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Player-Made Content Is The Future

ZDNet reports from The Entertainment Gathering conference last week, giving out some perspective on the future of games as it's seen by Will Wright and J. Allard. From their points of view, player-made content will be king in the coming years. With the expense of making games primarily due to the cost of content, allowing players to build the game they want to play will be popular ... both with designers and players. From the article: "Players' eagerness to go beyond the conventional boundaries has been seen in almost every online game. In the first major massively multiplayer game, Ultima Online, developers saw their swords-and-sorcery stories expanded by players who opened taverns to host online friends and create theater groups to perform 'A Christmas Carol' inside the game. That behavior helps create new content for the game and gives players a stake in the game to keep their interest piqued longer--a critical thing for online games in which players pay a subscription fee every month. "

82 comments

  1. So in essence... by Channard · · Score: 4, Interesting

    1. Produce a basic MMORPG framework. 2. Get players to crank out the meat of the game for free, yet still get charged subscription fees 3. Profit.

    1. Re:So in essence... by Nos. · · Score: 2, Insightful

      Aside from the monetary aspect, this has been going on for years. Look at the mod community for most of the FPS. Heck, I remember user created content on a bunch of MUDs at least 10 years ago.

    2. Re:So in essence... by Kelt · · Score: 1

      Can we say "Forgotten Hope" or "Desert Combat"? And those are only two examples for FPS.

      If RPGs are your game of choice, how about some of the user made content for Neverwinter Nights? that was spectacular!

      There were more than a few games that started as mods. Those mods are what got people buying the games later into their life.

      --
      My intelligence insults itself.
    3. Re:So in essence... by sirboxalot · · Score: 1

      There were so many damn Quake mods back in the day.. Anyone remember the rocket launcher that shot dobermans? or the Descent-esque spaceship that you could fly around in? The grappling hook for Quake II was also a pretty great little deathmatch mod. Those were some great times. And let's not forget the original Half-Life really bringing modding to the light, spawning some of the most popular user-created (at the time) mods of all time.

    4. Re:So in essence... by ThePolkapunk · · Score: 3, Informative

      This MMORPG already exists. It's called Second Life. Almost all content in Second Life is player created.

      --
      Dear diary: Today I stuffed some dolls full of dead rats I put in the blender.
    5. Re:So in essence... by Toddarooski · · Score: 1

      Ahhh... so you've played Second Life, I see...

      --

      "Do you expect me to talk?" "No, Mr. Bond. I expect you to die!"

    6. Re:So in essence... by cowscows · · Score: 1

      Yeah, and so what's the problem with that? You may not have noticed, but lots of people out there like to make things. Not everyone who makes furniture does it just to earn a living, some of us do it for fun. A digital world allows us not only to create things that we could never make in the real world, it also allows us to easily share with many others, and work collaboratively with people all over the world.

      What makes games so much cooler than TV is the interactivity. This is just taking that to the next level. A good framework for an massive, online sandbox is not a trivial undertaking. A good set of tools to help with content creation is complicated. Balancing the abilities and limits of those tools with security, bandwidth, and performance concerns is a significant task, and I don't doubt that many people would find that worth paying for.

      --

      One time I threw a brick at a duck.

    7. Re:So in essence... by Jaysyn · · Score: 1

      Was? We're still playing (& building) here guy. I'm involved with a group of people trying to bring Dark Sun (or as close as we can make it) to NWN. Our next big Hakpak will be released the end of this month, come join us.

      Jaysyn

      --
      There is a war going on for your mind.
    8. Re:So in essence... by ivan256 · · Score: 1

      Anyone remember the rocket launcher that shot dobermans?

      Anybody remember the Doom mod where the enemies were all Barney?

      That was years later than many online, multi-player, user created worlds.

    9. Re:So in essence... by CastrTroy · · Score: 1

      Actually, the way I see it modding has come down in recent years. First there's consoles, which allow for very little/ no modding to begin with. Then even in PC games, a lot of time they don't make the tools available to do the mods. When they do make the tools available, they are much too complicated for the average user to be able to use.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    10. Re:So in essence... by jchenx · · Score: 2, Insightful

      Obviously consoles are going to be a lot more locked down than PCs. You can't easily hack into the filesystem (or expect your users to), so any mods are going to have to use whatever tools the game developer makes available. Additionally, using a controller is a lot more annoying than using a mouse to manipulate things.

      As for PC games, I agree that they're becoming really very complex. (See Neverwinter Nights for example) Most gamers, with full-time jobs, just aren't going to have the time to dive into mods. So either the tools have to be ridiculously dumbed down, or you just have to hope that there are enough hardcore individuals willing to mod your game, despite how complicated the tools may be.

      I think that modding games is quickly becoming one of the best ways to get into the games industry. Heck, a lot of the times, the mod engine/script is developed first and is what the developers use to make the actual game content (so the game is essentially just one huge mod itself). So by modding the game, you're essentially working on it as well. There are certainly lots of examples with the Half-Life engine (Counter-Strike, etc.), where modders got full-time jobs for their efforts.

