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There were news or opinions that Rockstar in the new part wants to go into UGC content, this means one way or another tools for the community, what do you think about this, given that Rockstar has become more loyal to the modding community and bought a team of modders, we can expect prosperity in modding and  ugc content in gta 6 with tools?

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Rockstar not welcomed the mods, and modding, since GTAV was released ( at the moment, due to uncontrollable inruders has change game code, it does hurts in online) I don't think this policy will change and apply GTAVI.

UGC now is property of Rockstar, Rockstar control it, could be material for improving the community, why not.

That's what i think.

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As a byproduct of acquiring Cfx/FiveM they are obviously naturally open to modding - with the catch being when it's on their terms, of course.

 

GTAO already has relatively basic forms of UGC as well with the mission creator and tools like that, so in terms of UGC we'll no doubt see it in a big way in GTAO2 on all platforms.

 

In terms of game modding, aka FiveM and the like, I mean again going by the fact they acquired Cfx it's clear they're no longer trying to go against the grain (again, as long as you abide by their ToS) so I have no reason to believe it'll be any different for GTA VI PC. Actual modding tools, though? Doubt it my self.

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On 1/27/2024 at 5:54 PM, Jason said:

As a byproduct of acquiring Cfx/FiveM they are obviously naturally open to modding - with the catch being when it's on their terms, of course.

 

GTAO already has relatively basic forms of UGC as well with the mission creator and tools like that, so in terms of UGC we'll no doubt see it in a big way in GTAO2 on all platforms.

 

In terms of game modding, aka FiveM and the like, I mean again going by the fact they acquired Cfx it's clear they're no longer trying to go against the grain (again, as long as you abide by their ToS) so I have no reason to believe it'll be any different for GTA VI PC. Actual modding tools, though? Doubt it my self.

It's just that now they are talking more often gta 6 / Rockstar want to go to UGC to monitize more like roblox / eufn fortnite does, they bring in a lot of money, T2 in some report talked about modding, and fivem, and that they want to monitize it, maybe we can get a platform and tools for creating content, for example, like a creation kit or a Bethesda store,  What do you think? 

@Tez2 I'm interested to know your opinion too, maybe you have your own guess 

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On 1/27/2024 at 5:20 PM, Antaxi said:

Rockstar not welcomed the mods, and modding, since GTAV was released ( at the moment, due to uncontrollable inruders has change game code, it does hurts in online) I don't think this policy will change and apply GTAVI.

UGC now is property of Rockstar, Rockstar control it, could be material for improving the community, why not.

That's what i think.

It’s just that now many people have started talking about the fact that Rockstar wants to go more and more into UGC content and most likely monetize it, perhaps something big awaits us for the modding community, tools, or sdk, or some kind of platform using fivem.

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4 hours ago, 33.3 said:

It’s just that now many people have started talking about the fact that Rockstar wants to go more and more into UGC content and most likely monetize it, perhaps something big awaits us for the modding community, tools, or sdk, or some kind of platform using fivem.

Rockstar want to control mods, with no dub's, not sure they want to monetize mods.

Bethesda as example of company fail

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3 hours ago, Antaxi said:

Rockstar want to control mods, with no dub's, not sure they want to monetize mods.

Bethesda as example of company fail

 

For some consumers, modding is a truly important activity.  And finally, if people use our intellectual property, we would like to Monitize  it if possible.  We believe this gives us the opportunity to do all of the above.

 

 

 

3 hours ago, Antaxi said:

Rockstar want to control mods, with no dub's, not sure they want to monetize mods.

Bethesda as example of company fail

So I think maybe we'll still get more support for mods, or even tools, maybe we'll see something similar to roblox or uefn fortnite where people make their content, it's lucrative for take2

On 1/27/2024 at 5:54 PM, Jason said:

As a byproduct of acquiring Cfx/FiveM they are obviously naturally open to modding - with the catch being when it's on their terms, of course.

 

GTAO already has relatively basic forms of UGC as well with the mission creator and tools like that, so in terms of UGC we'll no doubt see it in a big way in GTAO2 on all platforms.

 

In terms of game modding, aka FiveM and the like, I mean again going by the fact they acquired Cfx it's clear they're no longer trying to go against the grain (again, as long as you abide by their ToS) so I have no reason to believe it'll be any different for GTA VI PC. Actual modding tools, though? Doubt it my self.

What do you think? 

