by User_Name on Sun Aug 18, 2024 1:40 am
There are some nice - and well articulated - thoughts in this article, and I thought I could give some back in response:
First of all, I personally am in what I call a "one foot in, one foot out" position in regards to modding - I am what you would call a "modder" (as I have been creating soundtrack mods for the past iterations of 2K), but at the same time I only do so for a couple of months at each game and spend the rest playing. Thus, I believe I can give some perspective from both sides of the aisle, so to speak.
As a player, it is no secret that PC's long-standing selling point in regards to 2K has been modding, and that rings especially true now that finally the next-gen version is arriving on PC. There is a sense of eagerness from console players about what our platform has to ofter in regards to modding...but it might deflate as soon as the game comes out. People far more knowledgeable about the game's file system than me have deduced that it is likely the structure remains somewhat similar to current gen, however there is always the chance that we'll get the same situation we had back in the day with 2K15. I was around back then and I do remember the feeling of numbness, as we went from what was (and still is) an extremely moddable release in 2K14 to one that was much, much less so. You're absolutely correct in that the community shouldn't be discouraged - and while PC doesn't have the advantage of roster cross-sharing, there should be at least some nice, complete Eras rosters available.
Now, to the thorny issue of paid mods...I, for one, would never try to charge for a soundtrack, because a)it's mostly grunt work, I put no "artistry" (so to speak) on it b)I believe that free mods are essential to the community c)to be brutally honest, one could open Spotify while playing and mostly replace my mod.
When it comes to other modders, however, while I obviously cannot speak for them, it's obvious that they believe that they should be compensated for their work, be it a regular release or a customized one. As with almost everything in this world of ours, paid modding is driven by the concept of supply and demand: modders are clearly getting paid for their - almost always high quality - work, and in return, there are more and more people who decide that they are accepting payment for their releases. Now, I do get that this might be a route that leads at a bleak, dystopian future - where almost all good mods and eventually, tools/plugins essential for modding will be behind a paywall - but at the moment this doesn't seem to be the case. For better or worse, just like 2K is not going to get away from the microtransaction route anytime soon after being lucrative, some modders will continue to charge for their work - and I won't even get into the legal aspect (I'll just share one writers perspective on Valve trying to fight paid mods: "To change this opens a Pandora's Box of complications. Valve opened such a box in April 2015 (then promptly threw themselves bodily on the lid screaming "undo, undo!").
Point being, in almost all games that support modding there is a balance b/w free and paid ones, and I can't think of one that has been heavily tipped towards paid mods (outside of MS Flight Simulator, where mods however are made by actual dev teams and not a single person). After a couple of years in this community, there are still many high quality ones around for free, and that is good enough for me.