      --
      -- jchenx
    11. Re:So in essence... by grumpygrodyguy · · Score: 1

      If someone is smart enough to design a game that can do steps 1 and 2, then they deserve step 3.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    12. Re:So in essence... by HiVizDiver · · Score: 1

      And let's not forget Morrowind, which has a HUGE mod community fanbase. There are several total conversions for the game, as well as user-made mods that allow for literally 50+ more hours of gameplay, in addition to simple game tweaks/enhancements, of which there are hundreds. That game is now almost 4 years old, and sites devoted to the mod community get at *least* daily updates with new mods.

    13. Re:So in essence... by rev_dru · · Score: 1

      When they do make the tools available, they are much too complicated for the average user to be able to use.

      Or they're too expensive. The 3D packages that these studios use, like Max and Maya, can cost multiple thousands of dollars. The chances of studios writing custom modelling software or writing exporters for low-end packages like Milkshape and Blender are extremely slim. They seem to be content with having all of their user-created content built with pirated copies of Max.

    14. Re:So in essence... by drinkypoo · · Score: 1

      The primary example of this in fact is the MU??s like MUSHes and MUCKs, because you could do in-game programming... and object-oriented programming, no less. Hell, even when I was a teenager and totally clueless about programming I wrote enough code to have a vehicle which had a separate control module, and they each had "triggers" on them so they could communicate back and forth. A-yep, that's right, I build a little program (which itself was just a nested collection of objects) on top of an object-oriented message-passing framework when I was 14 or so. Granted, I knew lots of kids who did that shit for real :)

      The problem with MUDs is that you have to extend them in C, which requires a recompile, so players can't just add onto the codebase, they can only add rooms and such, and then only once they're a builder. Your average MU?? allows you to be a builder from day one (but not the most popular like furryfuck) and to create objects and so forth, so you can actually be a participant, and not just use the thing for a chat network.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    15. Re:So in essence... by NBarnes · · Score: 1

      Your link to the Athas Reborn forums is broken, which is a shame, since I'm sure I'm not the only person that remembers Dark Sun with great fondness.

    16. Re:So in essence... by Jaysyn · · Score: 1

      Damnit, I got the "." stuck in the HREF...

      Athas Reborn

      Jaysyn

      --
      There is a war going on for your mind.
    17. Re:So in essence... by MilenCent · · Score: 2, Interesting

      Sounds simple, but it's really very hard to come up with a workable system for players to create *all* content, and have them be rewarded for it, in a way that's not vulnerable to abuse or technical issues. Second Life's the best we've seen, but even there it's possible for one player to bring down an entire server.

      You understate the situation as well. Non-trivial player-made content would require a lot more than a basic MMORPG framework to make workable (it'd require a user-visible scripting language), you'd still have to front the sizable server, storage and bandwidth costs, and you'd have to hire people to teach people how to use the scripting language and create good software, and also kill damaging user-spawned processes (imagine sysadmining a system with thousands of simultaneous users).

      Yet, ultimately, player-created content is the only MMORPGs can evolve. Randy Farmer and Chip Morningstar learned that lesson way back in Habitat (http://www.fudco.com/chip/lessons.html):

      The first goal-directed event planned for Habitat was a rather involved treasure hunt called the "D'nalsi Island Adventure". It took us hours to design, weeks to build (including a 100-region island), and days to coordinate the actors involved. It was designed much like the puzzles in an adventure game. We thought it would occupy our players for days. In fact, the puzzle was solved in about 8 hours by a person who had figured out the critical clue in the first 15 minutes. Many of the players hadn't even had a chance to get into the game. The result was that one person had had a wonderful experience, dozens of others were left bewildered, and a huge investment in design and setup time had been consumed in an eyeblink. We expected that there would be a wide range of "adventuring" skills in the Habitat audience. What wasn't so obvious until afterward was that this meant that most people didn't have a very good time, if for no other reason than that they never really got to participate. It would clearly be foolish and impractical for us to do things like this on a regular basis.

      A little further:

      Propelled by these experiences, we shifted into a style of operations in which we let the players themselves drive the direction of the design. This proved far more effective. Instead of trying to push the community in the direction we thought it should go, an exercise rather like herding mice, we tried to observe what people were doing and aid them in it. We became facilitators as much as designers and implementors. This often meant adding new features and new regions to the system at a frantic pace, but almost all of what we added was used and appreciated, since it was well matched to people's needs and desires. As the experts on how the system worked, we could often suggest new activities for people to try or ways of doing things that people might not have thought of. In this way we were able to have considerable influence on the system's development in spite of the fact that we didn't really hold the steering wheel -- more influence, in fact, than we had had when we were operating under the delusion that we controlled everything.

      That strikes me as a lot more interesting, in the long run, than World of Warcraft, despite its strengths. Even computer-generated content, which drives most MMORPGs these days, has the disadvantage in that it tends to stop being interesting after a short period. (I DON'T think it's necessarily bad, but developers will have to loosen their stranglehold on game design and invent something almost Roguelike in nature, I believe, to make it work best.)

