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sharing files kind of modding is the first and main thing they'll do their best to break so everyone goes to their modding menu, which might not even be free
I could be wrong, but that what i got from several interviews on modding.
Do you think that Kunos plans to issue code signing keys for every random dev who thinks they might want to make a mod?
What you said would make sense if the game didn't have community modding at all, but that's not the case here (unless you're saying Marco's answers in the interview are wrong).
If a random user can build a mod on their own computer without specifically coordinating with Kunos, then yes, there's no reason you couldn't just copy the files over because the other user could just as easily have also created the same mod on their own.
An even better option would be if the definition of "pure server" was "you have to be running the same mods as the server itself". So, the server could run without any mods at all, or you could have whatever set of mods you and your friends/community like to use while still preventing cheat mods. I mean, unless the server is also using the cheat mod. :)
You could even pair that with a system where a creator with a high-quality mod could contact Kunos and actually get a code signing key, and then mods signed with one of those keys might be allowed in online play (since the idea is that Kunos isn't going to issue keys to people who aren't trusted not to make illegal/cheat mods). That could be the "visibility" that Marco was talking about in the interview.
they don't have to play nice, they can do anything they want, the users are already invested from the previous games and will just suck it up. especially if its sprinkled with some ♥♥♥♥♥♥♥♥ about quality, legality or security
also if unsigned mods work in singleplayer but don't in multiplayer that's pretty much useless for a good chunk of players
It's not a question of "playing nice"; if I can build a mod on my computer, and play with that mod, then someone else could conceivably also build that same mod on their own computer and play with it. That's no different than me creating it once and just copying it over to someone else's computer.
That's why I'm talking about code signing keys (or something similar). The only way Kunos could prevent me from running my personal mod on my own computer would be if the game refused to load any mod unless it were signed by a trusted key. This doesn't seem to be in line with the sentiment Marco gave in the interview, where anybody could mod the game.
That's true...multiplayer could be handled differently. Personally, the only reason I would play multiplayer would be to compete, and that seems like a situation where you'd want a "pure" server not running any mods at all so that people can't cheat. But I guess there's other use cases, like a server running a drift track mod where cheating's not really an issue since everybody's just there to have fun and not compete anyway.
For those people, I hope they implement something like what I described above, where the individual server admins can decide what sorts of mods they want.
The unfortunate cloud that hangs over all of this, though, is this: whether any of us like it or not, as long as we want licensed content in the game, Kunos is beholden to the holders of those licenses. They have to do their due diligence to try and keep people from violating copyright with mods or those licensed cars/tracks are gonna start disappearing. I don't like it any more than anybody else, but it's just the reality of IP licensing.
That said, it's also true that Kunos knows where its bread is buttered (especially after seeing what the modding scene did, and continues to do, for the first AC) so it only makes good business sense for them to support modding as much as they can, within the restrictions imposed by the license holders.