

Newman isn't entirely in Valve's corner on this, though. "This is something that will get better with time." "Obviously it's going to be hard to convince those guys to move their mods to Steam and lose 75 percent of their profits, but we'll see what wiggle room we have on that." "Doesn't it make sense that we bring that into Steam so those transactions can be trusted by both parties?" he wrote. Newman proffered that he's aware of that. Garry's Mod, introduced more than 10 years ago, later became a standalone game with mods appended to it, some of them also sold for money. "I sold a mod once and everyone was angry that it was happening," Newman says, "until it happened and they got a much better product than they'd have gotten when it was released for free." "It's probably no big surprise that I'm all for it," Garry Newman writes.

What bugs me, though, is that Steam users and modders are going to bear the cost of these growing pains.The creator of Garry's Mod - originally a mod to Half-Life 2 sold for real money - has weighed in on Valve's introduction of paid mods in its Steam Workshop, a development that roiled the PC gaming community this week. This feature is bound to be undergo changes based on these early days. He might be right in saying that some of the early problems will be sorted out over time, too. It potentially helps them become professional developers in time as well. The best argument in paid Steam mods' favor is that they enable modders to get financial rewards for their time investment. Selling Garry's Mod has allowed him to create his own studio and develop several games of his own.

I get why Newman would be in favor of Steam formalizing the sale of mods. Doesn’t it make sense that we bring that into Steam so those transactions can be trusted by both parties? Obviously it’s going to be hard to convince those guys to move their mods to Steam and lose 75% of their profits, but we’ll see what wiggle room we have on that." "People already sell their mods for Garry’s Mod privately.
