
Alternately, this move could simply be about building a base around Bethesda’s own service, with the goal of monetizing players more effectively over time and with larger scale releases such as the now-announced Elder Scrolls VI or any eventual sequel to Fallout 4.Īssuming, that is, that any sequel to Fallout 4 is worth playing - something I’m not sure of, given what a wretched RPG the last one was, but obviously we’ve got no intel on any theoretical FO5. It’s not even clear that Fallout 76 will have mods, in the traditional sense - as an always online service, the options are going to be more limited and the items Bethesda wants to sell (if any) could prove more cosmetic. If Bethesda wants to create a version of Creation Club for Fallout 76 and market it to gamers, using its own service may be the most effective way to do that.


Creation Club content is fully curated and compatible with the main game and official add-ons. It features new items, abilities, and gameplay created by Bethesda Games Studios and outside development partners including the best community creators. And few modders have a means of making any money on their creations that are compatible with the base work being the property of the original studio. Creation Club is a collection of all-new conten t for both Fallout 4 and Skyrim. But it’s often easy to steal work, credit is slipshod and haphazardly assigned. Some mods for some games are so well-executed and constructed that they absolutely deserve to be treated like paid content, as far as the quality of the work that went into them.

But the problems related to modding are difficult to solve.
