Simon:聊聊游戏内置的模组浏览器和盈利模式

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原文链接
https://x.com/Simon_Hypixel/status/2050604074932871343
作者
Simon
译者
ETW_Zero
转载许可
允许规范转载。转载须注明原文链接、作者、译者、所属平台(HytaleCN)。
我想聊聊游戏内置的模组浏览器和盈利模式,但首先声明:这不是最终答案,也不是既定政策!我是在和社区一起集思广益,因为这种决定很可能影响游戏的未来,所以在敲定具体模式之前,我希望得到大家的反馈。

有人在私信里跟我说,Hytale 需要有付费模组,因为模组制作者为作品付出了实实在在的努力,理应从中获得收益。也有人跟我说,付费模组会毁掉整个生态,因为模组浏览器会不再像是一个探索的地方,而更像一个商城。

双方都有道理,而且我认为你没必要在两者之间二选一。我反复思考后想到的是一个尚未真正尝试过的混合模式:在保护玩家游戏内体验的同时,给创作者提供强有力的方式来获得玩家支持。

重要提醒:这一切都不会改变 EULA(最终用户许可协议)。这不是要剥夺模组制作者在游戏之外的能力,而是在谈论我们在游戏内置模组浏览器中选择展示和推广什么。

我的思路是这样的:我希望玩家打开模组浏览器时,感觉像是走进了一个充满新奇玩意的社区图书馆,而不是走进一个购物中心。

这并不意味着我认为模组制作者不应该赚钱。恰恰相反。我有多年的模组制作和盈利模式经验,知道这个领域已经有了很大变化。创作者们投入了大量时间,优秀的模组作者理应能够建立自己的受众群体,获得支持,并以此谋生。

但是,如果玩家在模组浏览器里第一眼看到的到处是价签,那的确会带来真实的代价。

模组最迷人的时候,就是可以轻松尝试的时候。你看到一个个奇怪的、有用的、有趣的、漂亮的或者有野心的东西,然后直接安装,因为没有阻力。这种探索感对我来说非常重要。

关于付费模组,还有一个人们谈论不够多的深层问题:游戏开发者和模组作者之间的激励机制。

假设某个创作者做了一个超棒的钓鱼模组,售价 5 美元,大受欢迎。后来,游戏团队决定把钓鱼作为基础游戏的一部分。突然之间,本不该存在的地方出现了紧张关系。创作者觉得游戏在侵犯自己的作品;而如果工作室从模组销售中抽成,那么它现在就有了留下功能缺口而不是填补缺口的经济动机——如果你能从别人的钓鱼模组中赚钱,为什么还要把钓鱼做到基础游戏里呢?

我非常不想要那样的关系。我们的目标是做一款优秀的游戏,给创作者强大的工具,让整个生态围绕这些成长,而不是留下漏洞让模组作者去填补并以此赚钱。

因此,方向是这样的:游戏内置浏览器中的模组免费安装。浏览体验中没有价格标签。玩家与模组作者之间默认的关系不应是付费墙。

但创作者的收益必须是实在的。

我们会提供方式让玩家支持自己喜欢的创作者,让创作者的个人主页变得有意义,推荐优秀作品,并为支持模组作者的玩家提供 Hytale 内的奖励:徽章、头衔、装饰品等等。例如,如果一个玩家支持了多位创作者,他们会从我们这里得到一份特别奖励——不是因为购买了模组,而是因为他们支持了构建整个生态的人。

更长远的规划中,还可以有一种更接近游戏内 Patreon 风格的系统:支持某个创作者,可以获得实验版或额外的创作者更新内容的抢先体验,而模组本身仍然可以免费浏览和尝试。这部分需要仔细设计,我不想今天就给出过于具体的承诺。

