Modders keep alive games the publishers no longer sell
I reinstalled a role-playing game released fifteen years ago. Without any changes, it crashes after ten minutes on a modern system. With an unofficial patch, a compatibility fix, a mod manager and two hours of configuration, it runs better than it did at launch. None of those four programs comes from the publisher, which still sells the game on its store.
The maintenance work is fully outsourced
The list of what modders take on ends up looking like a job description. Fixing bugs the publisher has stopped tracking. Porting to new operating systems. Translations into languages judged unprofitable. Interfaces rebuilt for widescreen displays. Accessibility, subtitles, key remapping. Community servers when the official ones have been shut down.
The game stays on sale the whole time. It shows up in sales, it brings in revenue, and it costs the publisher nothing but storage space. The maintenance that keeps it playable is done elsewhere, by people who pay for their own hosting and their own bandwidth. That isn’t theft, nobody forced them. It’s simply a value chain where the work and the revenue never meet.
The mod as a free research and development lab
Some of the most profitable genres in the industry were born in a mods folder. A team-versus-team mod turned into a global shooter franchise after its authors were bought out. The battle royale genre, the tower defence map, the multiplayer arena: each time, amateurs proved an idea worked before a studio produced it at scale.
The arrangement is convenient. Studios leave the ground open, watch what catches on, hire the two or three people who made it work, and absorb the rest. The risk is carried by thousands of volunteers, the success is capitalised by a company. When one platform tried to charge for mods, the backlash was so strong the scheme backed down within days, the community having understood very well that the share going to authors would be the thinnest of the three.
What changes when you see the game as an object
A heavily modded game no longer really belongs to the person who sold it. It becomes a foundation on which strangers have stacked fifteen years of patches, and taking it off sale no longer kills it. These communities archive, document, repair, and along the way do the preservation work the industry doesn’t fund.
I take part in this from the wrong side: I use mods, I publish none, and I press the donate button about once in twenty times. The page for the fix I installed shows a seven-digit download counter and a support link to a donation service. Underneath, a line says the author is looking for someone to take over the project, for lack of time.
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What I read, watched or checked while writing this article.
- Wikipedia (en): video game modding, its forms and its relationship with publishers en.wikipedia.org (opens in a new tab)
- Wikipedia (fr): Counter-Strike, born as an amateur mod of Half-Life before being bought by the publisher fr.wikipedia.org (opens in a new tab)
- Steam Workshop: the official platform for distributing content created by players steamcommunity.com (opens in a new tab)