this post was submitted on 18 Oct 2023
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I'm more concerned with the fact that they're not supporting the steam workshop and using their own mod platform
Why is that concerning? I found the reasoning for having their own platform convincing.
Not OP but I have 0 faith in companies to not pull the plug when they decide something isn't making them enough money. Just look at all the old games online games that have been rendered near useless thanks to the company that made it deciding that it's not profitable to support anymore. Sure, the same could happen to steam workshop too, but I have more faith that the steam workshop will be around in a decade than whatever proprietary knockoff paradox is using for CS II
As long as they don't bork sideloading mods, I don't see a major problem, even if they kill the service. They will be able to offer model on console via their Paradox Mod launcher. It would cost them more to support Steam Workshop & console mods via a separate method.
Consider it against games with no official mod support - if they break your mods, you don't have a right to be angry.
While I think open and easy modding is an easy avenue to building a better fanbase and boosting sales, I also understand some devs don't invest in that.
Well, rocket league is a good example. They had workshop implemented by popular(well PC is <25% player base) demand, then when Epic bought them and become F2P, the Epic version does not support workshop maps and later requires modder to side load the maps in. Now with layoff etc it's even harder to ask them to re-implement workshop or modding support to the client.(they also announced removing player to player trade so it's a big mess there. ) So a game that supports it's own mod loading is a good thing, if the mod distribution platform is closing down, it's a lot easier to redirect the calls somewhere to load mod compare to steam integration. Say, if you buy on GoG or other platforms then you are fucked right?
Steam Workshop is several years broken for Cities in Motion 2 without any changes in Cities in Motion 2
As far as I know, the Steam workshop is just a convenience layer for mods, it isn’t a modding platform nor does it do anything to enable mods. All it does it give you a central place to apply your mods, and puts the files in the correct spot. Any game that primarily uses the Steam workshop can still be modded by manually placing mods obtained through a site like moddb. Many games with no Steam workshop support have third party mod downloaders/loaders which will do the job just fine.
I actually disliked the Steam workshop as a platform for CS1 mods because of the way modders can make their mods like building sets rely on 100 other mods like individual pieces. That practically destroyed growable modding for CS1, because the owners of the dependency mods either wouldn’t update them, or would outright remove them, so most of the dependent mods would be missing crucial assets and wouldn’t work.
So its essentially modders are only uploading their mods to the steam workshop and the versions of the game without workshop support are up shit creek without a paddle.
I admit I'm kind of guilty of this with the mods that I create and publish for stellaris. I pretty much only publish them to steam although Im given the option to upload to the paradox launcher. Personally I'd prefer to only publish through the workshop since Im used to the system, and its an easy way to get feedback on my creatons, however I can see the benefits to the ecosystem as a whole by allowing anyone who has the game to get the same mods in a bespoke mod store.