    18. Re:So in essence... by Schitzoflink · · Score: 1

      I'm so sad I only had it for Xbox...won't be making that mistake with Oblivion. I see no reason why Devs wouldn't release a game editor with any/every game

      --
      Mr. T carries a postage stamp in his wallet at all times on the back is a list of all the fools he doesn't pity
  2. Just like the old MUDs by Anonymous Coward · · Score: 1, Insightful

    Player created content is one of the great things from the past.

  3. *yawn* by thePowerOfGrayskull · · Score: 0, Redundant

    This is news?

  4. better, cheaper, longer by joe+155 · · Score: 1

    I think there is always a desire to go beyond what was put down in the first place. The advantages mentioned above are obviously postives, although i was supprised that they didn't mention the fact that it can make a game go forever, when you keep people coming back you can make more money on the game but also you give the players more as it continues and grows beyond the original "levels"...

    I also like the idea of being able to set up a theatre group, and I'm reminded of when a Chineese girl died playing one of the games they held a vidgil for her centred round an ingame church, it was nice... in a slightly weird way...

    --
    *''I can't believe it's not a hyperlink.''
  5. Unsurprising by ObsessiveMathsFreak · · Score: 1, Insightful

    With the steadily decreasing quality of the content coming out of mainstream studios, is it any wonder than player made content is on the up?

    --
    May the Maths Be with you!
    1. Re:Unsurprising by DorkusMasterus · · Score: 2, Interesting

      What you say, you say in anger, but the truth is that more often than not, they're acting with their pocketbooks, rather than actual desire to produce banal product.

      The truth is that it's costly to develop a revolutionary idea in gaming, especially when this idea must be implemented in a MMORPG or something. Therefore, player-created-content is extremely valuable to a publisher, as this gets the more radical ideas/quests/items/etc. out there, without having to waste developer time on ideas that would not be successful.

      Not to mention, if you put some "special license" info in the EULA of the game, players would know that any content created within the context of the game would become property of the publisher, and therefore releaseable in further versions as standard (much like many objects in "The Sims").

      This allows for expansion packs or downright upgrades to be made at literally zero cost to developers (excepting testing, perhaps).

      Point being, they can see what works in a very realistic sandbox environment, without investing much, if any, capital for that research. It's brilliant, really.

      While it doesn't excuse companies from making generic content, it ushers in a new era of "open-source" gaming that while is indeed more work for players who want to create: it finally gives you the freedom to make that game or scenario you always wanted to see, or play, but that you know the developers/publishers would NEVER risk putting out. I think it's cool. And if it works with Blogs (You mean I have to write my OWN news and commentary?) and other Web 2.0 stuff, you can definitely believe that people will be excited about bringing that level of depth and involvement to their own emotionally-invested gaming experience.

  6. Source by Ramble · · Score: 2, Interesting

    We're already seeing this with the Source engine, half the fun is Half-Life 2, the other half is the mods made for it. It's basically an open-source development model ported to games, and this can only be good.

    --
    "Oh boy"
  7. SWG tried this by coolamber · · Score: 1

    SWG tried this, and the userbase screamed for more content, and we all know where that lead...

    1. Re:SWG tried this by DorkusMasterus · · Score: 1

      Actually, this is entirely different from what SWG did. It's diametrically opposite. They solicited opinions, and blatantly ignored them. What this article is talking about is player-created-content.

      Meaning, if you want it in the game, you can make it in the game.

      SWG limited the player-created-content, not expanded it. That's why there was such an uproar.

      If they would have implemented this instead, I believe you would see many more players at SWG, because the players would have ownership in the game, and could make it what they wanted it to be.

  8. Player-made contact back around 1980 by WillAffleckUW · · Score: 2, Interesting

    I remember when I was one of the players in an Australian game system run on one of their mainframes in Melbourne A.C.T., called Galaxy and it's sequel Galaxy II.

    At the time I lived in Canada and had a double-hyphenated last name - me and some Kiwis from New Zealand spent a lot of time creating civilizations, species, and bizarre things (like my Ford Corporation, run by Ford Prefect, which sold high-tech (level 15) robot-assisted spaceships, orbital spaceports, and plug-in robotic pilots/gunners/navigators/etc - which happened to have a minor malfunction where they wouldn't shoot my player civilization in a large-scale battle - naturally, the attacking player would rip them out and go manual, but in the ten minutes it took to fully remove them, my side usually won with it's high-G kamikaze neutron bomb ships that crashed into the enemies large ships and made them suitable only for scrap ...).

    I think Will's right about this, and when I ran my play-by-mail RPG (yes, by postal mail, 110 players) much of the time was spent by players doing the same thing and then other players piggybacking off of them.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:Player-made contact back around 1980 by Macgrrl · · Score: 1

      Ummm... Melbourne is in Victoria. Canberra is in ACT (Australian Capital Territory).

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    2. Re:Player-made contact back around 1980 by WillAffleckUW · · Score: 1

      thanks, I got the two mixed. Canberra ACT. Visited Sydney (Blue Mountains), Gold Coast, Canberra ACT, Melbourne Victoria, and Alice Springs.

