Take-Two sent a letter to OpenIV asking it to shut down it’s services for GTA modding. Of course this was met with a massive backlash from the community that plays their game. But now OpenIV is back up, and they thanked Rockstar games for helping with the situation. Rockstar has yet to make a statement on this, but in the past they have said they are 100% okay with mods for the games singleplayer, which is what OpenIV does usually. Take-Two will likely still go after Mods that affect GTA Online which is fine, as makes them money, and is a different experience than the singleplayer.
Hey there everyone take a seat and listen to me, Josh Ehresmann RGN PR Manager, and our Deputy Editor Tristan Werbe, sit down for a few hours and talk about E3 2017. A roundup and recap of what we saw, what we liked, what we hated, and just our overall thoughts. Hope that you enjoy!
UPDATE: Take-Two brings back Mods for GTA V: http://realgamernewz.com/52278/modding-returns-to-grand-theft-auto-v
Original Story Below
Take-Two Interactive recently made waves in the video games industry by creating a cease-and-desist order which resulted in the removal and banning of OpenIV, a tool used for years by video game modders who sought to improve the experience of GTA IV and GTA V on the PC Gaming platform through after-market special graphics textures and effects, new game modes, extra characters, missions, and beyond.
Rockstar Games was quick to note that Take-Two Interactive acted without their instruction in issuing the cease-and-desist. Mods have been crafted over long periods of time through a snowball effort combined by community members of the years of both games – allowing a huge library of GTA mods to accumulate. The removal of OpenIV from the internet essentially shuts down this community, ends this progress, and detains all GTA mods to the doghouse of being taboo underground collector’s files that most gamers won’t get to experience other than vicariously through YouTube videos.
Suddenly, years later after being hush – now there’s a problem? Why now? After so much time has passed, the PC edition of the GTA V has been out for years and the development of modding tools and content for GTA IV has even led to even greater success in modding GTA V. Many of the mods released for the game simply enhance the look of it to a level of god-like graphical fidelity dubbed “Reality” or “Real Life” mods because they look so good at this point. The preliminary reasons given are that OpenIV allowed multiplayer mods to interfere with GTA Online – something we always knew would become a problem since this time around Rockstar Games charges money in-game in their online gameplay.
However, many of us gamers and journalists have perhaps failed to see what was right before our eyes. I went back and forth for hours with anonymous sources speaking off-record to RealGamerNewZ about the announcement for what is basically being seen as “the end to GTA mods” currently on the internet. Instead, this action has seemingly been in timing with a certain other industry event we’ve all taken notice of. While unable to confirm or deny the realization they’d guided us to, our source all but revealed that Rockstar Games could soon have a way to work hand-in-hand with mod content developers and get them paid for their hard work.
Exactly what this would look like remains to be seen, as well as whether or not plans for such a community-driven yet developer-monitored content development pipeline had already existed before this knee-jerk reaction to Bethesda’s “Creation Club” service. The industry could be seeing GTA V receive a very similar treatment in an experimental, but influential time during gaming.
Further explanation of this new trend for paid mods continued: “-with high approval rating among devs eager to help with the certification or even development of mods; as mods becoming more polished like DLC and guided content with compensation for mod developers.”
“We also know that there won’t be a ‘GTA VI’ or ‘Fallout 5’ for a long time. These developers are busy making New IPs, new installments to other franchises, and need time to make sure those new games are as huge as they possibly should be and could be. Content Creators being given safe, profitable, official ways to promote existing games into a higher quality, more fun product gives games more of a chance at a long life span hopefully filling that need until the next product is ready.”
At the time of this post RealGamerNewZ has reached out to Take-Two Interactive and Rockstar Games to attempt to verify the likelihood of these claims. Additional information which was not approved for release by our sources is also being vetted and further investigated and we will update this story as it progresses.
Currently there are large growing petitions online for Take-Two Interactive to let OpenIV bring itself back online, but at least if this Rumor pans out we can have some closure and sense of how to move forward for a large community of fans who love PC Gaming and love Grand Theft Auto.
