WALL OF TEXT INBOUND.
I am the stupids.
Hm. How to perhaps frame it more understandably? Part of my reluctance to pay modders is because mods are, historically speaking, labors of love. Would you pay for fan fiction? Would you pay for fan art? Would you pay then for a fan-made mod of a game that is, theoretically, complete without it? In theory, no.
Now, there are mods SO GOOD, that they really do improve the base game to the level of making vanilla unplayable (I.E. Soulstorm's Ultimate Apocalypse) and with anything of high quality, you'll pay for it. It doesn't mean you should be paying for, but you're willing to hash it because it's so damn good.
Part of the expectation of a mod, is that the person who made it wanted to make for fun, and that it was a good experience for them that they completed on their own time that didn't fuck their normal life over. I'm not gonna pay for your weekend hobby, when professionals actually make really good stuff that I enjoy. But again, if it's good enough. Ya, i'll pay you a little for it. At the end of the day though, no matter high quality your stuff is, you're still a hobbyist and not a professional.
and then there is, of course, the problem of being SO derivative. Let's look at this convenient definition of what a game is:
-- "a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck."
If a mod doesn't change one of those things, then it's not actually adding to the gaming experience. Aesthetics are not the core experience. Heck, we have issues with professionals charging for aesthetic options. So why would you pay an amateur for the same thing? The problem then is the fact that if you change the rules of the game and/or the skills required to play, then it is in fact, not the same game and you've drifted apart from what a "mod" is.
But then it gets even more muddied. Within any good game there is a core gameplay mechanic, and if you're not changing that, then you're not REALLY changing the game, and if you're not REALLY changing the game, what am I paying for? Rebalancing? Aesthetics? Additional Features? A new story(while both important to any game and an enticing addition, still not part of the core gameplay mechanics)? Those are all items that any good gamed developer should address in the game itself.
DLC is in some sense more acceptable because it's developer saying, "Hey, we had some extra time and money and made this stuff for you guys to enhance the gameplay experience. You don't need it to enjoy the game, but if you do buy it, we promise that it WILL enhance the gameplay experience." Keep in mind that there was a time when NOT EVERY GAME had DLC, DLC was something that happened when a game was popular enough or the devs had a significant amount of ideas that they didn't have time to implement into the base game. At one point, this didn't mean the game didn't get finished or wasn't polished on release, it was EXTRA.
And that's how I view mods. Extra stuff. Except, in theory, unlike DLC there is no guarantee that it will be any good (not that DLC is good these days, developers exploiting that trust for bales of cash)--as, in the end, modders are not a truly reliable resource. Game Developers are professionals, they run a business, and are technically beholden to their consumers. Modders on the other hand, they do what they, they quit when they want, and they're not worse off for it. If they choose to go the extra mile, that's great, but you're still going to have the modder's mark.
It's not like that's purely theoretically either. There are two great examples that showcase it brilliantly, one negatively, one positively. The first been the Magna Mundi game that the modders turned devs got way over their head in, and then there's Ultimate General, whose dev went from Darthmod to Actual Game in spectacular fashion. There IS a big difference between professionals and modders. It's not necessarily a skill or passion thing, but a difference in the way a professional and semi-professional football club work. The expectations are different, because one cannot accomplish as much as the other. That's not to say that the semi-pros cannot transform themselves into pros with hard work and dedication, or that the pros can't slack off and get booted, but that both are part of, for better or worse, a tiered system that ultimately defines what they are capable of.
When a club over performs in the lower leagues what happens? Do they win the whole league system? Can they shoot ahead of three league levels at once? No. They earn promotion and have to do it again at the next league level. The same logic can be applied to most business promotion situations. If you are a modder, you are an amateur. That's just how it is. I'm not denigrating your level of commitment or skill, but you do have to start at the bottom, and you don't get paid until your club turns professional, which means getting a job at a game development firm or starting your own and making a game--because at the end of the day, even a shitty game is going to make more money than a great mod.
And that's why I am against paying modders. It's the principle of it.