      It's been since the WorldCon there in the 1980's since I was there.

      Still, uses of player-made content for games (admittedly play-by-mail computer-assisted games) has been going on since at least that time. My examples are just the ones I know of.

      --
      -- Tigger warning: This post may contain tiggers! --
  9. Two Truly Memorable Examples by ZachPruckowski · · Score: 1

    The two best examples of this outside the MMORPG realm are Escape Velocity and Rome: Total War. My suitemates play a mod of RTW called "Total Realism", which is practically a rewrite of everything except the basic engine and the GUI. I would say that the plug-ins for EV Nova have doubled or tripled my enjoyment of the game, because there were so many plug-ins that changed things that it was like playing a different game each time.

    That, I think, is the key. No one will want to play $50 for a game they'll beat once then consign to a drawer to look at again in a year. Games that can continue to draw interest for months will be the ones people remember.

    1. Re:Two Truly Memorable Examples by Anonymous Coward · · Score: 0

      Unreal Tournament and its sequels seem to be good examples as well. And that site just has maps, not mods.

  10. I doubt it by Kohath · · Score: 3, Interesting

    Player-made content is always going to be buried in a sea of vandalism and coyright violations unless it's policed and all content is pre-approved.

    Games can't allow you to violate copyrights, because the game companies will be the ones who get sued. By the same token it'll be next to impossible for any game with lots of player-made content to have an ESRB rating other than AO (adults only).

    1. Re:I doubt it by DorkusMasterus · · Score: 1

      It's really just a matter of good wording in an EULA. (and no, I'm not making a Sony joke. ^-^)

      With a well-worded and specific EULA, players will be bound to the idea that what they create for this world (or anything that goes over the servers) is therefore owned by the development company or the publishing company, and no longer you. You can take credit for it somehow (the proper way, IMHO), but you'd give up rights by releasing it into the game world.

      You couldn't run the mod without using their software (so you prevent people just making mods and then creating "new games" based on it), and you can't run it in their world without it crossing their servers, and therefore it becomes their IP.

      I actually think it's very reasonable, and very workable.

    2. Re:I doubt it by vertinox · · Score: 1

      Player-made content is always going to be buried in a sea of vandalism and coyright violations unless it's policed and all content is pre-approved.

      What about Counter Strike model? Play content does have its bonuses.

      Well there was that thing over the Trade Mark of the Colt Line of weaponry, but they resolved that.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:I doubt it by Kohath · · Score: 1

      I should have been more specific. Example: Players in a Mythic Entertainment game violate a Disney copyright. Disney sues Mythic Entertainment.

      It's already happened in City of Heroes.

    4. Re:I doubt it by AaronBaker2000 · · Score: 2, Interesting
      I think that the 100,000 Second Life players would probably disagree with you. Second Life is made up entirely of user created content. None of it has to be pre-approved and it is rarely policed. The policy of Linden Labs is that player created-content is owned by the player. Not only does this keep players happy, but it shields Linden Labs from copyright lawsuits.

      Also, all online games come with a warning from the ESRB: "Experience may change during online play."

      -Aaron

    5. Re:I doubt it by sesshomaru · · Score: 1
      Well, a lot of the player created content for Dawn of War is going to based on Games Workshops Warhammer 40K IP, and so far they aren't complaining about any of the mods being made of which they are well aware. The Steel Legion mod is very good, I like it better than the official expansion Winter Assault and some of the other mods, like Thousand Sons are coming along nicely.

      It seems that Neverwinter Nights is the same deal. There is so much existing official and player created Pen&Paper AD&D stuff that it's almost pre-vetted for using it with the game, so long as Wizards of the Coast is ok with it.

      Of course, you can't make a Star Wars mod for NN or DoW but there is plenty of "safe" content to be adapted and used in player created mods.

      --
      "MIT betrayed all of its basic principles."
    6. Re:I doubt it by cowscows · · Score: 1

      Any game that relies on player based content is likely to be distributed digitally, and the ESRB sort of becomes irrelevant. Partially because of the digital distribution (you don't have to meet any retailer guidelines), and partially because the content is so unpredictable. No doubt, if this takes off, there will be attempts to make moderated and more child-friendly "universes" for games(SL has a Teen Grid for example), but they'll be marketed as such, and the ESRB rating would just be redundant.

      --

      One time I threw a brick at a duck.

    7. Re:I doubt it by Impy+the+Impiuos+Imp · · Score: 1

      To be fair, though, City of Heroes built in exact duplicate sets of original Marvel characters. You could equip them identically with a / command that was removed.

      Still, making a huge guy, wearing only shorts, with green skin and purple shorts, well...you tell me if that's infringement or not. Shorts, giant superhero body size, and (almost) arbitrary colors are available in any decent system.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    8. Re:I doubt it by Ford+Prefect · · Score: 1
      Well, a lot of the player created content for Dawn of War is going to based on Games Workshops Warhammer 40K IP, and so far they aren't complaining about any of the mods being made of which they are well aware.

