Steamworks 文献库
Steam 创意工坊
In Brief
Steam Workshop is a place for your fans and community members to participate in the creation of content for your game.
Level of integration
Fairly advanced, but depends on your usage. You'll need to create an upload path in your game or separate tool. Plus, either hand-integrating content into your game or making your game load downloaded mods from disc.

概览

The Steam Workshop is designed as a place for your fans and community members to participate in the creation of content for your game. The form of this creation by community members can vary depending on the nature of the game and what kind of control you wish to have over the content in your game.

This page is intended as an overview of the Steam Workshop and the different models available. For technical details on implementing Steam Workshop with your title, please see the Steam 创意工坊实现指南.

视频:用户生成内容和 Steam 创意工坊介绍

https://www.youtube.com/watch?v=SRyUpR4qOxU

视频:《方舟:生存进化》中的用户生成内容与创意工坊

Here's a talk given by Jeremy Stieglitz of Studio Wildcard at Steam Dev Days 2016 on how leveraging User Generated Content via the Steam Workshop has helped foster a long and pro-active community for their title ARK: Surivival Evolved. And some of the technical and design steps they took to make it happen.
https://www.youtube.com/watch?v=faweKXUTKgQ

创意工坊品牌建立指引

You are welcome to use Steam Workshop branding when promoting your Workshop. Click here to download Workshop branding assets. For more information about general Steam branding, refer to the Steam 品牌指引.

创意工坊类型

There are two main types of Steam Workshop integration options available. Each has benefits and trade-offs, so you should think carefully about which option makes the most sense for your product.
  1. 即用型创意工坊 – 无需推举,任何人皆可上传内容供玩家下载。 这种方法较适用于在游戏中支持大量的物品、模组或地图,无论其内容本身是复杂还是简单。 您可能需要更多的事前准备工作来制作出适当的编辑器或验证工具,以确保他人制作的内容能在游戏中正常运行。 这些物品的作者可随时更新他们的物品。

  2. 推举型创意工坊 - 最适于对您游戏中添加和提供的物品进行更严格的控制,但工作较繁重,在游戏中新增物品时也需要进行更新。 这种方法通常更适合较小且不复杂的游戏内容,像是武器、帽子或其他装饰物品。 如果这些物品已售出,则必须使用持久性物品库存服务(如 Steam 库存服务 )来跟踪哪些用户有权在游戏中装备物品,并且必须在游戏中内置商店来销售物品。 定价则由开发者控制。

即用型创意工坊

适合情况

  • 支持大量物品:即用型创意工坊更易于支持您游戏中的大量的物品、模组,或地图,无论其内容本身是复杂或简单。 事先建立好创作与编辑工具,能让顾客针对您的游戏有更多发挥空间。
  • 作者能随时更新内容:即用物品的作者可更新物品,也就是说可以编辑内容、修补漏洞,或扩展其模组或物品的内容或体验。

入门指南

The best way to get started is to think about what kind of content is best suited for your customers to create to expand your game. For multi-player games you may have different kinds of content that makes sense than if you have a single-player game. Once you've figured that out, then you'll need to think about how your client will load the content and what kind of tools are necessary for customers to create that content. If you've got a game that customers are excited about, then they'll figure out ways of making the content for your game. But, as mentioned earlier, if you wish to support large scale modding of your game, you'll find it useful to release as much of your own development tools as possible to aid in the creation of content and modification of your game logic.

Once you've got basic modding up and running, then you'll need to integrate the ISteamUGC API so that your client can know which Workshop files the user is subscribed to and can download content as necessary. From there, enabling the option to sell items in this environment is trivial. The Steam Workshop takes care of collecting bank and tax info from authors, provides the tools for specifying pricing, provides the necessary user agreements, and handles all the backend payment processing and tax witholding. Your game just needs to figure out which files to load into your game client.

