System A. The mods that are overall ranked highest for each month by the major websites such as TESNexus and Planetelderscrolls are the "best." These best cannot always be picked because of requirements, so mods with requirements would need to combine into one for the purpose of a DLC. The authors would work out an agreement for making it one file. Bethesda or a small group for this purpose in Bethesda will contact you if your mod meets requirements. The mod must be well playtested before Bethesda will consider a mod. They could perhaps make a DLC out of the top five files of a month. A file could still run for this in another month. Every year, Bethesda could choose ten mods (not already chosen) to put in as DLCs. They could also give their ranking of the top 10 DLC mods that year even if already chosen for prizes. They could also give out prizes for monthly mods: for 1st in a monthly mod $250, for second $150, third $100, and for fourth and fifth $50. For 1st in yearly $500, second $350, third $200, fourth $150, fifth $100, and the rest $50. For best overall of a year: $1000 for first, $500 for second, $250 for third, and $75 for the rest. People will want to make their mods better to win the prize...
And where exactly does the money for these prizes come from? From the sale of the DLC? Sony and MS would already be taking a cut (as you point out later), then Beth has to pay all the extra staff they'll have to lay on to handle all this extra work.
Plus if Beth starts giving out cash for mods, then you're going to get the position of modders selling their work to PC users and cutting Beth out of the picture.
System B. People upload their mods to a gamesas page to apply for consideration. You would need to fit certain requirements to be picked. Prizes would be the same.
And Bethesda pays for this new page and the bandwith thats going to be needed to handle all those mods that are going to be uploaded? Plus they'll have to pay for staff to consider everything thats uploaded. And regardless of content you're going to get a lot of 'Flak' mods getting uploaded too (ie: mods that somebody knocked out in a few minutes such as placing a powerful weapon next to the start location)
For those not chosen: secondary prizes: Free version of the months DLCs for top 25 participants. (console users in mind) Possibility of being hired. R-E-S-P-E-C-T. Possible other prizes.
Free version of the DLC? Since the prize is for making the mod, and making mods can only be done on the PC, and modder has to have the game to make the mods and mods are free on the PC anyway, thats not a good prize.
Bug testing etc. would be mostly up to the modder. If they want their mod as a DLC they should make their mod as good as possible. The modder would not be able to constantly make new versions. Perhaps an update every three months could be used. My idea tries to keep the strain on gamesas away, and leave it to the modders. They would need to be at at least version 1.0 to be considered (or a working version that is considered complete). For those never finished mods, they would be PC exclusive.
Wouldn't work. In order to put it up on the PSN or LIVE, MS and Sony will require to do the bug testing in house (ie: Beth Employees do it). This then brings you back to having to pay for staff and time and resopurces, etc.
As for those unfinished mods, some of the best mods are considered unfinished and constantly being updated. MMM, Better Cities, Open Cities, Unique Landscapes, Tamriel Rebuilt (Which you happily used as an example earlier), Midas Magic and DC Interiors (as examples) are all recieving regular or semi regular updates.
Most incompatibilities are obvious enough... Just make your mods elsewhere... If someone makes a new province, there will be tons of room, or if someone makes a portal to another worldspace, the same thing applies. If two really good mods are in the same place, perhaps the two modders can join together for a single mod for DLC purposes only.
Incompatibilities aren't just limited to location. But also scripts, NPCs being used, dialogue changes, even textures.
There would not be any higher res textures than a 360 or ps3 can handle, not all mods would have to be active at all times, you just get that missing plugin pop-up if on an old save-file. One of the requirements to be a DLC mod would be being able to work on both consoles, that means no outside source code or programs, unfortunately. Bethesda would have to make the game for the consoles with mods in mind... This doesn't mean they couldn't give you a full disk, It means there may be multiple disks, or something along the lines of that.
Again, some of the best mods use OBSE or FOSE. And what about load ordering? A third party tool is required to adjust that as some mods work better when loaded before or after other mods.
Where normally you have requirements and patches, people would have to combine a file into one file (authors fight it out) and a special DLC only version of both mods as one would be created.
Again, who's going to do that? Are modders really going to be interested in doing all that extra work? Plus whos going to test that it works?
Oblivion mods are very similar to Bethesda's official DLCs. If there is money involved, Sony and MS won't care as long as it is well tested and well made. You don't screw up a console game unless you install it onto your hard-drive or screw up your disk. It doesn't take long to install a game to hard-drive and all it does is make it run a little faster, so it wouldn't be gamebreaking. If the DLCs didn't install correctly... well that already happens, so there are ways of fixing it.
A bad mod install (User or modders fault, doesn't matter) can often result in having to do a complete reinstall. Thats how problamatic mod using can be.
Also, sorry if it seemed like I singled you out.
Not a problem. And it's clear you've though this out, but I don't think your considering just how problamtic getting mods to the console will be.
I assume QA stands for Questions and Answers?
Quality Assurance. (ie: Bug testing, making sure it works, it's playable, etc)