Steamworks 文獻庫
Steam 工作坊
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.

概覽

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 工作坊實作指南.

影片:使用者自製內容和 Steam 工作坊介紹

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

影片:ARK: Survival Evolved 的使用者自製內容和工作坊

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: Survival Evolved. And some of the technical and design steps they took to make it happen.
https://www.youtube.com/watch?v=faweKXUTKgQ

工作坊品牌經營方針

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 品牌經營方針.

工作坊類型

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. 即用型工作坊 - 不須通過評鑑,任何人皆可上傳內容,然後玩家下載即可使用。 這種方法較適用在遊戲中支援大量的物品、模組,或地圖,無論內容本身是複雜或簡單。 您可能需要更多的事前準備作業,來製作合用的編輯器或認證工具,以確保他人製作的內容能在遊戲中正常運作。 物品作者可隨時更新他們的物品。

  2. 評鑑型工作坊 - 適合需要充分控制遊戲中開放的新物品,但作業較繁重,將物品新增進遊戲時也需要進行更新。 這種方法通常更適合較小且不複雜的遊戲內容,像是武器、帽子,和其他裝飾物品。 售出的物品必須保留在持續可用的儲藏服務(如 Steam 物品庫服務)中,以便追蹤有權在遊戲中裝備物品的使用者,而且必須建立遊戲內商店才能販售物品。 定價由開發者控制。

即用型工作坊

適合情況

  • 希望支援大量的物品。即用型工作坊更容易支援大量的物品、模組,或地圖,無論內容本身是複雜或簡單。 事先建立好製作與編輯工具,便能讓顧客在遊戲中有更多發揮空間。
  • 讓作者隨時更新內容。即用物品的作者可更新物品,也就是說可以編輯物品、修正錯誤,或擴展模組或物品的內容或遊戲體驗。

新手上路

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.

整合作業

Here are some of the typical components to think about for integration of the Ready-To-Use Workshop model with your game:
  • 將內容載入單人遊戲用戶端 - 如要在遊戲中直接使用顧客發表的內容,您的遊戲架構需依此設計。 一般來說,這表示您的遊戲需要檢查須載入的資料。 如果您正在進行新的實作,我們建議讓您的遊戲用戶端先檢查 Steam 使用者的訂閱清單,然後載入對應的資料夾。 您也需要任何形式的模擬環境,讓模組製作者有一個作業空間,並可從路徑載入作業中的模組。
  • 將內容載入多人遊戲用戶端 - 如果您的物品或內容須供多個使用者下載,遊戲才能正常運作,您可將物品下載至每個需要此物品的用戶端。 例如說,某位使用者在工作坊上訂閱了一張自訂地圖,然後邀請好友加入比賽,您的遊戲需要認知到這是一張自訂地圖,並在連線至比賽前從工作坊替其他使用者下載此內容。
  • 讓物品作者上傳項目 - 您需要使用 ISteamUGC API 製作一個讓作者將項目上傳至工作坊的工具。 這可以只是您遊戲中的一個表格,或是一個獨立的應用程式。由於接收的物品應該能立刻使用,您的提交工具只需要接受您的用戶端能載入的檔案格式,和一張預覽圖片。 根據作者可上傳的內容,您可能需要自己的編輯工具(特別是大規模的模組,例如遊戲邏輯、遊戲玩法,或任何超越視覺外觀的改動)。 例如說,大部分提供模組的遊戲皆釋出了自己的開發者工具,讓模組作者能夠與開發者使用相同的工具。 如果您想控制遊戲中被覆寫或改變的部分,這些工具可兼併限制與認證內容的作用。 做為給潛在工作坊物品作者的資訊,您可提供一份風格準則,或準備一份您希望見到什麼樣物品的規範。

    如需更多有關如何使用 Steamworks API 中 Steam 工作坊部分的詳細資料,請見 Steam 工作坊實作指南

使顧客獲得物品

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 工作坊實作指南). 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.

