"PC mod scene... already in trouble"

What else?

Gibson: Testing and QA might get pretty difficult as well. With a PC you can test a mod in the actual environment that it runs on. With the console you'll likely have to wait for a third party (like Sony or Microsoft) to distribute the mod before you can even play it on the console. Then at that point you'll likely run into all kinds of console specific issues like user interface problems, controller issues, etc. Testing and bug fixing is an iterative process, and I would be very interested to see how this could work out with mod development on a console.

On a code development level there could be some difficulties there as well depending on the game that you are modding for. With the Unreal engine, it has its own specific programming language that is platform agnostic. So modders just write their code in the Unrealscript language and it should run on anything - PC, Linux, Console - any platform that the game engine itself is set up to run on. With other game engines, the modders might have to write some console specific low level code which could get pretty difficult.

With an Unreal engine-based mod from a third-party, for example, do you think it would first have to be approved by Epic for use on console and then approved by the particular console manufacturer - e.g. Sony and Microsoft?

Gibson: I can only speculate on this, but I would assume that the mods would have to go through an approval process from both the game engine developer (such as Epic) and the console manufacturer.