Is UGC the new DLC?
summary
Company ModDB evolved into mod.io that now hosts mods for 300 titles and reports 5 million monthly users and about 5 million hosted mods, with fewer than 10,000 DMCA actions. Studios can ship in‑game mod menus and cross‑platform support, creators remain under 1% of players but drive engagement (games with mods show ~109% higher DLC sell‑through and double player retention over five years). Mod.io handles DMCA workflow and runs a verified creator program while Unity/Unreal tooling and load‑order conflicts remain practical hurdles.
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chapters (16)
- 0:00UGC and modding history
- 3:21State of modding and UGC today
- 7:36Why studios adopt UGC
- 9:40Reasons to avoid UGC
- 12:03Moderation challenges and IP
- 18:10Moderation responsibility and DMCA
- 23:27Creator motivations for mods
- 29:47Why players install mods
- 31:31Modding versus DLC sales
- 35:23Modding pain points past and present
- 38:12Planning modding in development
- 39:37Future of UGC in games
- 43:04How much to open to modding
- 46:35Copyright handling between mods
- 48:40Supporting creators for success
- 50:27Closing remarks and Q&A
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