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It's worth pointing out in the same call they referred of FiveM and modding as a relative minority for them in terms of popularity.

 

I've said as much before in other threads, but the Cfx acquisition made a lot of sense to them cause it allowed them to get a hand on the wheel on something that was not gonna go away. It has potential longer term benefits and they may utilise the Cfx platform in GTA VI / GTAO2, but that's all very speculative still.

 

Mod tools though, again I personally doubt. Community mod tools are a lot of work to build and maintain and I just dunno if I see that being a priority for R* at the moment.

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14 minutes ago, 33.3 said:

 

 

 

 

 

So I think maybe we'll still get more support for mods, or even tools, maybe we'll see something similar to roblox or uefn fortnite where people make their content, it's lucrative for take2

What do you think? 

What if Rockstar give us mod tools like CD projekt ''Red Mod tools'' for Cyberpunk 2077?

doubt that.

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5 hours ago, Antaxi said:

What if Rockstar give us mod tools like CD projekt ''Red Mod tools'' for Cyberpunk 2077?

That can be pretty hard to organize. We've gotten a peek at what R* is doing internally with some of the leaks, and their toolchain looks like the sort of stuff you get when you naturally let your tooling grow around an in-house engine with no intentions of ever exporting it to the public. It's a mash of in-game debug windows (which get compiled out of the shipped code) and external tools, likely running as individual programs pulled together by a common editor, a lot of which likewise require code that's not in the shipped version of the game. I've used and contributed to too many of these at various studios and it looks like R* is exactly the same way.

 

Usually, when modding tools are available, it's because either the team has put a lot of effort on maintaining this as an option from the start (id, CDPR) or they're already working with a 3rd party engine that requires shipped tools, and any additional tools are built in a similar fashion (Bethesda's use of Gamebryo). Modders aren't even always the first consideration. Very often, the business case for doing it this way is getting 3rd party contractors to help out during certain stages of development. When I worked at studios that do it the R* way and we needed contractors, we basically just shipped them a dev PC, because that was the only way they were getting into any of the editing tools.

 

With R*, the tooling will have to be built out by the community. The good news is that the community has been on top of that for the past 20+ years, so I have no doubt the tools will be available. And if R* really wants to make it better for the modders, there are things they can do that aren't tools, like releasing some documentation on the new script commands and exposing loader hooks in the game itself. None of it fundamentally changes what the modders will be able to do, but it can help the community make tools faster and with fewer game-crashing mistakes. Plus, if you build a good relation with the modding community, it's far more likely that you'll get a tip about a vulnerability before it bites you in the ass.

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6 hours ago, K^2 said:

That can be pretty hard to organize. We've gotten a peek at what R* is doing internally with some of the leaks, and their toolchain looks like the sort of stuff you get when you naturally let your tooling grow around an in-house engine with no intentions of ever exporting it to the public. It's a mash of in-game debug windows (which get compiled out of the shipped code) and external tools, likely running as individual programs pulled together by a common editor, a lot of which likewise require code that's not in the shipped version of the game. I've used and contributed to too many of these at various studios and it looks like R* is exactly the same way.

 

Usually, when modding tools are available, it's because either the team has put a lot of effort on maintaining this as an option from the start (id, CDPR) or they're already working with a 3rd party engine that requires shipped tools, and any additional tools are built in a similar fashion (Bethesda's use of Gamebryo). Modders aren't even always the first consideration. Very often, the business case for doing it this way is getting 3rd party contractors to help out during certain stages of development. When I worked at studios that do it the R* way and we needed contractors, we basically just shipped them a dev PC, because that was the only way they were getting into any of the editing tools.

 

With R*, the tooling will have to be built out by the community. The good news is that the community has been on top of that for the past 20+ years, so I have no doubt the tools will be available. And if R* really wants to make it better for the modders, there are things they can do that aren't tools, like releasing some documentation on the new script commands and exposing loader hooks in the game itself. None of it fundamentally changes what the modders will be able to do, but it can help the community make tools faster and with fewer game-crashing mistakes. Plus, if you build a good relation with the modding community, it's far more likely that you'll get a tip about a vulnerability before it bites you in the ass.

It's just that now there are discussions that Rockstar wants to go more into UGC content, which in any case implies tools, although maybe fivem/Rockstar will release a stripped-down SDK? Or a platform like roblox? Roblox/uefn is raising billions with user-generated content. Perhaps something similar awaits us in the new part. Don't you think so? 