      Games Workshop is surprisingly lenient regarding use of its creations in third-party computer games mods - scroll down to the 'Modifications, Total Conversions, and Games' section. An excerpt:
      "Any game or mod must be a "total conversion." In other words, you must not use our intellectual property (logos, images, names etc.) in relation to the worlds, names, logos, or images of any other company. For example, you cannot place our Space Marines in a Disney total conversion using the Unreal engine, but you could make a TC solely using Space Marines with the Unreal engine. This is, of course, assuming that you have permission to use the Unreal engine"

      So if you're using Games Workshop names and ideas in a Games Workshop-derived computer game, I think there'll be even less for them to complain about...

      --
      Tedious Bloggy Stuff - hooray?
  11. It's Natural by airship · · Score: 3, Insightful

    This is really just natural evolution. As online games become more popular and realistic, they become more like the real world, where all content is developed by the 'players' every day.

    --
    Serving your airship needs since 1995.
    1. Re:It's Natural by Have+Blue · · Score: 1

      I hope not. There are a lot of people who play games specifically because they are not like the real world.

  12. Just look at Neverwinter Nights by PIPBoy3000 · · Score: 2, Insightful

    Neverwinter Nights was very much geared towards player-created content and has done quite well over the last few years. Thousands of player created modules have been made and there's a number of persistent worlds still running years after the game came out.

    These last few years I worked on a few campaigns that were well-received, and am working on a new a new campaign for Neverwinter Nights 2.

    I think player created content works well for certain genres, and requires an almost mystical process to attract the right community. I got tons of value out of UT2004 and the original Half-Life. Other games like Doom 3 and Morrowind didn't quite pan out as much as I would have liked. I think it requires the game developer to actively encourage the community, as well as having a solid core game, wide install base, and easy-to-use tools. Tricky business.

    1. Re:Just look at Neverwinter Nights by Senobyzal · · Score: 1

      NWN is a good example, and the fact that most of the fan-made content is available on a single site (Neverwinter Vault), with public ratings and sorting systems, helps ameliorate the common problem with player-made content: the high signal-to-noise ratio (or more accurately, the crap-to-gold ratio).

    2. Re:Just look at Neverwinter Nights by Robotech_Master · · Score: 1

      Yeah...and you can even use NWN to make your own multi-server MMORPGs by using portals to connect multiple worlds together. The Aurora toolkit is amazingly powerful in what it can do; I didn't really appreciate that fully until I took a look at some of the game worlds that are running out there, ranging from the astonishing (cases where players implemented all the 3.5 ed. rules into the game system on their own, not waiting for NWN 2 to do it for them) to the downright scary (there are a truly remarkable number of BDSM servers out there--just click the "social" tab in the multiplayer game list and see what I mean).

      Players are running their own graphical MUDs. Who would have thought such a thing could be possible five years ago?

      --
      Editor Emeritus and Senior Writer, TeleRead.org
  13. Converging TV Reality Shows with games by saskboy · · Score: 0, Offtopic

    I think the future of TV will be video game like episodes, where a player/viewer can interact in a virtual reality episode story, turning the "broadcast" into a choose-your-own-adventure Sims type game. Every game will have a set and entertaining ending though just in case the player sucks, or doesn't want to participate on a given day.

    --
    Saskboy's blog is good. 9 out of 10 dentists agree.
    1. Re:Converging TV Reality Shows with games by DorkusMasterus · · Score: 1
  14. Unsurprising-Walk a Mile... by Anonymous Coward · · Score: 0

    "With the steadily decreasing quality of the content coming out of mainstream studios, is it any wonder than player made content is on the up?"

    Well it certainly will make for an interesting "put up, or shut up" when it comes to the virtues estolled by Slashdot every time criticism is lobbed against the usual suspects.

  15. SimCity 4 learned this two years ago by Jurph · · Score: 4, Interesting

    If you head over to Simtropolis, you'll see a thriving community of user-made buildings, most of them "growable". That means that in your SimCity, you can have Starbuck's and McDonald's and Home Depot "grow up" naturally into your city layout. You can have an apartment complex that looks just like where you live; you can have less-famous (but still striking) landmarks that may or may not exist. There are architecture styles, like Baltimore Rowhouse, that the original game never included, but which look fantastic and add realism to the city.

    If the developers had tried to put a Starbuck's in the game, they'd have to license the logo and the trademarked architecture; if they tried to make all the thousands of obscure local landmarks in mid-sized American and Asian cities, the production costs would have tripled and the game would never have been released. As it is, Starbuck's gets free advertising and the game gets a realistic facelift.

    There are also functional content upgrades, like Ground Light Rail (the original game only has subway, el train, and heavy rail) and retaining walls that block traffic noise from freeways. I wouldn't play the game without these upgrades, but I'd absolutely buy another SimCity title knowing that the mod community will polish it and make it shine.

    Simtropolis' bandwidth isn't free, and I've PayPalled them donations to keep their server up; in this way, my donations have essentially turned user-created content (from which I can pick and choose) into a second, self-directed expansion pack for the game.