原则才是关键:支持应该是“拉动”,而不是“推送”。玩家应该是被邀请去支持他们喜欢的创作者,而不是每次浏览时都感到压力。

我们赚钱的方式是玩家购买游戏以及可选的装饰品。这让我们的激励机制更纯粹:把 Hytale 做得更好,投资于玩家体验,帮助创作者获得收益,因为玩家真正看重他们的作品。

顺便说一句,如果我们未来直接处理创作者收款,抽成的唯一原因只会是为了覆盖交易和运营成本。我们的设计出发点并不是要从模组作者身上抽成。

我知道,这不是显而易见的商业利益最大化的路径。但我认为,这对玩家来说是正确的道路。我相信,如果我们始终把玩家放在第一位,从长远来看我们一定会做得很好。

我宁愿要一个感觉开放、慷慨、充满创意和活力的模组生态,也不要一个但凡有个酷点子就马上变成另一个结账页面的生态。我相信,我们既能帮助模组作者赚到不错的收入,又能给玩家提供远比“商城优先”模式更好的体验!

把这个做对需要时间,一些细节也会随着开发而改变。随着模组浏览器逐步成型,我们会分享更多信息。我真心希望听到玩家和模组作者对这个方向的看法。



原文:
I want to talk about the in-game mod browser and monetization, but first: this is not a final answer or a locked policy! I'm brainstorming with the community because this is one of those decisions that can shape the game's future, and I want feedback before we commit to the exact model.

I've had people in DMs tell me Hytale needs paid mods, because modders put real work into their creations and should be able to earn from them. I've also had people tell me paid mods would destroy the ecosystem, because the mod browser would stop feeling like a place to explore and start feeling like a store.

Both sides have a point, and I don't think you have to pick one or the other. The model I keep coming back to is a hybrid that hasn't really been tried before: protect the player experience in-game while giving creators strong ways to earn player support.

Important note: none of these changes the EULA. This is not about taking away what modders can do outside the game. It's about what we choose to show and promote inside the in-game mod browser.

Here's my thinking: I want players to open the mod browser and feel like they're walking into a community library of cool things to try, not a shopping mall.

That doesn't mean I think modders shouldn't make money. Quite the opposite. I bring years of experience in modding and monetization, and I know the scene has evolved a lot. Creators put serious time into their work, and great modders should be able to build an audience, earn support, and make a living from what they create.

But there is a real cost when the first thing players see in a mod browser is price tags everywhere.

Mods are most magical when trying them is easy. You see something weird, useful, funny, beautiful, or ambitious, and you install it because there's no friction. That sense of discovery matters a lot to me.

There's also a deeper problem with paid mods that people don't talk about enough: the incentive structure between the game developer and the modder.

Imagine a creator makes an amazing fishing mod and sells it for $5. It gets huge. Later, the game team decides that fishing should be part of the base game. Suddenly, there's tension where there shouldn't be any. The creator feels like the game is stepping on their work, and if the studio is taking a cut from mod sales, it now has a financial incentive to leave feature gaps rather than fill them. Why add fishing to the base game if you're making money from someone else's fishing mod?

I really don't want that relationship. Our goal is to make a great game, give creators powerful tools, and let the whole ecosystem grow around that, not to leave holes for modders to fill and monetize.

So the direction is: mods in the in-game browser are free to install. No price tags in the browsing experience. No paywall as the default relationship between player and modder.

But creator support should be real.

We will give players ways to support their favorite creators, make creator profiles matter, highlight great work, and offer Hytale-side rewards for supporting modders: badges, titles, cosmetics, and so on. For example, if a player supports several creators, they get a special reward from us, not because they bought a mod, but because they supported the people building the ecosystem.

Longer term, there's room for something closer to an in-game Patreon-style system: support a creator, get early access to experimental builds or extra creator updates, while the mod itself stays free to browse and try. That part needs careful design, and I don't want to overpromise the exact shape today.

The principle is what matters: support should be pull, not push. Players should feel invited to support creators they love, not pressured every time they browse.