9 hours ago, Jason said:

It's worth pointing out in the same call they referred of FiveM and modding as a relative minority for them in terms of popularity.

 

I've said as much before in other threads, but the Cfx acquisition made a lot of sense to them cause it allowed them to get a hand on the wheel on something that was not gonna go away. It has potential longer term benefits and they may utilise the Cfx platform in GTA VI / GTAO2, but that's all very speculative still.

 

Mod tools though, again I personally doubt. Community mod tools are a lot of work to build and maintain and I just dunno if I see that being a priority for R* at the moment.

Well, maybe we're just waiting for a similar platform like roblox? I don't think people just started discussing ugc in the new part, it's somehow implied as tools, even a stripped-down sdk would be a great solution, ugc makes a lot of money, look at uefn or roblox. It is possible that the tools will only be available for SixM (

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There's in-game creators they can do, which they already have. I would expect more of that type of stuff.

 

But yea, external tools are a whole different kettle of fish, K2 summed it up far better than I can, they are simply a lot of work to create and then maintain and I don't see this ever being something R* will be interested in. It's not like the FiveM community today is struggling w/o official tools, by the way, the stuff  they're doing in FiveM these days is mad.

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13 hours ago, Jason said:

There's in-game creators they can do, which they already have. I would expect more of that type of stuff.

 

But yea, external tools are a whole different kettle of fish, K2 summed it up far better than I can, they are simply a lot of work to create and then maintain and I don't see this ever being something R* will be interested in. It's not like the FiveM community today is struggling w/o official tools, by the way, the stuff  they're doing in FiveM these days is mad.

We're also very interested in satisfying the consumer where they are, and for some consumers, modding is a really important activity. And finally, if people are using our intellectual property, we would like to monetize it if possible. We believe this gives us the opportunity to do all of the above.

 

 

A lot of people are now sure anyway that we're going to get maybe a platform like it was in roblox, or a stripped-down sdk for modding, or something like fortnite uefn, it's making billions, I think T2 and Rockstar want to get the same money 

 

 

Also, do not forget that after buying cfx.re, they reported that the infusion There will be a new era of modding or something like that. 

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Again, he also explicitly says that FiveM's playerbase is a relative minority for them, so the Cfx proof isn't some proof that all of a sudden T2/R* are gonna go balls to the wall with modding.

 

But yea, what I'm saying is not that GTAO2 isn't gonna be a platform like game, such as Roblox or Fortnite, I've made the argument that's going to be exactly that multiple times for years, what I'm saying is that external mod tools are unlikely. If we get anything it'll likely be in-game tools like map makers and more basic, but still potentially deep, mode creators. GTAO already has versions of this already.

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2 hours ago, Jason said:

Again, he also explicitly says that FiveM's playerbase is a relative minority for them, so the Cfx proof isn't some proof that all of a sudden T2/R* are gonna go balls to the wall with modding.

 

But yea, what I'm saying is not that GTAO2 isn't gonna be a platform like game, such as Roblox or Fortnite, I've made the argument that's going to be exactly that multiple times for years, what I'm saying is that external mod tools are unlikely. If we get anything it'll likely be in-game tools like map makers and more basic, but still potentially deep, mode creators. GTAO already has versions of this already.

When a company makes a game for everyone they lose the original public who that product was made for originally, who felt like that was made for them, GTA better never be like Roblox or whatever. Other companies like Build A Rocket Boy can venture into the launcher/platform games all they want, but Rockstar better not mess with GTA, Red Dead, etc.

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GTA is already what you fear though. Officially, through GTAO and in-game creator tools, and unofficially through decades of history with platforms like SA-MP, FiveM, etc.

 

GTA as a game is perfectly suited to creator tools that allow people to make up their modes and custom maps.

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2 hours ago, Jason said:

GTA is already what you fear though. Officially, through GTAO and in-game creator tools, and unofficially through decades of history with platforms like SA-MP, FiveM, etc.

 

GTA as a game is perfectly suited to creator tools that allow people to make up their modes and custom maps.

Yeah, but if someone creates a Barbie themed race or something it ain't something that's officially meant to be like that, it's just the freedom that messing with props gives us which allows things like those to be created, but it's not like the game is explicitly meant to be played like that, like in Robox's case with its infinite official game modes.

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GTAO already has that lol, every game with any sort of creator/custom modes does.

 

There's a lot of sh*t in all of them, always, but there's also a lot of good and great ideas too.

