In January 2026, the quiet truce between AAA publishers and the "gray market" of modding ended with a single DMCA notice. CD Projekt Red (CDPR) issued a strike against Luke Ross, the developer behind the "REAL VR" framework, forcing the removal of his high-profile Cyberpunk 2077 VR mod. At the heart of the dispute is a fundamental clash over valuation: Ross, who reportedly generates upwards of $20,000 monthly through Patreon, argues his software is a unique tool that adds value to a game without using its assets; CDPR, conversely, views it as a direct violation of their Fan Content Guidelines which prohibit "paywalling" their intellectual property. This isn't just a legal skirmish, it's a high-stakes battle over who owns the monetization rights to a game's "extended life" and where the boundary between independent software and derivative work truly lies.
The conflict centers on the "R.E.A.L. VR" framework, a tool created by modder Luke Ross that injects VR support into "flat" AAA titles. In January 2026, CDPR forced the removal of the Cyberpunk 2077 version, citing their Fan Content Guidelines which explicitly prohibit paywalling derivative works. While CDPR expressed a willingness to host the mod if it were free (accepting optional donations), Ross, who has faced similar strikes from Take-Two and 505 Games, maintained that his software is independent of the game’s assets and deserves its $10/month subscription model.
From a business perspective, this is a calculated risk for publishers. Data from 2025 UGC impact studies shows that games with robust mod support can see a 115% increase in concurrent users (CCU) after five years compared to those without. For a title like Cyberpunk 2077, which has successfully transitioned into a long-tail "service-lite" product, mods are a primary engine for sales and relevance. However, the emergence of high-earning modders presents two major threats to the traditional publishing model:
- IP Dilution and Liability >> Publishers fear that if a paid mod breaks or introduces offensive content, the reputational (and legal) blowback lands on the IP holder, not the modder.
- The "Double-Dip" Opportunity >> There is growing speculation that AAA studios are clearing the field to launch their own "Official VR Editions" or "Remastered" versions. Allowing a third party to capture that revenue first is seen as a strategic failure by many C-suite executives.
The CDPR/Luke Ross fallout suggests that the industry is moving away from the "wild west" of Patreon-funded mods toward a structured, platform-led monetization model. The future of AAA modding is likely to mirror the Roblox and Fortnite (UEFN) ecosystems, where the publisher acts as the platform holder, payment processor, and tax collector.
- The Epic/Fortnite Blueprint >> Epic Games recently shifted its engagement payout model to aggressively compete with Roblox, offering creators a path to earn roughly 74% of retail spend (after fees) through 2026, before settling into a 50/50 split of "V-Bucks value." This creates a "walled garden" where monetization is legal, encouraged, and most importantly split with the house.
- The Roblox Reality >> Roblox remains the gold standard for creator-led revenue, distributing over $1.1 billion to developers in 2025 alone. However, this comes at the cost of a significant "take rate" and strict content moderation.
For AAA publishers like CDPR or Take-Two, the goal is to transform their games into "Platforms as a Service." In this scenario, a VR mod wouldn't be a third-party download behind a Patreon paywall; it would be a "Premium Experience" sold via an in-game marketplace, with the publisher taking a 30-50% cut. This transition eliminates the "gray market" while professionalizing the modding community. For investors, this represents a massive untapped revenue stream: converting "free modders" into "revenue-generating partners" who pay for the privilege of working with world-class IP. In the long run I expect the "takedown" to be replaced by the "onboarding invite."
Zoran Roso stands as a highly influential veteran of the video game and entertainment industry, with a distinguished career spanning over 25 years in global publishing, marketing, and leadership roles. His professional journey includes serving in significant executive positions at some of the world's most recognizable gaming giants, including Rockstar Games/Take 2 Interactive, Activision Blizzard, and Sony PlayStation, where he was instrumental in the marketing and strategic positioning of flagship AAA franchises and brands. Most recently, he leveraged this extensive experience as the Global Publishing & Marketing Director at Tencent Games, a critical role focused on expanding the company's international reach and developing successful go-to-market strategies for its massive portfolio of internal and partner studios.
Now operating as the founder of ZR Consulting, Zoran continues to drive success in the industry by advising major global publishers and developers. His firm specializes in crafting winning strategies for international brand development, optimizing live service performance, and executing flawless launch plans across all major platforms, including console, PC, and mobile. An active figure in the global games community, his career is marked by a clear strategic vision and a successful track record in translating complex products into global commercial successes.
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