The way Skyrim mods work is following: you 'subscribe' to mods from workshop, which creates a list of mods tied to your account. When you launch Skyrim, all those mods get downloaded, installed and activated for you - when you unsubscribe, mod uninstalls etc. And when an update to a mod comes out, it just installs automatically over the old version next time you launch your game.
I see. How well does it manage mods? I like to use mods that I think will help with immersion, like rule changing mods, economy mods, and mods that edit NPC stats or behavior. I like some texture mods too because they can help with immersion as long as they don't get ridiculous. However, if a mod adds only one merchant somewhere that sells uber shit or a mod replaces items with new ones that look better but keep old stats, it can break the whole immersion part of the game for me which is what I would rather have. I have to be a bit of a control freak with these kinds of mods, but I've found that I don't really like doing that because it almost ruins the game for me because I would rather be playing it.
It's simple, really: By developing a MP game, you create something that gives people more incentive to buy at release / something more 'valuable', less likely to sell, or just something they've got to tie with an account. Now, with Steamworks and similar, this kind of profit is in SP games as well, since they cannot be resold.
I still don't follow the logic. I thought the goal of tacking on MP was to create a game that people would not resell because they're too busy playing MP, and thereby somehow increasing profit. If that actually works, it follows that the argument for making SP games forcefully unsellable is that it will increase profits without having to resort to tacking on MP like some games do to try to persuade people from reselling their game without coercion, and then SP games will be able to happily focus on SP.
Now it's that creating a MP game gives people more value as incentive to purchase the game who otherwise would not in order to increase sales and profit. If creating a MP element for a game creates value to persuade more people to buy at release who otherwise would not have, what does disallowing used sales do to create value for incentive to buy SP games? There were plenty of high-quality, SP, PC exclusive games before Steam. If anything, it decreases value to the potential buyer. Trying to create value for incentive to buy and disallowing resale shouldn't be in the same category. Maybe the argument could be made that more people will buy the games when prices drop because most people aren't willing to pay that much money for a non-transferable game though. That seems like a rule for digital in general though to me, not something that DRM is needed for. Plus digital products can afford to be cheap.
I really don't agree that tacking on MP provides much more incentive to buy a game at release anyway. Gamers who want MP games will not generally care that much about the SP element and vice versa for SP gamers. With consoles, a gamer that wants a MP FPS will still trade in a game that is mediocre at MP to keep playing Halo or Call of Duty. A gamer that wants a SP immersive game will still trade in a game that is bad at that but has decent MP. Yeah, consoles still have plenty of SP games even though they can be resold; Heavy Rain, Batman games, God of War (which might have tacked on MP in the newest game, which I think could hurt the series in the long run), Castlevania; Lords of Shadow, Dragon Age, Skyrim.
Both kinds of gamer (not that they're always mutually exclusive) will resell games that don't do either very well, but I concede that maybe both kinds of gamer would buy the same game hoping it would provide the fix they want. I think the Halo games are good, not amazing like some believe, and they are some of the few games that do both MP and SP pretty well. Both kinds of gamer have reasons to keep these games and tell others how much they like them or lend them out without being tied to an account.
It seems that if MP servers are offered to play on for free and if people played MP longer, this would actually cost the company money for network maintenance too. They would have to subsidize it with other deals. i think it's a strange business model.
You're welcome. But just a small remark: It's not a big deal really because if you don't use Steam, you would still have to reinstall your mod when a new patch comes out (that's true for most games as most patches break most mods.) So, you can disable the auto-update, install your mod, wait for the patch, wait for a new version of the mod (compatible with that patch), turn on auto-update again, download and install the new version of the mod. =)
I would find it very, very annoying if I had a program installed that kept trying to patch Temple of Elemental Evil to the latest official patch of 1.3. The Co8 community even says not to install this patch and to use 1.2. GOG uses 1.3 but they don't try to force 1.3 on me all the time after I fix it. That's one game that comes to the top of my head right now. Didn't a Skyrim official patch screw up games too? Or was that just a console issue? I can't remember. I have my consoles offline most of the time so it didn't affect me.