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On 1/31/2024 at 4:55 PM, 33.3 said:

It's just that now there are discussions that Rockstar wants to go more into UGC content, which in any case implies tools, although maybe fivem/Rockstar will release a stripped-down SDK? Or a platform like roblox? Roblox/uefn is raising billions with user-generated content. Perhaps something similar awaits us in the new part. Don't you think so?

Roblox was written to be this way from the start. That was the actual pitch and vision from the inception. So definitely not an apt comparison.

 

The UGC I would expect, if it indeed materializes, is more along the lines of mission editing. It's entirely possible that R* would have developed some tools specifically for it. But it wouldn't be anything like a modding SDK.

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On 2/3/2024 at 3:19 PM, K^2 said:

Roblox was written to be this way from the start. That was the actual pitch and vision from the inception. So definitely not an apt comparison.

 

The UGC I would expect, if it indeed materializes, is more along the lines of mission editing. It's entirely possible that R* would have developed some tools specifically for it. But it wouldn't be anything like a modding SDK.

Although it seems to me that in the new part, if fivem moves there, then SixM will become a ugc platform, maybe we will even get tools 

On 2/3/2024 at 3:19 PM, K^2 said:

Roblox was written to be this way from the start. That was the actual pitch and vision from the inception. So definitely not an apt comparison.

 

The UGC I would expect, if it indeed materializes, is more along the lines of mission editing. It's entirely possible that R* would have developed some tools specifically for it. But it wouldn't be anything like a modding SDK.

Although it seems to me that in the new part, if fivem moves there, then SixM will become a ugc platform, maybe we will even get tools 

 

@Tez2What do you think about all this? 

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On 1/30/2024 at 7:08 PM, 33.3 said:

It's just that now they are talking more often gta 6 / Rockstar want to go to UGC to monitize more like roblox / eufn fortnite does, they bring in a lot of money, T2 in some report talked about modding, and fivem, and that they want to monitize it, maybe we can get a platform and tools for creating content, for example, like a creation kit or a Bethesda store,  What do you think? 

@Tez2 I'm interested to know your opinion too, maybe you have your own guess 

I think R* might go the Bethesda route. Because from a business standpoint, there are two key goals I am sure T2 is pushing for. Expanding the user base, and the obvious route is console mod support. And attracting the role-playing audience. The creator suite does not exactly move the needle to achieve the latter, even with further updates. I mean, it would definitely bring about an official form of the multi-game-mode servers you see on FiveM. Like Broughy playing custom races with his racing community. But that's different from role-playing servers. When thinking role-play, you may need to implement new businesses or adjust the inventory system. Or interact with food, like making a burger at a restaurant. You can't do that with UGC tools because you need custom scripts introducing their own inventory, overriding existing ones, or managing anims, UI and such for food interactions.

 

A platform to offer mod installation is a prerequisite for console mod support. Take-Two could monetize that platform with a storefront, the equivalent of Bethesda's Creation Club, or what is currently called the "Bethesda Game Studios Verified Creator Program." A store that has its own currency to pay for paid mods or download free ones. T2/R* may promote GTA+ by making it the Game Pass of paid mods. And R* may have mod tools limited to verified creators with its own Verified Creator program rather than releasing tools for everyone, due to Sony's restrictions on console mods. Plus, it would be more manageable that way than releasing tools for everyone.

 

This is just my guess based on ways T2 could monetize this. They may not pick the Bethesda route and instead do their own.

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Console mod support is very, very tricky. Not impossible, but really not easy either.

 

It's easy to go look at Elder Scrolls and Fallout modding and see it has mod support on console and think "hmm, just like PC!" but it's not. For one PlayStation doesn't have the same level of support in terms of mod complexity that Xbox does due to Sony rules like Tez said, but also one of if not the most vital aspect of deeper Fallout and TES modding is the script extender, which does not work on console and thus locks out a lot of the best mods out there on console - and it likely never will work on console, because MS/Sony won't allow a script extender on console.

 

I'm not particularly knowledgeable about FiveM modding, but I'd wager a very good guess that there's a lot of stuff that simply would not fly in a console environment per MS/Sony guidelines, which would there and then be a massive blow to the scene.