  16. The Good And the Bad by mikeisme77 · · Score: 2, Insightful

    While I think it'd be great if developers/publishers opened up the games even MORE to the player community to allow them to personalize the game more... I also think it'd be EXTREMELY BAD for any game to rely primarily on player generated content. Why should I shill out $50-60 for a game where I have to create the actual meat of it (or other players)? I already spend my work time programming, and my hobby writing stories, why would I spend my leisure/relaxing/fun time making content for a game when I won't even own the content due to the restrictive EULA of most games? I just want to sit down and enjoy a game, preferrably with an immersive storyline. Maybe they should just save their budget by not trying to make THE MOST REALISTIC GRAPHICS POSSIBLE--just "realistic enough" or "not an eyesore" is good enough for me. Katamari doesn't have the best graphics, but that's an INCREDIBLE game. Graphics don't make the game, CONTENT makes the game. If they ship games with little to no content (just pretty graphics and tools to create the game of your choosing), why bother buying it? I really don't get it...

  17. SWG didn't bother by Kawolski · · Score: 1
    Back before the CU or NGE, the Pex the events coordinator had an excellent forum thread about wanting to include player-made content tools in the game in the form of writable datapads (like the books in Ultima Online), player-programmable quest NPCs, "reward chests" that could be hidden through-out the world with access privledges, and other great ideas.

    Sadly, from what I know (I left the game a little over a year ago), none of these ideas ever got implemented.

  18. Just look at Far Cry. by Anonymous Coward · · Score: 0

    "I think it requires the game developer to actively encourage the community, as well as having a solid core game, wide install base, and easy-to-use tools. Tricky business."

    Well Far Cry's Sandbox editor and Lua scriptability certainly fulfilled the "easy to use" tools. The core game was pretty solid. Although I'm not certain about "actively encourage" (they have a development website), or the "wide install base".

    BTW one thing about NWN is that at the time it garnered a lot of attention for being on Linux and Windows, when Linux had a shortage of commercial games.

    BTW2 Has anyone noticed that racing games aren't very moddable, especially compared to other genres?

  19. Headline is a bit off by RingDev · · Score: 1

    Player-Customized content is more like it. TFA isn't saying that legions of basement dwelling mama's boys are going to crank out new models and textures. It's saying that the player should have more customization, and that customization should be shared with other players. Which is already the case in a lot of MMOs (things like custom houses). I think it's true, but even more so, I think the real drive is a non-static environment. Players want to see their work mean something. Not clear a city of a ghoul infestation just to see the ghouls come back 5 minutes later. Why can't my guild cleans that city and take over the biggest house in the walls, put up our banners, clean the place up, and leave a permanent mark on the world? Ahh well, I have a journal entry full of my ideas for an MMO if anyone is interested: http://slashdot.org/~RingDev/journal/128132

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  20. Re:Or more logical... by vertinox · · Score: 1

    With a well-worded and specific EULA, players will be bound to the idea that what they create for this world (or anything that goes over the servers) is therefore owned by the development company or the publishing company, and no longer you.

    Or the more logical route, is that anything uploaded is the opinion or owned by the people who posted them so when the FBI or RIAA/MPAA show up the game company can go "Oh, but this isn't ours... The player did this and by our EULA (and hopefully common carrier status which hasn't been proven in court yet) he is therefor the sole violator of your said content, illegal, or questional material. Oh and here is his address and home phone number. Good day sirs!"

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  21. I have a new policy... by ivan256 · · Score: 2, Insightful

    I'm officially ignoring anybody that says some single thing is "the future".

    Player made content is in the past (Late '70s, early '80s), in the present, and will be in the future. It's a niche. It will exist. Just because some guy can't figure out how to make content for a huge game in an economical way doen't mean it's the 'one true future'.

    Yes, player made content is the future. Pre-made content, randomly generated content, and content free games are the future too. They'll all exist in the proportions they've always existed in, and people said the exact same crap about the first 3D consoles as they're saying about the latest thing to be called "next-gen".

  22. Problem is... by ZombieRoboNinja · · Score: 1

    Most of the player-base isn't composed of qualified writers/artists/etc. Which would be why for every decent NWN module, Quake map, etc., there are a dozen terrible ones you have to sift through.

    The whole reason that content is getting more expensive to create is that our standards are getting higher. We want more detailed models and environments, AND we want better design. Gone are the days when id could stick a model that looked like a turd with red eyes into Doom and have it become a legendary game baddy. We want real writing, art, and cinematics now, not what a couple programmers could hack together.

    I imagine that in the future, we're going to continue to give our money to those companies, like Blizzard and Bioware, that are smart enough to put an emphasis on quality content.

  23. GURPS anyone? by indytx · · Score: 1
    I was just thinking last week how much fun it would be to have a game released with a game engine that would allow expansion and customizing that allows users to download and play others content. I'm not just talking maps. I'm talking game mechanics.

    At the height of the Myth II craze, there were tons of maps and game variants that you could play on Bungie.net. There were all of the WWII varients including some with tanks (definately NOT in the original Myth II game). I remember one that's not that old that had civil war characters.

