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If you're reading this, you likely remember how 2015's sudden introduction of paid mods to the Steam Workshop turned out to be one of Valve's biggest ever blunders, with both Valve and feature-partners Bethesda quickly retreating from the idea only days after it was introduced. At the time, Valve made it clear they weren't done with the idea of paid mods just yet, and that they would take a step back to reconsider the feedback they received before seeing how it could be applied to a better system in the future.
Jumping forward to the present: it would appear that time has come, as Valve have today announced "Custom Game Passes" for Dota 2, new items directly associated with what Valve deems "high-quality games that have established themselves in the community". Once passes are purchased, they will grant bonus access to specific elements of a custom game mode for a limited period of time (currently 30 days), with example bonuses for the currently supported "Roshpit Champions" mode including "additional stash and character save slots". These passes are entirely optional, and all supported game modes will remain free to download and play. Despite the low price point of $1, the revenue from each sale will be distributed between the creator(s) and Valve, rewarding both parties for their participation in the creation, support, and sharing of the game mode.
A lengthy exclusive interview with PC Gamer has revealed how past blunders have informed Valve's current methods of thinking, as Valve will now be hand-picking those modes worthy enough to receive passes while also offering the same universal revenue split as normal Steam games of 30/70 [Valve / Creator]. These passes are also supported by the Steam-wide refund system to ensure everyone is happy.
While this is undoubtedly Valve's attempt to ensure the range of monetisation is consistent across the length and breadth of Dota 2, it could definitely prove helpful for community creators putting a significant amount of effort into creating custom assets and game modes. Let's see how things pan out this time around.
Jumping forward to the present: it would appear that time has come, as Valve have today announced "Custom Game Passes" for Dota 2, new items directly associated with what Valve deems "high-quality games that have established themselves in the community". Once passes are purchased, they will grant bonus access to specific elements of a custom game mode for a limited period of time (currently 30 days), with example bonuses for the currently supported "Roshpit Champions" mode including "additional stash and character save slots". These passes are entirely optional, and all supported game modes will remain free to download and play. Despite the low price point of $1, the revenue from each sale will be distributed between the creator(s) and Valve, rewarding both parties for their participation in the creation, support, and sharing of the game mode.
A lengthy exclusive interview with PC Gamer has revealed how past blunders have informed Valve's current methods of thinking, as Valve will now be hand-picking those modes worthy enough to receive passes while also offering the same universal revenue split as normal Steam games of 30/70 [Valve / Creator]. These passes are also supported by the Steam-wide refund system to ensure everyone is happy.
While this is undoubtedly Valve's attempt to ensure the range of monetisation is consistent across the length and breadth of Dota 2, it could definitely prove helpful for community creators putting a significant amount of effort into creating custom assets and game modes. Let's see how things pan out this time around.