 

It's why one of the many reasons why I expect a more robust in-game set of creator tools, giving players the ability to create custom maps and mode that have deeper complexity than what we see in GTAO today. If they were to do that and take it a step further, they could then tie these tools to the Cfx platform and allow players to create entire rulesets and custom open world experiences and then host them on their own servers, which typically is a done through third party hosts, but is something Take-Two could potentially get involved in directly (like the Fallout 76 route in a way with it's premium private sessions) or by licensing the server hosting software and taking a cut of every server's hosting costs.

 

Also it should also be said that monetised mods are not super popular lol. The mods that make the most money are likely ones that take optional donations to support the modder.

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2 hours ago, Tez2 said:

I think R* might go the Bethesda route. Because from a business standpoint, there are two key goals I am sure T2 is pushing for. Expanding the user base, and the obvious route is console mod support. And attracting the role-playing audience. The creator suite does not exactly move the needle to achieve the latter, even with further updates. I mean, it would definitely bring about an official form of the multi-game-mode servers you see on FiveM. Like Broughy playing custom races with his racing community. But that's different from role-playing servers. When thinking role-play, you may need to implement new businesses or adjust the inventory system. Or interact with food, like making a burger at a restaurant. You can't do that with UGC tools because you need custom scripts introducing their own inventory, overriding existing ones, or managing anims, UI and such for food interactions.

 

A platform to offer mod installation is a prerequisite for console mod support. Take-Two could monetize that platform with a storefront, the equivalent of Bethesda's Creation Club, or what is currently called the "Bethesda Game Studios Verified Creator Program." A store that has its own currency to pay for paid mods or download free ones. T2/R* may promote GTA+ by making it the Game Pass of paid mods. And R* may have mod tools limited to verified creators with its own Verified Creator program rather than releasing tools for everyone, due to Sony's restrictions on console mods. Plus, it would be more manageable that way than releasing tools for everyone.

 

This is just my guess based on ways T2 could monetize this. They may not pick the Bethesda route and instead do their own.

That's a good answer from you, but what do you think about Rockstar releasing any mod tools first, or is that an unlikely outcome? 

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2 hours ago, Tez2 said:

I think R* might go the Bethesda route. Because from a business standpoint, there are two key goals I am sure T2 is pushing for. Expanding the user base, and the obvious route is console mod support. And attracting the role-playing audience. The creator suite does not exactly move the needle to achieve the latter, even with further updates. I mean, it would definitely bring about an official form of the multi-game-mode servers you see on FiveM. Like Broughy playing custom races with his racing community. But that's different from role-playing servers. When thinking role-play, you may need to implement new businesses or adjust the inventory system. Or interact with food, like making a burger at a restaurant. You can't do that with UGC tools because you need custom scripts introducing their own inventory, overriding existing ones, or managing anims, UI and such for food interactions.

 

A platform to offer mod installation is a prerequisite for console mod support. Take-Two could monetize that platform with a storefront, the equivalent of Bethesda's Creation Club, or what is currently called the "Bethesda Game Studios Verified Creator Program." A store that has its own currency to pay for paid mods or download free ones. T2/R* may promote GTA+ by making it the Game Pass of paid mods. And R* may have mod tools limited to verified creators with its own Verified Creator program rather than releasing tools for everyone, due to Sony's restrictions on console mods. Plus, it would be more manageable that way than releasing tools for everyone.

 

This is just my guess based on ways T2 could monetize this. They may not pick the Bethesda route and instead do their own.

Lately, yes, a lot of people have started to discuss that Rockstar wants to go to UGC, which is what take2 said, but it still needs some tools to create even paid mods, how do you think we will get them or is it unlikely? 

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13 hours ago, Jason said:

Console mod support is very, very tricky. Not impossible, but really not easy either.

 

It's easy to go look at Elder Scrolls and Fallout modding and see it has mod support on console and think "hmm, just like PC!" but it's not. For one PlayStation doesn't have the same level of support in terms of mod complexity that Xbox does due to Sony rules like Tez said, but also one of if not the most vital aspect of deeper Fallout and TES modding is the script extender, which does not work on console and thus locks out a lot of the best mods out there on console - and it likely never will work on console, because MS/Sony won't allow a script extender on console.

 

I'm not particularly knowledgeable about FiveM modding, but I'd wager a very good guess that there's a lot of stuff that simply would not fly in a console environment per MS/Sony guidelines, which would there and then be a massive blow to the scene.