We make money when people buy the game and through optional cosmetics. That gives us a cleaner incentive structure: make Hytale better, invest in player experience, and help creators earn because players genuinely value their work.

BTW, if we ever handle creator payments directly, the only reason to take a cut would be to cover transaction and operational costs. We're not designing this around taking a percentage from modders.

This is not the obvious business-maximizing route. I know that. But I think it's the right one for players. I believe that if we are players first, we will do great in the long term.

I'd rather have a modding ecosystem that feels open, generous, creative, and alive than one where every cool idea immediately becomes another checkout screen. I believe we can help modders make great money while giving players a much better experience than a storefront-first model!

It will take time to get right, and some details will change as we build it. We'll share more as the mod browser takes shape, and I genuinely want to hear what players and modders think about this direction.
 

答网友问




@HatsuyaDev(这位创作者是创作了部分 32x NPC 纹理的作者)
我同意这个观点;在游戏内置模组浏览器中给模组标价其实是一个“80/80”的两难问题。如果标价了,它看起来就会像一个商店;如果不标价,创作者就会觉得,他们为游戏制作了出色的模组付出了努力,却无法获得任何回报。

不过,我最近有了一个不同的视角。我下载了游戏 死亡迪斯科(Dead as Disco)的试玩版,在试玩版的最后,播放了一段开发预告片,展示了游戏未来完整版将会拥有的所有酷炫功能。这真的让我很愿意在游戏发售时购买它,效果远不只是“感谢您试玩我们的游戏”。

看到游戏正式推出后我将能体验到的所有精彩内容,确实让我产生了购买的兴趣。我想模组或许可以采用类似的做法。

所有模组默认都有一个“轻量版”可供下载,在最后,如果开发者愿意,可以展示一个完整版模组的预告片,这样如果人们真的想支持它,就可以付费获得所有额外内容。

总的来说,Hytale 正朝着一个非常酷的方向发展。虽然我现在并不活跃(因为我正专注于自己的项目和个人学业),但我打算在我需要的功能实装到游戏里之后(我更关注视觉方面的内容,比如光影、能够编辑所有游戏内菜单、更多的纹理选项等)再回来。

到目前为止,干得不错,Simon!

Simon
未来确实有很多可能性!
This is a view I agree with; putting prices on mods in the in-game browser is literally 80/80. If you do, it will look like a store; if you don't, creators will feel like they can't earn anything by putting in the effort to make amazing mods for the game.

However, I recently had a different perspective on this. I downloaded the demo of the game "Dead as Disco" and at the end of the demo, a development trailer was shown with all the cool features the game will have in the future when it's complete. This really encouraged me to buy the game when it's released, more than just a "thank you for playing our demo!"

Seeing all the cool things I'll be able to experience when the game comes out has really made me interested in buying it. I imagine mods might use something similar.

All mods by default have a "lite" version to download, and at the end, if the developer wants, they can show a trailer of the full mod so that if people really want to support it, they can pay and get all the additional content.

Overall, Hytale is going in a really cool direction, even though I'm not active on it right now (because I'm focusing on my own projects and personal studies), I intend to revisit it when the features I need arrive in the game (more focused on the visual part, like shaders, being able to edit all in-game menus, more texture options, etc.).

Good work so far, Simon!

There are a lot of options for the future!



@Chayzur
我甚至还没读完,脑海里第一个想法就是增加一个支持 / Patreon 功能(很高兴这似乎就是你们打算采用的方案!)这完全说得通——你可以免费获得模组,但如果你想支持创作者,可以加入他们的 Patreon,获得早期新功能的体验资格,并帮助资助未来的更新或项目。这是双赢!

