Valve have been trying to muscle in on modding for the better part of a decade now, but I never expected that this was their endgame.
I used to be quite involved with the modding community and ran a site for it back in the early Source days, CS: Source especially, the shitstorm when for no apparent reason Valve started to force servers to reject even the most innocuous client-side skins absolutely exterminated the thriving skinning and modelling scene. Some well-known names were able to move on to actual studios which was great, but many simply gave it up as there was no demand any more. When TF2 and later CS:GO were released it became clear what they had seen with the popularity of sites like mine and were slowly transitioning people in to with that change - to eliminate "unauthorised" free content and give them free rein to reduce their games to tools for promoting simplistic community-outsourced reskins they get a hefty cut of.
Now, we're seeing the groundwork being laid for this strategy to be applied to practically every single game that supports Steam Workshop. We know that's practically every single game that fully utilises the Steamworks API, right? That's most of them, nowadays.
So I have just one question, and that is how long until the switch is flicked for all these games that renders mods from outside Steam Workshop unauthorised and relegated only for use offline, outside of official content, or in unranked or unofficial servers, just like what happened years ago with Valve's games? We know Valve controls the platform and is capable of enforcing it, we know the publishers and developers aren't getting their cut of anything that doesn't pass through Workshop now, so how long until modding freedom dies exactly?