 

It's why one of the many reasons why I expect a more robust in-game set of creator tools, giving players the ability to create custom maps and mode that have deeper complexity than what we see in GTAO today. If they were to do that and take it a step further, they could then tie these tools to the Cfx platform and allow players to create entire rulesets and custom open world experiences and then host them on their own servers, which typically is a done through third party hosts, but is something Take-Two could potentially get involved in directly (like the Fallout 76 route in a way with it's premium private sessions) or by licensing the server hosting software and taking a cut of every server's hosting costs.

 

Also it should also be said that monetised mods are not super popular lol. The mods that make the most money are likely ones that take optional donations to support the modder.

I think that if rockstar wants to make their platform or make fivem the main platform for this, we should still get the tools even if the mods are paid 

13 hours ago, Tez2 said:

I think R* might go the Bethesda route. Because from a business standpoint, there are two key goals I am sure T2 is pushing for. Expanding the user base, and the obvious route is console mod support. And attracting the role-playing audience. The creator suite does not exactly move the needle to achieve the latter, even with further updates. I mean, it would definitely bring about an official form of the multi-game-mode servers you see on FiveM. Like Broughy playing custom races with his racing community. But that's different from role-playing servers. When thinking role-play, you may need to implement new businesses or adjust the inventory system. Or interact with food, like making a burger at a restaurant. You can't do that with UGC tools because you need custom scripts introducing their own inventory, overriding existing ones, or managing anims, UI and such for food interactions.

 

A platform to offer mod installation is a prerequisite for console mod support. Take-Two could monetize that platform with a storefront, the equivalent of Bethesda's Creation Club, or what is currently called the "Bethesda Game Studios Verified Creator Program." A store that has its own currency to pay for paid mods or download free ones. T2/R* may promote GTA+ by making it the Game Pass of paid mods. And R* may have mod tools limited to verified creators with its own Verified Creator program rather than releasing tools for everyone, due to Sony's restrictions on console mods. Plus, it would be more manageable that way than releasing tools for everyone.

 

This is just my guess based on ways T2 could monetize this. They may not pick the Bethesda route and instead do their own.

With all that in mind, I think we're going to get this platform on PC and then maybe on console, but I think they're still going to have to release some tools for that, even if the mods are paid 

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Yes, It's one option that they can replicate what Bethesda did with their mod system and microtransactions, or do it for fivem, but still people will need the tools to make even paid mods, so I guess and read the posts @Tez2 and @Jason We're probably going to get some kind of platform or system or it's going to be done by fivem ( and mod servers) where people can buy or sell mods and T2 is going to monitize that (as they said they're going for it), but that means we have to get the tools or the SDK, am I wrong? 

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On PC you can't force people to use your mod store by the way, lol. People keep bringing up that store as an example of what they'll do but no one else does it, and it's not a huge success.

 

And again, it's only really viable for BGS because they have mods on console, but again, mods on console are very difficult and not easy to implement, and come with tons of restrictions.

 

I could by very wrong come 2026 or whatever and be sitting here with egg on my face, but as today I'd say the odds of external PC mod tools are very, very low. They are not common, and the more complex the game and engine, the harder they are to do. Developers with publicly released tools built the engines from scratch with modding in mind as well - Valve's Source, CDPR's Red, BGS's Creation engine, etc.

 

What I expect is an in-game set of tools, they would likely have less depth and capability than a full traditional mod kit but it would be mean that the content created from it would be playable on all platforms with no issues, which will be something that's important.

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25 minutes ago, Jason said:

On PC you can't force people to use your mod store by the way, lol. People keep bringing up that store as an example of what they'll do but no one else does it, and it's not a huge success.

 

And again, it's only really viable for BGS because they have mods on console, but again, mods on console are very difficult and not easy to implement, and come with tons of restrictions.

 

I could by very wrong come 2026 or whatever and be sitting here with egg on my face, but as today I'd say the odds of external PC mod tools are very, very low. They are not common, and the more complex the game and engine, the harder they are to do. Developers with publicly released tools built the engines from scratch with modding in mind as well - Valve's Source, CDPR's Red, BGS's Creation engine, etc.

 

What I expect is an in-game set of tools, they would likely have less depth and capability than a full traditional mod kit but it would be mean that the content created from it would be playable on all platforms with no issues, which will be something that's important.

I understand you, but the plans of rockstar and T2 are to monitor the servers, and Maybe the community, there have been rumors that Rockstar will go into UGC content, which means we should still get some mod tools, even if they're paid, or they'll make the platform like roblox/everywhere, with fivem (possibly), so I think the tools will probably show up 

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