

“Remember that time we rolled out DLC haphazardly? Haha. They attempted a bit of tongue-in-cheek humor with “Horse Armor” ($3), a power armor variation poking fun at one of Bethesda’s earlier DLC missteps in the 2006 game The Elder Scrolls IV: Oblivion. In the initial E3 presentation they showed off a few pieces, such as a dwarven mudcrab for Skyrim ($1.50) and a Gauss rifle for Fallout 4 ($5).

Instead, they sold it as a way for fans to purchase “mini-DLC,” created by modders, curated by Bethesda and sold for a few dollars each. Of course, Bethesda really, really doesn’t want you to call it “paid mods.” With the release of Fallout 4 and Skyrim: Special Edition on a number of platforms with full mod compatibility, Bethesda decided to try its hand at the paid mod concept again with Creation Club. Practical jokers flooded the Workshop with small changes (one mod added a single apple to the game world) for extravagant prices to point out how flawed the inception was.īethesda quietly shelved the program and focused on its flagship projects. But the result of Bethesda and Valve’s partnership was an easily abused system with little to no quality control implementations. In theory, I supported the idea of modders accumulating some kind of income from the content they created mod hosting websites like Nexus have struck a balance by allowing modders to solicit voluntary donations. In 2015, Valve and Bethesda teamed up and attempted to integrate paid mods into Skyrim’s Steam Workshop, envisioning it as a system where they and the modding community could all profit from player-created content. It wasn’t the first time they had introduced the concept. When Bethesda Game Studios announced Creation Club for Skyrim and Fallout 4 at E3 2017, viewers across the globe cringed collectively (me among them).
