Theoretically speaking.... What if we created something inside the game client to pull in, sync, upload user generated content?
I'd actually prefer that.
Theoretically speaking.... What if we created something inside the game client to pull in, sync, upload user generated content?
I wouldn't exactly say Steam workshop is secure for file storage. Who's to say in a decades time, Steam decides to discontinue the SteamCommunity site - taking along most of the user generated content with it? That would be a bad thing to see happen.
Theoretically speaking.... What if we created something inside the game client to pull in, sync, upload user generated content?
This question has been wondered by many developers and i am pretty sure at some point Gabe Newell did made a statement regarding this. Point is, Steam Workshop is 10x easier then some custom made mod loader. I like the intentions but if possible i would just got for Steam Workshop, i personally like to have everything managed at one place and since something like you said already exists and is already done (nearly) flawlessly i don't see why the developers have to pour extra time into making such a thing.
Which then again depends on if they wish to go DRM Free or not. With or without a custom launcher, they should consider adding Steam Workshop. Steam has the biggest PC gaming market so there is no turning wrong towards that direction and adding Steam Workshop is then again a optional thing. By simply removing it you can add it to a service such as GoG as well. The steam platform is widely accepted so saying that it is that big of a issue that people need to sign up for Steam is a bit on the odd-side.Because using the Steam Workshop comes with the prerequisite that every single player has to play the game through the Steam Platform in order to access any custom content. By using it you're locking the game to the Steam Platform exclusively thus guaranteeing Valve take a cut of all your profits.
By creating their own custom tool for handling modding they can have the best of both worlds, they can still release the game on Steam but they don't need to give away exclusivity.
Steam Workshop is all well and good for developers who want an out of the box solution and are happy to give away exclusivity but the investment in an internal solution will pay off greater dividends in the long term.
Which then again depends on if they wish to go DRM Free or not. With or without a custom launcher, they should consider adding Steam Workshop. Steam has the biggest PC gaming market so there is no turning wrong towards that direction and adding Steam Workshop is then again a optional thing. By simply removing it you can add it to a service such as GoG as well. The steam platform is widely accepted so saying that it is that big of a issue that people need to sign up for Steam is a bit on the odd-side.
This is what i think too :What Harbinger means is, that if they implement steam-workshop you MUST play the game on steam, otherwise you don't get the custom content for it. And I'm pretty sure that Frontier want to sell and launch the game over their own servers too (because steam takes a 30% cut from all sales).
So, everybody who bought the game from Frontier directly (or any other source) won't get access to the custom scenery from steam-workshop.
This is what i think too :
You can sell your game on your own platform (and on SteamStore too) but to use SteamWorkshop you need to be a "SteamStore-exclusive".
(Maybe i'm wrong. I'm not sure [sad])
If it's possible to put the "SteamWorkshop" on a "Non-exclusive-steamstore-game", then sorry ... and yes, of course, do it !
But anyway, SteamWorkshop or not, the game need to be on the SteamStore.
SteamStore, GoG, HumbleStore, are just the "Real Stores" of yesteryear. (like Gamestop or Best Buy)In this day of age it is foolish to not publish your game on Steam. I am assuming most of you are PC gamers and by then you should know that most PC games are coming from Steam and nowhere else. (with the exception of uPlay, Origin and GoG in which GoG is perhaps also a option)
What Harbinger means is, that if they implement steam-workshop you MUST play the game on steam, otherwise you don't get the custom content for it. And I'm pretty sure that Frontier want to sell and launch the game over their own servers too (because steam takes a 30% cut from all sales).
So, everybody who bought the game from Frontier directly (or any other source) won't get access to the custom scenery from steam-workshop.
In the end it would come down to how long the developers can host the content. Honestly for this game i am not expecting a ground breaking amount of users so it is within their boundaries but with if they decide it is profitable anymore to host the content and they drop it?
Same thing happened with Lionhead's The Movies in which Lionhead Studios hosted all its custom content on their own servers and once it got taken down and the developers published all mods to the public for 1 month long it was still a mess because the sites that started to rehost it were ad-filled or only lasted for 3 months before going down as well. This is where Steam has the advantage.
But if they for example say that they will host content for at least 3-4 years then its okay in my book.
Isnt RCT3 one of the best selling simulation games after The Sims series?