▲ 231 ▼ Cyberpunk 2077 VR Modder Hit by Another DMCA Strike, Pauses Patreon, Pulls Access to All His Mods, and Declares He's 'Under Attack' (www.ign.com) submitted 9 months ago by inclementimmigrant@lemmy.world to c/pcgaming@lemmy.ca 138 comments fedilink hide all child comments Looks like the Ghostrunner developers also have an issue with paid mods running off their IP.
[–] Nindelofocho@lemmy.world -1 points 9 months ago (3 children) Sim games are sorta their own beast when it comes to mods. permalink fedilink source parent hideshow 3 child comments replies: [–] SlurpingPus@lemmy.world 2 points 9 months ago* (last edited 9 months ago) (2 children) Oh really? Why can't other games be the same beast when it comes to mods? Does the VR mod take sales away from CDPR? permalink fedilink source parent hideshow 2 child comments replies: [–] Nindelofocho@lemmy.world 0 points 9 months ago (1 child) In sim games you usually get the game and then get a vehicle you want to specialize in. You may put hundreds or thousands of hours into that vehicle and you know the ins and outs. Mod development wise you may have to model the vehicle from the ground up. The vehicle has to have functioning gauges, be tuned to handle and behave like the vehicle in real life, fail like the real thing and basically BE the real thing. Take DCS for example. The game itself is actually free but the modules are paid. The detailed modules can go for around $70 or so dollars like the F16. You can use the real life flight manual for the F16 to learn how to use it in game. Train sims are similar. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications You arent going to get that sort of involvement in a game like Skyrim, Fallout, or Cyberpunk. You could maybe go down to that level of detail but that level of detail may not be able to be appreciated in a game that doesent simulate things like aerodynamics or how tire grip changes depending on temperature. Mods are and should be a passion project. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc permalink fedilink source parent hideshow 1 child comment replies: [–] SlurpingPus@lemmy.world -3 points 9 months ago* In games you usually get the game and then get a mod that you want to play. You may put hundreds or thousands of hours into that mod. Mod development wise you may have to create models from the ground up. A mod has to have functioning logic, be fit to the game but modify it in a significant way, feel like a change to the game. You are seriously trying to say that a VR mod doesn't take effort to build? You can use the real life flight manual for the F16 to learn how to use it in game. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications Irrelevant. The only relevant thing regarding the quality-price consideration is whether a player is ready to pay for a particular mod. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc Arbitrary nothingburger claims. You just described how paid mods work in sims, so why don't people ‘exploit the shit’ out of mods in sims? permalink fedilink source parent
[–] SlurpingPus@lemmy.world 2 points 9 months ago* (last edited 9 months ago) (2 children) Oh really? Why can't other games be the same beast when it comes to mods? Does the VR mod take sales away from CDPR? permalink fedilink source parent hideshow 2 child comments replies: [–] Nindelofocho@lemmy.world 0 points 9 months ago (1 child) In sim games you usually get the game and then get a vehicle you want to specialize in. You may put hundreds or thousands of hours into that vehicle and you know the ins and outs. Mod development wise you may have to model the vehicle from the ground up. The vehicle has to have functioning gauges, be tuned to handle and behave like the vehicle in real life, fail like the real thing and basically BE the real thing. Take DCS for example. The game itself is actually free but the modules are paid. The detailed modules can go for around $70 or so dollars like the F16. You can use the real life flight manual for the F16 to learn how to use it in game. Train sims are similar. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications You arent going to get that sort of involvement in a game like Skyrim, Fallout, or Cyberpunk. You could maybe go down to that level of detail but that level of detail may not be able to be appreciated in a game that doesent simulate things like aerodynamics or how tire grip changes depending on temperature. Mods are and should be a passion project. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc permalink fedilink source parent hideshow 1 child comment replies: [–] SlurpingPus@lemmy.world -3 points 9 months ago* In games you usually get the game and then get a mod that you want to play. You may put hundreds or thousands of hours into that mod. Mod development wise you may have to create models from the ground up. A mod has to have functioning logic, be fit to the game but modify it in a significant way, feel like a change to the game. You are seriously trying to say that a VR mod doesn't take effort to build? You can use the real life flight manual for the F16 to learn how to use it in game. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications Irrelevant. The only relevant thing regarding the quality-price consideration is whether a player is ready to pay for a particular mod. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc Arbitrary nothingburger claims. You just described how paid mods work in sims, so why don't people ‘exploit the shit’ out of mods in sims? permalink fedilink source parent
[–] Nindelofocho@lemmy.world 0 points 9 months ago (1 child) In sim games you usually get the game and then get a vehicle you want to specialize in. You may put hundreds or thousands of hours into that vehicle and you know the ins and outs. Mod development wise you may have to model the vehicle from the ground up. The vehicle has to have functioning gauges, be tuned to handle and behave like the vehicle in real life, fail like the real thing and basically BE the real thing. Take DCS for example. The game itself is actually free but the modules are paid. The detailed modules can go for around $70 or so dollars like the F16. You can use the real life flight manual for the F16 to learn how to use it in game. Train sims are similar. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications You arent going to get that sort of involvement in a game like Skyrim, Fallout, or Cyberpunk. You could maybe go down to that level of detail but that level of detail may not be able to be appreciated in a game that doesent simulate things like aerodynamics or how tire grip changes depending on temperature. Mods are and should be a passion project. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc permalink fedilink source parent hideshow 1 child comment replies: [–] SlurpingPus@lemmy.world -3 points 9 months ago* In games you usually get the game and then get a mod that you want to play. You may put hundreds or thousands of hours into that mod. Mod development wise you may have to create models from the ground up. A mod has to have functioning logic, be fit to the game but modify it in a significant way, feel like a change to the game. You are seriously trying to say that a VR mod doesn't take effort to build? You can use the real life flight manual for the F16 to learn how to use it in game. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications Irrelevant. The only relevant thing regarding the quality-price consideration is whether a player is ready to pay for a particular mod. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc Arbitrary nothingburger claims. You just described how paid mods work in sims, so why don't people ‘exploit the shit’ out of mods in sims? permalink fedilink source parent
[–] SlurpingPus@lemmy.world -3 points 9 months ago* In games you usually get the game and then get a mod that you want to play. You may put hundreds or thousands of hours into that mod. Mod development wise you may have to create models from the ground up. A mod has to have functioning logic, be fit to the game but modify it in a significant way, feel like a change to the game. You are seriously trying to say that a VR mod doesn't take effort to build? You can use the real life flight manual for the F16 to learn how to use it in game. If you are real particular about a specific train you can find the module for it and expect probably pretty damn good detail down to nameplates and specifications Irrelevant. The only relevant thing regarding the quality-price consideration is whether a player is ready to pay for a particular mod. The moment you implement mods as income stream people and companies are going to exploit the shit out of it. See: Roblox, Skyrim, etc Arbitrary nothingburger claims. You just described how paid mods work in sims, so why don't people ‘exploit the shit’ out of mods in sims? permalink fedilink source parent