on them coldâJohnson added, âI agree that we couldâve done it a lot better.â
For Skyrim in particularâwith its vast, established modding community, rife with room for drama over attribution, combo mods, etcâJohnson feels like Valve also miscommunicated why they chose to do what they did. âIf you look back specifically at the Skyrim situation,â he said, âwhile it wasnât our intent, it was really easy to read that as, âRemember that thing you love? You pay money for that now.â Thatâs an awful plan. Thatâs a terrible plan.â
âI think the magnitude of the reaction was also like, âDid Valve just turn evil on us?ââ Johnson continued. âWe donât think we did, but we can see how it got miscommunicated that way. I know Robin will say this too, but it was one of the most awful weekends Iâve had working at Valve. It felt really, really terrible reading through all of that.â
Despite the dumpster explosion disaster that Skyrimâs paid mods turned into, Johnson explained that Valve is committed to compensating people for their work, even if that work is play.
âIn our own gamesâDOTA, Team Fortress, and Counter-Strikeâwe have a huge number of people who are making content (which isnât much different from a mod) who can then sell that and make a living. Thatâs really important,â he said.
âPeople who make stickers in Counter-Strike, or item sets in DOTA, or who play professional Counter-Strike or DOTA, or who make modsâwe think of all those as part of the same group of people, who are creating value for our online communities,â he added. âItâs all user-generated stuff. Even people just playing games are adding value. And we feel like people should be compensated for that value, whether itâs through dollars or item drops. We need to be the people who are making sure that value is being compensated for appropriately. We think people getting paid is really important.â
Then we moved on to the elephant in the room: thanks to an unsuccessful first attempt, people who wouldâve otherwise been on the fence or slightly opposed to the concept of paid mods are now super opposed. Can Valve make this work in the future with all that baggage trailing behind them? Johnson thinks so.
âYou need something thatâs like, âHereâs the new thing. Somebody spent a couple years on it, and itâs amazing. Itâs for sale,ââ Johnson explained. âWe didnât really have anything like that [last time], so it came across poorly.â
âI think itâs about being really transparent and offering something thatâs cool,â he said. âI think customers are pretty smart. I think they get it.â
The other big thing? No more stomping into colossal, legacied communities like Skyrimâs. That, Johnson and Walker agreed, was definitely a bad call. If they try again, theyâll likely start on the ground floor of something, though it wonât necessarily be a Valve game.
âI donât think it matters whether itâs a game of ours or not,â said Johnson, âbut I do agree that walking into a pre-existing, very mature community is probably not the best place to start.â
âEspecially if they donât know us,â added Walker. âThatâs one of the main advantages to picking our own games. Our customers are more familar with us and the way we work. I think they understand our thinking.â
âThey have a fair reason to trust that we havenât completely lost the plot,â Johnson chuckled.
Hereâs hoping.
Youâre reading Steamed, Kotakuâs page dedicated to all things in and around Valveâs stupidly popular PC gaming service. Games, culture, community creations, criticism, guides, videosâeverything. If youâve found anything cool/awful on Steam, send us an email to let us know.
To contact the author of this post, write to [email protected] or find him on Twitter @vahn16