評鑑型工作坊

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.

適合情況

The Curated Workshop model is useful for your game if you:
  • 需要指定每項物品的屬性。 如果您通過工作坊接收像是武器的物品,能夠指定武器的屬性便很重要,例如速度、力量、傷害、裝彈時間等等, 以平衡遊戲中的玩法。
  • 希望能控制新增至遊戲中的內容。 根據遊戲設置的不同,有兩種不同的接收方式:
    • 下載再組建 - 如果您希望先將資產下載至本機機器,再放入遊戲 Depot 中, 您便有了編輯或更改物品的機會,無論是想進行最佳化,或是在每項物品上實行嚴格的風格準則。
    • 直達用戶端 - 如果您希望在接受之後直接下載至用戶端。 如此一來物品作者便可更新他們的創作,和修正問題。

新手上路

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 工作坊實作指南). 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.

整合作業

Here are some of the typical components to think about for integration of the Curated Workshop model with your game:
  • 接收物品作者上傳的項目 - 您需要一個讓作者將項目上傳至工作坊的工具。 這可以僅是遊戲中的一個表格,或是一個獨立的應用程式。您可從一個基本的上傳工具開始,讓物品製作者上傳一個 .zip 檔案和一張預覽圖片,或建立更多提交驗證。 例如《絕地要塞 2》一開始只有一張簡單的提交表格,上面只能讓作者放一個 .zip 檔案和預覽圖片。 之後我們反覆修正處理程序,新增了測試環境和認證系統,確保提交至工作坊的物品更容易整合至遊戲中。

    您可建立一份風格準則,或如果需要的話,準備一份許可 / 避免張貼內容的規範,提供給潛在工作坊物品作者參考。

    使用者透過提交工具將物品上傳至工作坊後,最好可以將使用者導向至剛貼出的物品頁面上。 這可以讓使用者接受任何尚未同意的合約,例如 Steam 用戶合約或工作坊合約。
  • 將物品整合至遊戲中(非必要) - 如果您需要在物品上設置特別的屬性,像是武器效果或任何建立者上傳時無法定義的屬性,您必須先從工作坊網站下載物品,再加入 Depot 中。 這過程中,您便可設置適合的屬性或進行編輯。 這當中的作業量取決於您的提交工具做了多少驗證,和物品作者的內容品質。
  • 或是上傳後直接下載 - 如果不需要自行調整物品或設置物品屬性,您可進行直接從工作坊內容伺服器下載已擁有物品的呼叫。 (若是使用 Steam 物品庫服務)您將使用 ISteamInventory 取得使用者擁有的物品清單。 之後檢查當中每一項物品是否為工作坊物品,然後:
  • 物品庫服務 & 建立物品定義 - 如果您的物品要在遊戲內販售,或只給予數量有限的玩家,您便需要一個物品伺服器(或是使用 Steam 物品庫服務)來追蹤每項物品的所有權,並讓遊戲知道哪些用戶端有裝備物品的權限。 販賣物品、管理隨機掉落或觸發物品掉落的事件皆需要使用物品庫服務。
  • 增加付款規章 - 準備好要販售物品後,Steam 需要知道每個工作坊物品在物品伺服器或 Steam 物品庫服務中的物品定義。 此連結同時也紀錄了付款規章,讓 Steam 知道如何將物品的銷售額適當地分給哪些使用者。 所以當您的物品庫服務透過 Steam 小額付款 API 觸發了買賣,Steam 會知道購買了哪一項工作坊物品,計算正確的收益並支付給作者。

    欲管理您的應用程式中的付款規章,點擊 Steamworks 設定頁面的工作坊分頁下的「輸入新付款規章」選項。

  • 販賣物品 - 如果您計畫要建立一個販賣物品用的商店,您可以在遊戲中自行製作商店的 UI,或是利用 Steam 物品商店。 Steam 會為每一項購買處理後端細節,例如:
    • 收集和維護每位工作坊物品作者的銀行與稅務資訊
    • 根據物品銷售計算每位物品作者的收益,並支付款項
    • 替每位物品作者預扣所得稅
    • 核發年終稅務文件給每位物品作者

