I was fascinated, given the airtime that Bethesda gives to modding,
that Pete Hines understands that only (approximately) 6-8% of the Bethesda fan base use mods.
From a Game Trailers (Bonus Round) panel on MMOs (slight paraphrasing):
"We’re known for the stuff we do on the PC side - there’s all these PC mods.
But the percentage of our fanbase that has ever used a mod is like (whatever?) 6% or 8%.
And when you talk about Skyrim that is like 10’s of millions of people who have never played with a mod in their life.
How do we do that better?
How do we bring that fun experience to more?
And the answer is [console mods - longer discussion about Microsoft and partner engagement]. "
http://www.gametrailers.com/full-episodes/ggfkk9/bonus-round-quakecon-2015--the-new-era-of-mmo c.14.00
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The impact of mods on console could be great.
If mods on console are easy to 'consume' as community DLC that have some level of vetting,
then take-up rate could increase significantly.
Many threads seem to have the answer 'there will be mod for that', but that misses the point that the vast majority play vanilla.
When I used mods on Oblivion (my last PC platform Bethesda game)
- many were amateur
- many were broken
- many were indulgent fan service
- many were nvde mods
But among the dross, there were gems and those mods brought real game enhancement.
I would welcome a console mod approach that offered more winners, less fillers.
What impact do you think console mods will have on modding activities that whilst enthusiastically followed and discussed,
is currently very much a minority activity?