Simon
是的,这就是我想追求的方向。不过,我们希望由我们(官方)向参与该系统的玩家发放装饰品,这样激励作用会大得多。

before i even finished reading, my first thought would be adding a support/patreon feature (glad that seems to be the approach!) it makes total sense, you get the mod for free, but if you want to support the creator, you can join their patreon and get access to early new features and help fund future updates/projects. it’s a win win!

yeah that’s what I want to go for, but having us give out cosmetics to players who engage in that system, so the incentive is much higher



@HugoTrork
非常喜欢这条推文的清晰和坦诚,也非常支持免费模组搭配对优秀模组作者可选支持的愿景(官方提供 Hytale 内的激励措施简直是天才之举!)

我很期待看到这个方案如何落地和演变,这是一个全新的尝试,如果做得好,可能会彻底改变用户生成内容(UGC)领域 :)

Simon
它一定会不断进化、越来越好。我真的想避免变成一个购物中心。我有数不清的点子来支持模组作者!这才刚刚开始。

Love the clarity and open-ness of this tweet and strongly support the vision for free mods with optional support for great modders (official Hytale incentives are genius!)

I look forward to see how this gets implemented and evolves, it’s something completely new that if done right, could revolutionaize the UGC space :)

It will evolve and get better and better for sure, I really want to avoid becoming a shopping mall. I have ton of ideas to support modders! Just getting started.



@Prowl8413
大家怎么看 Hytale 设立一个创作者基金?用他们从销售(皮肤、表情、徽章、个人资料特效等)中获得的利润,奖励给那些下载量高、游玩时长长等的模组?

Simon
游玩时长/下载量是可以被刷和作弊的。比如,一个简单的便捷性优化模组就能排第一。

要把这个机制做对并不理想。

我觉得把“投票权”和钱一起交给玩家是更好的选择,让他们去支持自己真正想支持的人。

How would everyone feel about Hytale doing a creator fund? Where they take profits from their sales (skins, emotes, badges, profile effects, etc...) and pay out to mods that get lots of downloads, playtime, etc??

Playtime/downloads can be somewhat inflated and cheated. Example, a simple QoL mod would be #1

Not ideal to get this right.

I think giving the “voting power” with $ to the players is a better alternative, they would support who they want to truly support.



@oskarscot
我觉得这些都很好,我也同意你提出的方案。但另一个大问题,是那些花了多年学习模组制作的人的成果被‘AI 垃圾’所侵蚀。我认为这或许不是你或者你所整合的平台需要重点关注的,但没有什么比看到那些毫不费力的人获得赞美和奖励,同时却夺走了真正付出努力的人的机会更令人恼火的了。

Simon
我认为这能在一定程度上解决这个问题。你想一想,如果你要用自己的钱来投票,决定谁应该获得模组捐赠以换取你的装饰品,你为什么要去支持垃圾模组呢?

这远比依靠下载量驱动或者挂羊头卖狗肉的付费模组好得多。

I think that’s all great and I agree with what you’re proposing but another big issue which takes away from people who spent years learning modding is AI slop and I think that’s something that probably not you needs to focus on or the platforms that you’re integrating with. There’s nothing more annoying than seeing people who put in zero effort get praised and rewarded whilst stealing away from people who put in the effort

I think this solves it to some degree. Think about it, if you are voting with your $ to who should get mod donations to claim your cosmetic, why would you support slop.

Much better than download count driven or paid mod that bait and switch.



@DRAKO893171
你们能不能做一个游戏内的捐赠系统,比如在模组页面或创作者的档案页里加一个支持按钮?

Simon
是的,想象一下游戏里有玩家/模组作者的档案页,你可以用多种方式支持他们,查看总支持人数/下载量、他们制作的所有模组以及其他有趣的统计数据。这样,关注的焦点就不再是模组本身,而是模组作者(或团队)。我们(Hytale 团队)也可以通过推荐或直接提供资金来支持这些优秀的模组作者,同时他们会获得一个特殊的徽章来展示。

我给你举几个例子:假设你非常喜欢一个“Endgame+”(游戏终局增强)模组,希望他们继续做下去。如果你给他们一点钱,你会从我们这里获得特殊的装饰品——比如“仙子翅膀”(披风)。模组作者拿到钱,玩家获得一件新披风。Hytale 能得到什么?优秀的模组,但不赚钱。然而,优秀的模组意味着更多的游戏销量!