使顧客獲得物品

With the Curated Workshop model, there are a number of ways you can allow customers to get the items:
  • 遊戲內商店的小額交易 - 如果您要使用自己的物品庫服務,便需要整合 Steam 小額交易 API。 或是使用 Steam 物品庫服務,這也包含了可自訂的物品商店,讓您能輕鬆地上架和銷售物品。
  • 隨機物品掉落 - 必須有物品伺服器(或是使用 Steam 物品庫服務)來管理掉落以記錄每項物品的所有權。
  • DLC 組合包 - 通常不需要太多的基礎架構,但必須自己處理工作坊貢獻者的支付條款。 每項做為 DLC 或是 DLC 的一部分售出的物品,都需要跟工作坊作者達成協議,協商支付他們的金額(無論是一次性付清(較簡單),或持續性的版稅比例(需要持續作業))。 您也必須自行追蹤這些款項和計算必要的所得稅預扣。基於您的所在位置,也需要替他們準備適當的稅務文件。
  • 將物品加入遊戲中,免費開放給所有人 - 需要的基礎架構最少,但很可能缺乏提高投稿品質的動力。

公告與啟用

必要的行銷材料

To prepare your Workshop for launch, you'll need to supply the following items:
  • 工作坊形象圖 - 用於首頁上為您的產品帶來更高的辨識性。 這裡提供了形象圖的 Photoshop 樣板。 上面須使用一些您的遊戲中具代表性的藝術作品,以及遊戲的商標。 請於右方保留些許空間給簡短標題與文字,簡述您的產品應用 Steam 工作坊的方式。
  • 簡短的介紹 - 下一個標題,並寫一兩句有關您的應用程式如何 Steam 工作坊的文字, 讓顧客大致了解裡面有些什麼,以及可以用您的工具做什麼。
  • 工具的說明文件 - 如果您的網站上已經有說明文件,或是有維基頁面幫助使用者開始使用您的工具,請在您的應用程式的工作坊設定頁面中輸入說明文件的 URL。不然,也可考慮替您的遊戲建立一個 Steam 指南,向新使用者介紹用來在工作坊建立內容的工具。

啟用公告與時機

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 Steam 上的曝光效果 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. 如果您希望先以小團體測試、在啟用前悄悄製作內容,可以邀請一些使用者進行封閉測試。 更多有關進行測試的資訊,請見下一個段落。
  2. 或者,您可以選擇在內部製作一些內容,用來展示工具的性能範圍。

進行封閉測試

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. (透過 Steam 的)遊戲測試版 - 第一步是在 Steam 上建立和更新遊戲的組建,將之設置為測試版。 Steam 便可另外提供一個使用者必須選擇加入,或是用密碼保護的版本。
  2. (藉由群組的)工作坊測試版 - 在 Steam 社群中設置一個群組,用來限制使用工作坊的成員。 或者,您也可向所有擁有應用程式的顧客開放使用。
    1. 在 Steam 社群中建立一個用來測試的群組。 如果您打算只讓特定的人使用工作坊,便可能需要保留隱私設定為私人。
    2. 取得該群組的 Steam ID。 點擊群組中的「編輯群組檔案」,然後在當頁上方找到「ID」(例如 2667495)。
    3. 在您的遊戲的 Steamworks 管理員「工作坊」分頁下,點選「一般」,然後將可見狀態設為「開發者與測試人員」。 系統將提示您輸入該 ID。 然後發佈變更。
      workshopvisibilitystate.PNG

技術實作

For technical details on implementing Steam Workshop with your title, please see the Steam 工作坊實作指南.

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.