TheGeneral6 wrote:One might suggest that if the modder is that hard up for cash they're better off getting a second job than spending many hours of their day doing this work.
The issues with NBA 2K and VC is bad enough -- we don't need to be adding to that as a community ourselves.
The issue with this line of thinking is that if a talented creator is flipping burgers to make a few extra bucks, then you're also not getting their stuff for free because they're not making it in the first place... because they're at McDonald's flipping burgers instead of at their computers creating. It's of course not that cut and dried, but still, the reality is that most of the creators selling mods wouldn't be remotely as productive if they were only creating as a hobby. And actually, as I read further in this thread...
PettyPaulPierce wrote:Had i not started to make a living off of modding i would've been in an office somewhere and i would've stopped modding long ago, so y'all wouldn't get shit from me free or paid.
There you go. There's no difference between not having something because you refuse to pay for it vs. not having something because it doesn't exist. Either way you don't have it. If it exists then at least it's there for the people for whom an improved version of that particular player, arena, etc. is important enough to pay for. And on that note...
positive_comment_guy wrote:I personally won’t buy any mods since it looks silly to have a modded version with updated textures next to some plain OOB player model. The contrast of this is worse than just not having mods at all.
The vast majority of gamers (including the vast majority of us here) don't have such an all-or-nothing attitude towards modded vs. vanilla game assets. Unevenness of quality (even among mods, not just between mods vs. default assets) is simply a fact of life when gaming with mods, and it has been forever. Bill Russell has gotten a few decent cyberfaces, but Bob Pettit never has (except for one or two fairly recent paid ones I'm aware of), so anyone who has enjoyed pitting Russell's Celtics against Pettit's Hawks in the past has enjoyed doing so despite the unevenness in quality between those two stars' appearances (not to mention the fact that it's slim pickings for cyberfaces of any of their teammates as well). Anyone who enjoyed playing as Jordan's Bulls in the good ol' free-mods-only days did so despite probably having a decent Jordan cyberface on the court alongside a straight-out-of-PS3 Will Perdue.
So I think you're in the minority there. The fact is that there are many gamers who may feel that it's worth it to pay $10 for an improved Anthony Edwards, for instance (given how abnormally bad his default likeness is), but roll with an otherwise default game. It's a silly line of thinking that treats a $10 price tag on one mod as an obligatory $10,000 price tag for the whole game. There's a lot of unevenness even among 2K's default assets, so for instance, default LeBron (i.e., 2K19-era likeness) looks awkward next to default Bronny, whereas a modded LeBron that brings him up to 2K's own current standards looks much more natural next to default Bronny. Just because you buy LeBron doesn't mean that you have to buy Bronny in order for your game to look coherent.
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Anyway, the above are my responses to a couple posts from others, but I also wanted to add a quick comment about my own situation as a modder and mod consumer. I started modding when I switched to PC for 2K22, and after releasing a handful of 2K23 mods, 2K had almost all of my mod links taken down and I shifted my focus to a large-scale retro project that I'm still working on and intend to release only when it's finished. Point is, after a little ways into 2K23, I stopped releasing mods publicly. Also, around when 2K23 came out, I began purchasing mods, specifically cyberfaces. I've probably spent $200-300 on like 300-400 CFs since then (note that I spent like $7 on 2K24 itself; I basically skipped that game and only bought it on a super Steam sale so I could export stuff from it).
These past couple years I have not minded paying, because I recognized that I was shelling out for a luxury item that I didn't actually need, and it was for a game (2K23) that I still have the intention of playing as my primary basketball game for years to come, so it was worth the investment to me. I also appreciated that much of what I was paying for was stuff that the creators themselves had zero interest in making. For instance, I am sure that PPP had less than zero desire to create a Rick Barry cyberface (and that the other cyberface creators in his circle of top-end talent would have also had little desire), but because there was consumer demand, PPP made it and now I get to enjoy using a photorealistic Rick Barry cyberface that simply would not have been created if not for PPP's interest in serving his paying customers.
...however...
I have returned to releasing mods publicly again for 2K25 (all free, as in the past) and have decided that—as long as I myself am devoting my own time to improving this game—I'm not willing to essentially 'lose money' (i.e., to be $200-300 in the red, like I was on 2K23/24) on a game like 2K25 that I consider to be inferior. So for my future mods
* I'll be switching to a paid early-access model. To me it feels like the best balance of contributing to a long-term library of free mods (which I feel is important for any heavily modded game) while bringing in a bit of cash that
I can then use to purchase the mods I personally want from other creators. Otherwise I just don't have much interest in 2K25 as a game (and likely the next few 2Ks at the very least). Maybe I'll change my mind, but basically, the next time I share a mod, know this: If it's free right away, that means it's my last 2K25 (and likely beyond) mod and the game probably isn't even on my computer anymore; if it's paid early-access, I'll keep creating stuff for the new 2Ks too (in addition to my free-right-away stuff for 2K23).
*Not my big 2K23 retro mod; I'm talking 2K25, 2K26, etc.