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:
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.
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.