集成作业

Here are some of the typical components to think about for integration of the Ready-To-Use Workshop model with your game:
  • 将内容加载至单人游戏客户端 - 如要在游戏中直接使用顾客提交的内容,那么您需要相应构建游戏,以按该方式处理内容。 一般来说,这表示您的游戏需要检查加载的数据。 如果您正在构建新的实现,我们建议让您的游戏客户端先检查 Steam 用户的订阅列表文件,然后加载对应的文件夹。 您也需要具备任何形式的过渡环境,让模组制作者有一个作业空间,并可从目录中加载作业中的模组。
  • 将内容加载至多人游戏客户端 - 如果有物品或内容需要多个用户先下载才能让游戏正常运行,那么您可将这些物品下载至每个需要此物品的客户端。 例如,某位用户在创意工坊上订阅了一张自定义地图,然后邀请好友加入比赛,您的游戏需要能够辨认出这是一张自定义地图,并在完全连接至比赛前从创意工坊替其他用户下载此内容。
  • 由物品作者上传条目 - 您需要使用 ISteamUGCAPI 制作一个让作者将其条目上传至创意工坊的工具。 可以只是游戏的一个简单表格,或是一个独立的应用程序。由于接受的物品应该能立刻使用,您的提交工具应只接受您的游戏客户端能加载的文件格式,和一张预览图片。 根据作者可上传的内容,您可能需要自己的编辑工具(特别是大规模的模组,例如游戏逻辑、游戏玩法,或任何超越现有视觉效果的改动)。 例如,大部分提供模组的游戏皆发布了自己的开发者工具,让模组作者能够与开发者使用相同的工具。 如果您想控制游戏中哪些文件能够被覆写或哪些部分可以变动,那么这些工具也可以对提交的内容进行限制与验证。 您可创建一份风格指南,也许还可以准备一份您希望看到的内容和不希望看到的内容的准则,供潜在创意工坊物品作者参考。

    如需更多有关如何使用 Steamworks API 中 Steam 创意工坊部分的详细信息,请参见 Steam 创意工坊实现指南

使顾客获得物品

With the Ready-To-Use Workshop model, items listed in the Workshop are automatically available to subscribe to (if free) or to purchase (if paid) and then are automatically downloaded via the Steam client (Integration of the ISteamUGC API with your product is necessary for this to work correctly. See the technical documentation on the Steam 创意工坊实现指南). The Steam Workshop handles keeping the client up to date with any mod updates. If the mod was purchased, then Steam handles purchase of the item, payment processing, payments to the authors, payments to the game developer, and any necessary tax withholding.

If you wish, you can build an in-game Workshop browser to list the same set of items.

推举型创意工坊

The defining characteristic of a curated Steam Workshop is that as the developer, you will need to approve each item and you'll probably need an item server (Or to use the Steam Inventory Service) for managing ownership of the items. This process affords a lot of control over the items that get added to your game, but typically involves at least a small amount of work to accept each new item.

Within a Curated Workshop, the items posted in the Workshop are not available for direct use by other customers via the Workshop, but are instead presented in a queue for customers to vote on. This voting gives you data on which items are desired by the most users and helps you filter out incomplete or inappropriate submissions.

适合情况

The Curated Workshop model is useful for your game if you:
  • 需要指定每项物品的属性。如果您通过创意工坊接收了武器类的物品,能够指定武器的属性便很重要,例如速度、力量、伤害、装弹速度等等, 以最大程度地达到游戏平衡性。
  • 希望严格控制新增至游戏中的内容。 根据游戏设置的不同,有两种不同的接受方式:
    • 下载再生成 - 适用于您希望先将资产下载至本机,再放入游戏 depot 中的情况。 此方式让您有编辑或更改物品的机会,可以是进行优化,或是让每项物品都遵照严格的风格指南。
    • 直达客户端 - 适用于您希望每个被接受的物品都可以根据需要直接下载到客户端的情况。 此方式可以让物品作者更新他们的创作以解决出现的漏洞。

入门指南

You can get started right away by setting up your curated Workshop page, adding a simple form within your game, and posting guidelines and style guide information for potential item creators. To upload content to the Workshop, you'll need to integrate the ISteamUGC API (See the Steam 创意工坊实现指南). This will let item authors start coming up with ideas and posting their items to your Workshop for evaluation by the community. We typically suggest that you ask item authors to post finished items to the Workshop. If you allow users to post incomplete work or mere concepts, then you will need to figure out what the process would be that those concepts get turned into real items, which typically becomes a difficult to scale up in any meaningful way.

