this post was submitted on 23 Jan 2026
239 points (98.0% liked)

PC Gaming

13302 readers
748 users here now

For PC gaming news and discussion. PCGamingWiki

Rules:

  1. Be Respectful.
  2. No Spam or Porn.
  3. No Advertising.
  4. No Memes.
  5. No Tech Support.
  6. No questions about buying/building computers.
  7. No game suggestions, friend requests, surveys, or begging.
  8. No Let's Plays, streams, highlight reels/montages, random videos or shorts.
  9. No off-topic posts/comments, within reason.
  10. Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)

founded 2 years ago
MODERATORS
 

Looks like the Ghostrunner developers also have an issue with paid mods running off their IP.

you are viewing a single comment's thread
view the rest of the comments
[–] termaxima@slrpnk.net 60 points 1 day ago (2 children)

Learn your lesson : Don't sell mods.

[–] Lfrith@lemmy.ca 8 points 1 day ago

Yeah, there's enough enshitification already in the world with all sorts of monetization trying to turn everything into subscriptions.

If someone wants subscription revenue that much they should release their own game rather than turn mods into yet another subscription hell hole.

[–] SlurpingPus@lemmy.world -3 points 1 day ago (2 children)

Sim racing is full of paid mods, and it's working out fine. We acknowledge when someone puts effort into development, probably because majority of sim racers aren't teens and have worked jobs.

[–] ComradePedro@lemmy.ml 11 points 1 day ago* (last edited 1 day ago) (2 children)

If a mod marketplace works for some games, that’s cool, but I think CDPR has the right to not approve of that model when it comes to their IP. An open source model benefits everyone and can also be viable for mod developers :)

[–] Nindelofocho@lemmy.world -1 points 20 hours ago (1 children)

Sim games are sorta their own beast when it comes to mods.

[–] SlurpingPus@lemmy.world 2 points 20 hours ago* (last edited 20 hours ago) (1 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?

[–] Nindelofocho@lemmy.world 0 points 19 hours ago (2 children)

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

[–] vetehinen@lethallava.land 1 points 18 hours ago (1 children)

@Nindelofocho@lemmy.world You seem to essentially be saying the sim mods take a lot of work so it is okay. But that can easily be the case and I would argue has been the case with this VR mod for Cyberpunk 2077 for example.

I think what's really going on here is that the sim devs recognized even paid mods are in their interests and didn't go after them. It may have played a factor that they're generally not been these giant devs raking in endless money.

[–] SlurpingPus@lemmy.world 1 points 9 hours ago* (last edited 9 hours ago)

Curiously, in sim racing the most stable and profitable companies are iRacing Studios, which has their main game accessible by subscription and additional cars and tracks behind a one-time payment (but the game is very hardcore, and for example Max Verstappen uses it between actual races); and Kunos, who are very lax about mods and whose 2014 game is still among the most played in the genre thanks to literally thousands of mods, from which they derive no other profit other than the sales of the game itself (which costs a few bucks for the past five years at least).

In comparison, rFactor 2 is more modern than Assetto Corsa in every way, and has official cars and tracks as pricey DLCs — its dev Studio 397 was bought by Motosports Games, obviously not because of doing too great. MG promised a lot, got licenses to several real racing disciplines, delivered nothing except a buggy game on the side, lost the licenses, and its future is in question.

[–] SlurpingPus@lemmy.world -3 points 18 hours ago* (last edited 18 hours 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?