    If you want consumers to pay $50 or $60 for a game, there has to be replayability. People are fickle; they move on to other things.

    --
    Make love, not reality television.
  24. Books in MMORPGs by Kawolski · · Score: 2, Insightful

    One of the best things I remember from Ultima Online was the ability to be able to buy blank books, write in them, and make copies to sell to other players. I'm disappointed that this hasn't been implemented in other games.

    1. Re:Books in MMORPGs by Keebler71 · · Score: 1
      Heck,.. I miss everything about Ultima Online... I have dabbled in a few others since then, but nothing captured the immersion that UO could - pretty impressive, considering how poor the graphics were.

      First off, there were no levels. Pretty much every other fantasy MMORPG follows the EQ "level" concept. I hated this... leveling up your character became the object of the game, rather than the immersion in the univers. UO used a skill system - no levels. If you used a skill, it tended to go up. If you didn't use it, it atrophied. There were many many skills and hundreds if not thousands of objects in the game. Everything seemed to be usable in some way. Use a knife on a tree, you get kindling. Use an axe on a tree and you get logs. Use the kindling you get fire. Use your knife on the carcass and get ribs. Use the ribs on the fire and you get cooked (or burned if you failed) ribs. I still think that UO has a more robust player economy /crafting scene than any other game.

      There were always lots of player events and spontaneous quests, and when I didn't want to go hunt monsters, I could go to my favorite player run pub and watch people role-playing being drunk, play a game of chess with someone (in game), attend a play or simply go sight-seeing in the land.

      I don't have the time to spend on games like I used to,... but if I did, I'd go back to UO in a heartbeat.

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
  25. Re:Or more logical... by DorkusMasterus · · Score: 1

    I hear ya, and I know that was half tongue-in-cheek, but I would still think that the publishers/developers would rather have a chance to own player-made content to use in future versions/other games/etc. and would risk the legal stuff.

    What I would see as most likely, is again, in the EULA, some form of legal verbage that stated that you could not create illegal, copyrighted, or whatever. That way you avoid lightsabers in Everquest IX, or Elminster as an NPC in a SWG game. :)

    THEN, the companies would own the content AND have the legal right to refer the FBI/RIAA/MPAA/gun-toting maniacs to the players doorsteps while avoiding legal action themselves.

  26. Long term by Deliveranc3 · · Score: 1

    I might be working with my english prof to produce a set of Shakespeare based video games and it occured to me that no one has done this yet...

    It seems like something that would make a very interesting long term project, starting with the basic premise and theme and extending continuously to try and represent more and more of the nuance of the work...

    The reference text is widely available and even the interpretations and criticism nescessary can be easily found.

    I'm sure there are many similar sets of work which lend themself to distributed and ongoing development but there seem to be few gaming projects based on the same kind of incremental improvements we see in application software.

  27. Welcome to the '90s by Stone316 · · Score: 1

    Like others have probably commented this is straight from the MUD playbook. Realistically this is the only path for developers to take. As we can tell with alot of the mods for existing games out there that there are alot of talented people out there who would love to create content in their spare time.

    Also, if you have a player base in the millions like MMORPGS it makes perfect sense to let players develope their own content. Even if only .05% of 1M people build content thats like having 500 developers. Now the problems you face are good quality enhancements, ones that link into the story line, balanced but that could be solved by having review panels consisting of company employees and players.

    --
    "Thanks to the remote control I have the attention span of a gerbil."
  28. Problem is...Open Source Game Content. by Anonymous Coward · · Score: 0

    "Most of the player-base isn't composed of qualified writers/artists/etc. Which would be why for every decent NWN module, Quake map, etc., there are a dozen terrible ones you have to sift through."

    So are you saying that the OSS methadology wouldn't work in the game space?

    1. Re:Problem is...Open Source Game Content. by ZombieRoboNinja · · Score: 1

      Actually, real OSS methodology might be a great way to make custom game content. After all, it's not like every piece of code any shmoe out there writes gets into the Linux kernel. It's all reviewed, examined, polished, and honed down to the very best available code before it goes in - ideally, that is. But one big problem is that graphics guys and writers seem less willing to "give away" their time and effort than do programmers, largely because they're not working on any larger code infrastructure or system. By which I mean, IBM coders can benefit by writing open-source code, because they probably want to use that open-source project to help with other for-profit projects. I can't really think of an analogue to that for writers, designers, or artists.

  29. Sheesh. by Gavin+Scott · · Score: 1

    Any such game is definitely in the "fantasy" genre :-)

    We hear this "user created content is the future" thing like every three months, and I think it's nonsense.

    Sure, everyone would like to create a "Hello World!" MMOG and sit back and watch the players turn it into World of Warcraft.

    Ha ha. Fat chance.

    I'm still waiting for the glass I broke yesterday to reassemble itself spontaneously too.

    Most players don't have that much imagination, most player created content will be crud (like 95% of everything), and even if it were good there's no way it would be *consistent*.

