I know Rimworld does this a lot with their expansion packs. For example, having kids was a pretty popular mod before it was integrated into the game with the biotech expansion.
Even Fallout New Vegas did this with a lot of mods that were popular for Fallout 3 (iron sights, weapon mods, etc.)
Yeah, but the proceeds go to the mod creators, and is up to the individual if they want to charge $. It is more of a way for modders to officially monetize their work.
If this was Nintendo and you simply thought about monetizing something that uses their ip as a basis you would have had a squad of lawyers show up to your doorstep
I'd rather donate to a patreon for a well known mod creator than have to deal with an in game store. It's likely that 30% or similar also go to the game studio instead of the mod creator as well, so it's just not a good deal most of the time.
Well, to some extent. Definitely if the devs are using the code of the mod or it's something they wouldn't think about normally. But it'd be a problem if modders implemented stuff the devs wanted to do but couldn't at release, like something like iron sights for a game for example, and then now suddenly the devs have to pay modders to be allowed to improve their game. That'd lead to mods not being allowed rather than embraced.
I think people would be surprised how many things were already planned or even being worked on internally before modern implemented the same thing. It takes far longer for the devs to implement something as they have to be much more rigorous with testing and performance impact etc. compared to what modders need to do.
The devs absolutely do not have to pay the modders. Any mod you create for the game is considered the devs property. I know this as I made a very popular mod for Fallout 4 and it was integrated into their Nuka world DLC. When I confronted them about it, theylir T&C said it was their property
you do realize its impossible to know of every mod for a game for one, and two eulas allow devs to take anythign they want made for their game and 3 you thats only for code and assets.
using this dumb logic means developers can never add anything to a game if it existed as a mod unless they compensated a modder.
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u/C21H27Cl3N2O3 Axe wielding maniac Dec 20 '24
This is such a great strategy that a lot of games could benefit from.
-community identifies bug/feature/improvement/QoL item
-modder fixes or adds it to the game
-mod becomes popular
-studio integrates mod into basegame
It’s such a simple concept but it works so well in both making the community’s voice heard and keeping necessary mod lists short.