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The content itself is undoubtedly high-quality. The key issue here is the absence of value, especially in comparison to what’s already available elsewhere. Its entire existence feels tentative, and just isn’t ambitious enough to warrant dropping several dollars on Pip-Boy recolors. The textures on that Gauss rifle are great, and Skyrim’s Survival Mode is functional. The Creation Club’s available content is certainly pretty and the individual elements are high quality.
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Given that a number of free Skyrim mods aren’t compatible with the newer Special Edition, I can’t help but be suspicious that the edition was released in part to push consumers toward purchasing similar content in Creation Club.(In that same interview with Tek Syndicate, Hines insisted Creation Club was not intended as a replacement for mods.)
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It’s similar to the survival mode implemented via free patch for Fallout 4, and doesn’t compare to mods that have existed for years like Frostfall by Chesko for PC. The most recent addition to the Creation Club for Skyrim: Special Edition is the $5 “Survival Mode,” which features hunger, thirst, temperature considerations, and disables fast travel. If Hearthfire was a mouthful of content, Creation Club is an uninspired scattering of crumbs. Unfortunately, months later, I can’t say that Creation Club resembles even my reserved predictions. These DLC provide a bargain bin of content for a specific subset of players at a reasonable price. I imagined that Creation Club would offer DLC measuring up to Skyrim’s smallest pack, Hearthfire, or any of the Workshop packs for Fallout 4. My expectations were colored by genuine masterpieces of human creativity: Kris Takahashi’s Interesting NPCs for Skyrim, which adds dozens of fully-voiced characters with their own questlines and personalities Max-Ischreyt’s Better Cities for Oblivion and kinggath’s Sim Settlements for Fallout 4 that allows towns to grow independently without player micromanagement. I hoped that with Bethesda Game Studios support and resources, aspiring developers would have a great opportunity to create content for their portfolios and keep games like Fallout 4 and Skyrim alive. Knowing all of this, I resolved to keep an open mind and avoid knee-jerk prejudgments. That’s a vast improvement over the free-for-all system of the Steam Workshop, where modders had no guarantee their good-faith efforts would earn them any money at all. Earlier this month, Bethesda vice president Pete Hines clarified to YouTuber Tek Syndicate that Creation Club members are paid regardless of if their content sells. That’ll never happen again.”Ĭontent creators need to apply before they’re allowed into the Creation Club, and are treated as contracted employees of Bethesda Game Studios. “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.”
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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.
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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).