I agree with that. I don't think a "pay per mod downloaded" system is inherently bad, but it needs to be designed to benefit the modder as much as possible. This one was pretty clearly designed with profit for Valve+Bethesda in mind.
I also think they shouldn't have changed a free modding community into a paid modding community. That seems like such an obvious legal clusterfuck I don't know how nobody stopped them before it went public. If they were going to launch this, it should have been alongside a new game. That way nobody has to worry about the community they're invested in changing suddenly, or that community's treatment of existing free mods changing (the art theft thing).
Well, I don't think a pay-per-mod is inherently
inherently 'bad', but for that to really work it would need a massive amount of quality control (if only to stop the good mods from simply drowning out the bad a la early access), and I don't think that's logistically all that feasible. I think this would have been less negatively received if it didn't so obviously screw the modders over, but it's still hard to tell what would happen.
Truth be told, the only way I can really see it working is definitely as something announced pre-launch, no community is going to react well to having this sprung on them. That will help deal with the 'stealing other's work' but there are still going to be
massive logistical issues.
I dunno though, I disagree on things being sold as incomplete products so inherently I'm going to be against these kind of things for the most part. At least the way Valvthesda tried to implement it, my first thought was basically 'early-access third-party DLC with no quality control oh god the end times have come.'
My only real issues in that statement are 'early-access' and 'no quality control', so if those issues were somehow dealt with I'd be a lot more open.
So, to summarize, the biggest issues I can see with paid mods in general:
Logistics issues. (< - No idea here.)
Legal issues. (< - Potentially mitigated by the game supporting paid mods from the start.)
Quality issues. (< - Community-regulated will probably really only be a band-aid. My largest worry is everything being swamped with early-access style tripe, drowning out the truly worthy stuff.)
(Reasonable)
Completion assurance. (< - If the devs of the original game are supporting the paid mod scene from the start, they can potentially force the devs of the mod to at least complete everything in their manifesto. Still not sure how this would work.)
Over-saturated marketplace. (< - Essentially, there are 1000 stores in a town with only 50 people. There simply aren't enough community members
even in a game like Skyrim to support that amount of third-party content. There are mods on the Nexus with something like 300 downloads, and they're free. If they cost something, I'd imagine that number to be significantly less if not 0. Might be fixed by dev-support, but that's assuming the original game has Skyrim-level popularity, which it probably won't be suffice to say.)
So, I dunno, I guess it's technically feasible in an ideal world, but there are just so,
so many problems.