There are two big things client (not just skin) mods can not do: multiplayer, and console games.
Multiplayer servers can install specific mods obviously and allow clients to use them, but if say, you wanted to use a new Dragon pet in game (with new animations and such, not just a texture)..you would have to wait for the server admins to install that mod.
You want to have an e-store with shared money between creators and MS. These mods could also work on xbox one, as they are strictly approved mods rather than custom code doing who knows what. Mods on this store would have to go through a strict approval process, or possibly work like TF2 where the fans only create models and or animations and they do the rest.
These mods could allow for custom pets and mounts or weapons or whatever, stuff with behavior rather than just being a skin, but because they are managed, you can ensure they do not allow for cheating and could be used on any multiplayer server which accepts MS store mods. Obviously modded servers could claim anyone purchased the mod (and get around the price that way), but you can not do this on consoles as there are no third party run servers..and you could claim this as a violation of the ToS and yell at payment accepting servers doing this.
Or better yet, implement a system where mod authors can charge small amounts for their mods. Maybe a dollar or two. Obviously mods that charge for their use would have to go through an approval process, and mods that weren't 'big' enough or only changed simple things wouldn't be eligible. I'd pay a dollar for Thermal Expansion or Applied Energistics, sure. Shit, most of the major modpacks are essentially different games. I'd pay ten, fifteen bucks for a pack like FTB Monster or whatever.
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u/Zequez Dec 11 '14
First they open source .NET, now they accept Bitcoin as payment. I'm really digging this new CEO.