Once you have your Workshop up and running, you can be working on integrating with the Steam Microtransactions API and the Steam Inventory Service in anticipation of selling the accepted items. When you have your store ready to go, you can then start accepting items, setting payment rules, and selling those items.

集成作业

Here are some of the typical components to think about for integration of the Curated Workshop model with your game:
  • 接受物品作者上传的条目 - 您需要一个让物品作者将条目上传至创意工坊的工具, 可以是游戏中的一个表格,或是一个独立的应用程序。您可从一个基础上传工具开始,让物品制作者上传一个 .zip 文件和一张预览图片,或在提交路径中建立更多验证。 例如 Team Fortress 2 一开始只有一张简单的提交表格,上面只能让作者选取一个 .zip 文件和预览图片。 但在之后的迭代过程中,我们增加了测试环境和验证系统,确保提交至创意工坊的物品更容易地集成至游戏中。

    您可创建一份风格指南,也许还可以准备一份您希望看到的内容和不希望看到的内容的准则,供潜在创意工坊物品作者参考。

    用户通过您的提交工具将物品上传至创意工坊后,最好能将用户导向至刚发布物品的页面, 这将让用户接受任何尚未接受的协议,例如《Steam 订户协议》或《Steam 创意工坊法律协议》。
  • 将物品集成至游戏中(可选) - 如果您需要在物品上设置特别的属性,像是武器效果或创建者上传时无法定义的任何属性,您必须先从创意工坊网站下载该物品,再加入到您的 depot 中。 此过程中,您便可分配适合的属性或进行必要编辑。 此步骤中的工作量取决于您的提交工具做了多少验证,以及物品作者的内容质量。
  • 或是上传后直接下载 - 如果不需要自行调整物品或设置物品属性,您可通过调用来获得直接从创意工坊内容服务器下载的已拥有物品。 您可使用 ISteamInventory (或使用 Steam 物品库存服务)取得用户拥有的物品列表。 之后检查当中每一项物品是否为创意工坊物品,然后:
  • 物品库存服务与创建物品定义 - 如果您想在游戏内销售物品,或只授予数量有限的玩家,您便需要一个物品服务器(或使用 Steam 物品库存服务)来追踪每项物品的所有权,并让游戏知道哪些客户端有装备物品的权限。 销售物品、管理随机掉落或触发物品掉落的事件皆需要使用物品库存服务。
  • 添加支付规则 - 物品销售准备就绪后,Steam 需要知道每个创意工坊物品在物品服务器中或 Steam 库存服务中的物品定义。 此链接同时也纪录了支付规则,让 Steam 知道如何将物品的销售额适当地分配给哪些用户。 所以当您的物品库存服务通过 Steam 小额交易 API 触发了销售时,Steam 将知道购买了哪项创意工坊物品,并正确计算收益并付款给该物品的作者。

    点击 Steamworks 设置页面的创意工坊选项卡下的“输入新支付规则”选项,即可管理您的应用的支付规则。

  • 出售物品 - 如果您计划建立一个出售这些物品的商店,可在游戏中自行制作商店的用户界面,或是利用 Steam 物品商店。 Steam 会为每一项购买处理后端细节,例如:
    • 收集和维护每位创意工坊物品作者的银行与税务信息
    • 根据物品销售计算每位物品作者的收益,并支付款项
    • 替每位物品作者预扣所得税
    • 向每位物品作者核发年终税务文件

使顾客获得物品

With the Curated Workshop model, there are a number of ways you can allow customers to get the items:
  • 游戏内商店的小额交易 - 如果您要使用自己的物品库存服务,便需要整合Steam 小额交易 API。 或是使用 Steam 物品库存服务,其中包含了可自定义的物品商店,让您能轻松地上架和销售物品。
  • 随机物品掉落 - 必须通过物品服务器(或使用 Steam 物品库存服务)来管理掉落以及记录每项物品的所有权。
  • DLC 捆绑包 - 通常不需要太多的整体基础架构,但必须自己处理创意工坊贡献者的支付条款。 每项作为 DLC 或是 DLC 一部分售出的物品,都需要与创意工坊作者达成协议,协商您将支付的金额数量(无论是一次性付清(较简单),或持续性的版税百分比(需要持续作业))。 您也必须自行追踪这些款项和计算必要的所得税预扣。基于您的所在地区,也需要替他们准备适当的税务文件。
  • 将物品加入游戏中,免费开放给所有人 - 需要的基础架构最少,但很可能不会激发物品作者提交高质量作品的动力。