As we all know by now, at E3 Bethesda announced their new system Creation Club. Which provides new paid content for Fallout 4 and The Elder Scrolls V: Skyrim Special Edition. Or how Bethesda put’s it from their own Creation Club page “Creation Club is a collection of all-new content for both Fallout 4 and Skyrim. It features new items, abilities, and gameplay created by Bethesda Games Studios and outside development partners including the best community creators. Creation Club content is fully curated and compatible with the main game and official add-ons.”
The way I see this is more of a lie. They are claiming these are more like DLC or Expansions, but they are having modders release this content. They are selling people mods. Now I don’t see the biggest issue with it, aside from them lying about it. As long as the mods are up to par with “DLC quality content.” From the launch lineup I would not say it is quality or worth your hard earned cash. As it is mainly weapons and apparel you can just download for free elsewhere. The content the Creation Club can provide is “Weapons, Apparel, World, Characters, Creatures, and Gameplay.”
Weapons, Apparel, Creatures, and Characters speak for themselves. But World is more akin to locations, like new maps, some added foliage, so maybe some texture updates, and even simple decorations. Gameplay is explained as “New types of gameplay like survival mode, etc.” So maybe some actual new additions, Fallout Kart Racing?
Now the content that should be produced, should be something like expansions, think the Dragonborn Expansion, which adds a new location, new storyline, new weapons, outfits, gameplay features, etc. That is what Bethesda should offer, instead of a new gun or sword by themselves for $1.99. As of now we can’t say how it will turn out, but if they are going to do this, and the content creators are going to get paid to produce high quality content, then we as consumers need to hold them to an example of producing good “DLC” (Mods).
I am all for this if it is genuine content that continues the life of games people love like Fallout 4 and Skyrim. But this could set a awful precedent in the industry if mishandled like Bethesda’s previous attempt at paid mods. One of the biggest things was they were not curated mods, this time they are, or least should be, since the modders/content creators will be paid and employees after they apply for the Creation Club, and are accepted. Let’s just hope they can manage this, and their store won’t be filled with paid horse armor that’s purely cosmetic.
Homepage for the Creation Club: https://creationclub.bethesda.net/en
On the iRGN Podcast #11 we are joined by our buddies at iGeekReviews.com and the topics include a Paid Mods Round Table Discussion about them being put on and then pulled off Steam, Konami’s Trouble and what it could mean long-term, as well as the culture of repeat franchises putting out the same stuff over and over again or remake franchises and when to leave it alone? When is enough, enough?
In a quick turnaround move, Valve has decided to temporarily end the Paid Mods Feature on Steam Workshop. We’ve previously spoke about it at length and even how Paid Mods might play a role in Valve’s Vision for the Future but perhaps for the best, the company who has been the leader in digital distribution of video games software on the Windows PC, Mac OS X, and Linux platforms has decided that the launch of this feature went so poorly it was best to roll it back. Anyone who purchased a Skyrim Mod will be refunded in full (presumably through Steam Wallet credits though) and Bethesda alongside Valve agree that the critics of the service were right about the way things were being done incorrectly. That being said, Valve hasn’t totally sworn off Paid Mods for life, and more likely than not will find a more acceptable way to introduce them.
Large amounts of protesting helped lead to this decision both in the comments sections of Nexus Mod Manager, Steam itself, and of course the infamous “High Fidelity Horse Genitals” mod being sold for $99.99 alongside other not-so-sincere modding efforts designed to express contempt for Valve’s abrupt transition into allowing Paid Mods for Skyrim. Gabe Newell himself also recently did his due diligence in speaking about the feature in a Reddit “Ask Me Anything” which was mostly met with misunderstanding, trolling, and negative response to the feature. Among the many interesting statements made during that segment was one in particular I found interesting in which Newell described angering the mobs of the Internet as costing more money than the Paid Mods in Skyrim were actually netting Valve in profit.
Valve’s Official Statement to the Gaming Community:
“We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.
We’ve done this because it’s clear we didn’t understand exactly what we were doing. We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.
To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.
But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim’s workshop. We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.
Now that you’ve backed a dump truck of feedback onto our inboxes, we’ll be chewing through that, but if you have any further thoughts let us know.”
[Some Info Sourced: Valve’s Public Statement on Steam’s Official Blog]