I stand corrected, though not entirely off the mark given Steam's "offline mode" capability. Which is contrary to how Steam DB generates it's statistics. So while he may be "partly" correct, I'm not "entirely" wrong. Regardless, it doesn't really change the underlying premise of the example. Cyberpunk 2077 is simply faring FAR worse than other games 9 months out from launch. Especially after 8 million sales in the PC space alone, which runs the game MUCH more stable, reliably, and with fewer instances of bugs and glitches.
I do not disagree with any particular point, but I'd like to add that Cyberpunk 2077 as it is does not have any long lasting appeal yet, it's a new IP with a rocky launch that has one game under it's belt with a finite amount of content that is ultimately story driven. For the vast majority of players it's a one and done deal, once they finish it they move on to the next game, it's how the market works.
There's very few of us that stick around and play it continuously nine to ten months later because there simply isn't enough content for that, which is fine, because the content that it does have is very compelling to the specific type of gamer that it's catering for (hint not sandbox aimless make your own fun kind of game).
CDPR is a business. First and foremost. And like any business, certain concessions must be made to further the bottom line. It's the path they chose when they became a publicly traded company. And as a mod creator myself, I can certainly relate to the disdain for ANY company that seeks to directly benefit financially from the work that modders provide for free.
Hence why it was a train wreck when they attempted any of that, it's ridiculous that it was even a thing and it only worked to cause a rift in between modders and mod users.
Microsoft may be greedy, but Todd Howard isn't stupid. He knows the value modding brings to his studio's games. Starfield is his baby. The game he's longed to create for over two decades. There's room in the market for compromise. Especially in this age of modding for consoles, and the rising cries in the console space for the ability to benefit from mods.
Like I said before, I'd love to be proven otherwise, but the shift in direction for Bethesda does not fill me up with confidence.
So you have to wonder, does CDPR really "need" to "cash in" on mods?
I would argue not. Why? Because by starting at the beginning, in the infancy of this generation of their game engine, the mods created by a powerful, fleshed out toolset could be an immensely driving factor in the long term success of not only this, but any future title they are or intend to build upon it. It's a golden opportunity to turn tragic loss into a major win.
Agreed!
Again, I really don't get the animosity this subject seems to quell up in some people.
I don't believe that to be the case, I believe the argument was purely from a financial perspective when it comes to how valuable the modability of games actually is for the vast majority of games in the current market.
Bethesda, like it or not is an outlier, I personally do only buy their games due to mods because I've been modding them since Morrowind days.
But I can't say the same for other games, perhaps S.T.A.L.K.E.R. comes close to me, but I can't say I've had the urge to buy any game in any other franchise due to mods alone.
If often leads to me questioning why I even bother to continue modding games at all.
I believe you need not lose focus on what made you begin modding in the first place, fun, and sharing that fun with the community, it's as simple as that.
People will always have differing opinions.
Pretty much.We're ALL looking to meet the same end. A highly successful and enjoyable game to play, and long term success for the company that brought it to us.