通知与启动

必要的营销材料

To prepare your Workshop for launch, you'll need to supply the following items:
  • 创意工坊形象图 - 用于在主页上为您的产品带来更高的辨识度。 此处提供了制作形象图的 Photoshop 模板。 您需选取一些您游戏中具代表性的艺术作品,以及游戏徽标使用在其中。 请在图片右侧预留一些空白位置,在此对您的产品如何利用 Steam 创意工坊提供简短的标题与描述。
  • 简短描述 – 您应写出一个标题,并对您的应用程序如何利用 Steam 创意工坊做出几行简短文字描述, 让顾客对其内容以及您工具的作用有一个大致了解。
  • 工具的说明文档 - 如果您的网站或维基页面上已经有说明文档为用户提供了使用您工具的入门帮助,请在您应用的创意工坊配置页面中输入 URL。另外,也可考虑替您的游戏创建一个 Steam 指南,向新用户介绍用于创建创意工坊内容的工具。

发布公告与时机

When you launch your Workshop integration, it may be a great opportunity to run a discount on your product to capitalize on the additional buzz of the new Workshop and to get a bunch of new players to use the Workshop. You can configure your own discount to run in conjunction with your Workshop launch. For more details, please see the 折扣 documentation.

Additionally, you can use an Update Visibility Round to get front-page visibility for your game to promote your new Workshop and sale (if you are running one). For more information on Visibility Rounds, please see 在 Steam 上曝光 documentation.

With a broad announcement of Workshop as a marketing tool, we find it helpful for potential customers if there is some amount of content already available in the Workshop for your game. It gives new customers a deeper sense of what your game is, and also shows an active and engaged user base. It also gives existing customers something actionable to do right away, and shows content creators what kinds of things they can create for your Workshop. At the very least, one item will need to be published in your Workshop for your game to appear at all in the list on the front page of the Steam Workshop.

There are a couple ways to accomplish this:
  1. 如果您希望先以小团体测试、在启动前悄悄制作内容,可以邀请一些用户进行封闭测试。 更多有关进行测试的信息,请见下文。
  2. 或者,您可以选择在内部制作一些内容,用来展示工具的性能范围。

进行封闭测试

Steam and the Steam Workshop makes it easy to run a private beta to allow a group of early testers to use your new tools and test the integration with the Workshop. This is a great way to get feedback on the flow of generating content and publishing and also to potentially launching your Workshop with a collection of items ready for fans to check out.

There are two parts to this:
  1. 游戏测试版(通过 Steam)- 第一步是在 Steam 上创建更新过的游戏生成版本,并将其设置为测试版。 Steam 便可另外提供您游戏的一个单独版本,用户必须选择加入,并可选择是否用密码保护。
  2. 创意工坊测试版(通过组)- 在 Steam 社区中设置一个组,利用该组中的成员资格来限制 Steam 创意工坊的访问权限。 或者,您也可向所有拥有您应用程序的顾客开放使用。
    1. 1. 创建一个用于测试的 Steam 社区组。 如果您打算仅对您选择的人开放,那么您可以将其保留为私密。
    2. 2. 从该组中获得 Steam ID。 从您的组中,点击“编辑组资料”并在页面顶端找到 “ID” (例:2667495)。
    3. 在您游戏的 Steamworks 管理页面,在“创意工坊”选项卡下,点击“通用”,然后为“开发人员与测试人员”设置可见状态。 您会收到输入该 ID 的提示。 发布您的更改。
      workshopvisibilitystate.PNG

技术实现

For technical details on implementing Steam Workshop with your title, please see the Steam 创意工坊实现指南.

Frequently Asked Questions

Q. Can uploads be made from a game or tool via Family Sharing?
A. No, uploading to the Steam Workshop cannot be done by a user that has a temporary license for the game or tool that does the uploading. This means users cannot upload content if they only own your game via Family Sharing or via another temporary license such as a Free Weekend.