这有点像一个小型的创作者社交网络,大家在我们(Hytale)的帮助下相互支持,而我们则向支持创作者的玩家发放装饰品。我们无意从模组中获利;在我们忙于大型更新的同时,模组让游戏保持生机与活力,所以这是一笔公平的交易。

我们可以把这个模组支持生态做成游戏化机制:创建统计数据和排行榜,显示谁是最大的模组支持者,并为支持者提供横幅、披风、装饰品等奖励。请注意,如果做得好,装饰品可以带来可观的收入,尤其是在 Hytale 这样社交体验会越来越重要的游戏中。

这还能营造一个模组作者之间相互友善、而不是极端竞争的环境——模组作者有充分理由公开分享自己的资源,以便让更多人知道他们的名字,同时其他模组作者也可以支持他们。

如果你看到一个模组作者也在支持别人的模组,你更容易会想:“哇,这个模组作者很活跃,还支持其他人,我觉得他值得我掏钱!”

在某个阶段,我们会拥有一个社区图书馆式的预制结构库,可以直接在游戏内访问。你在建造时,可以浏览那个库并将预制结构粘贴到你的世界里(带有 3D 预览等功能)。预制结构的制作者能获得什么好处呢?他们的下载量会增加,名字/头像会被展示,这样使用他们预制结构的玩家就会形成识别印象。最终,当玩家决定给模组作者一些奖励/资金时,就会想起他们。例如,当玩家想要“仙子翅膀”时,他们需要先支持(比如说)3 位模组作者才能领取,而“推荐”栏目可以推荐你最近使用过的模组/预制组件。

@DRAKO893171
Couldn't you implement an in-game donation system, perhaps with a profile or tab in the mod or creator's profile to support them?

Simon
Yeah, imagine in-game you would have player/modder profiles where you could support them in many different ways, see total supporters/downloads, see all of the mods they made, and other cool stats. Instead of the mod being the center of attention, it would be the modder (or the team). We (Hytale) can also support these great modders by featuring them or giving them money straight up, and they would get a special badge to show.

I'll give you some examples, let's say you really like an Endgame+ mod and want them to keep going, if you give them a bit of money, you would receive special cosmetics from us, in this example, let's say it's Fairy Wings (cape). Modder gets money, player gets a new cape. What does Hytale get? Great mods, no money. However, great mods = more sales!

It would be a bit like a mini social network of creators that support each other with us (Hytale), giving out cosmetics to players who support them. No intention of us profiting from mods; they are keeping the game alive and well while we work on big updates, so it's a fair trade.

We can gamify the modding support ecosystem by creating stats/leaderboards showing who the biggest mod supporters are, and so on, and giving out banners/capes/cosmetics to those who support. Note that, if done well, cosmetics can generate significant revenue, especially in a game like Hytale, where social will be more and more important.

It also creates an ecosystem where modders are kind to each other instead of being super competitive, in their best interests to share their assets openly so that they get their names out there, and other modders can support them.

If you see a modder who supports other mods, you are more likely to think, "Oh wow, this modder is an active member and also supports others, I think he's worth my money!"

At some point, we will have a community library prefabs directly accessible in-game, so while you are building, you can browse that library and paste prefabs into your world (with 3D previews, etc). How do prefab makers benefit? Well, their download count would go up, their name/avatar would be shown, which creates a recognition pattern for players who use their prefabs, and eventually, when the player decides to give some awards/money to modders, they will remember them. When players want the Fairy Wings, for example, they would need to support, let's say, 3 modders to claim it, and the "recommended" section could suggest mods/prefabs you have used in recent days.
 
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