    Sure, you might get a strong volunteer leader and an open-source style development success, but then you've just suckered people into working for you for free so I wouldn't really be betting my business plan on that happening, especialy if you're charging them $10/month for the privilege.

    Look at the success of a game like World of Warcraft (5,000,000+ players at up to $15/month each) and then look at what went into creating that world (a huge five year development effort by hundreds of people). Now everyone wants in on that success but nobody wants to spend the time and money to do it right, so you get all these suggestions that user created content is the solution.

    It will probably sucker in quite a few investors who think they're going to get WoW for free, but I'll be pretty surprised if anyone has a big success with it.

    Yes, there *are* many very talented players out there, many who have better ideas than many game developers, but the trick is filtering the smart ones from the stupid ones, creating some sort of centralized continuity control to ensure consistency, etc.

    One of the most critical things to any functional MMOG these days is creating and protecting an in-game economy. When you're letting players create the content that sounds even more difficult if you have to prevent any sort of exploit that would allow unbalancing the economy.

    It's a fun fantasy, but I'm not holding my breath.

    G.

  30. It could work, but the successful will be very few by garylian · · Score: 1

    I've seen player made content, especially in a game like Second Life. Much of it is pretty sad. Some of it is exceptional.

    It really depends, imo, what type of MMO you are talking about.

    Games like The Sims, Second Life, and other "social" MMOs can thrive easily on player made content. Those games are mostly about playing an alternate persona. At least in Second Life, fashion was everything. You were looked at by what outfit you wore more than your ability to actually have social skills. So, those that could create great outfits made a huge difference in the game. They also made a decent about of cash.

    For RPGs and the like, storylines come more into play. Just creating a game where you hack-n-slash your way through to some goal, with not real plot to speak of, is just a remake of nethack or moria. It works for FPS, but most folks want plot with their RPG.

    If you look at the history of MUDs, you see that a lot of them are very generic, based on a particular build, and then the owner of the MUD and some of their friends would get around to adding player made content. With a few exceptions, they were awful. Most of them found out it wasn't as easy to create dynamic storylines that kept people interested. 90% of them ended up being played by the creators themselves, and a few bored souls that found one that fit their niche.

    The same held true with many of the player made NWN modules. Some of them were really well thought out, with a decent storyline that made you want to play through them. Most of them were fairly mindless hack-n-slash events.

    It's a lot of hard work to make a dynamic storyline and then add the content to make it work. A lot of work with very little pay-off. They become labors of time and love for the creative process, and the talent to make it interesting to others. That's rare.

    Look at art. A lot of people out there can draw pictures, and paint paintings, and take pictures. But how many of them can inspire the viewer to feel something? Sure, anyone can take a picture of a frozen landscape, but how many will make us see and feel things like the late Ansel Adams did? The artist has to have an eye and a feel for what they are looking at, and be able to transfer that to their medium. That is where true talent lies. I can take pictures. I even have a great digital SLR camera. I have a pretty good eye, and I've caught some great images. But nobody is going to confuse me with Ansel Adams.

    Well, when someone is creating a MMO or adding content to one, I *want* them to do better than I could. I want them to do better than 99.99% of us could. I want to be entertained. I want to get into the storyline. I want to see encounters that make sense. I want difficulties to overcome that aren't impossible. I want tactics to matter and make sense.

    Besides, if the player isn't creating the whole game themselves, then there needs to be a master plot, and then have the player content fill in the pieces of the puzzle. Most important, they need someone with the vision to stay the course, or make changes to support a truly inspired idea. Trying to manage various unpaid people to follow along with that master plot, working as a cohesive unit, would be difficult at best. Great ideas are a dime a dozen, but the ability to craft them all together into a final product aren't.

  31. WoW by Johnny+Mnemonic · · Score: 1

    I've been playing WoW for ahwile, after coming from a background of heaving MUSHing, and I can say that one of the things that I enjoyed about MUSHing was the ability to build my own domicile and business. I probably enjoyed it even more than the game playing itself. Not only was it "intro to coding logic", but once created I could show off the object or the building as a fruit of my own creativity to friends, which lead to a "sense of space." I would feel actually more comfortable talking to someone, either OOC or IC, from my own home than out on the street.

    Compared to WoW, where everything down to the colors of the clothes is predetermined. There is no space there to call my own, or to put my own stamp on.

    I realize that the technical challenges to providing the players the tools to create their own space would be enormous, as well as finding the virtual space on the map for the thousands of buildings that would pop up. However, for the $60M/month that Blizz makes I sure wish they'd make it worth their time to figure out. In the end, doing so will I think keep a persistent level of interest maintained. Otherwise, once you hit 60, you spend, what? 2 months before giving up. With a space of your own you would invest more time into it that wouldn't require new content by the creators to provide.

    --

    --
    $tar -xvf .sig.tar
    1. Re:WoW by Wilson_6500 · · Score: 1

      where everything down to the colors of the clothes is predetermined

      This is why I refuse to get into WoW or most MMOs these days. In FFIX, without spending extra gil--and we know how much of a problem that can be in that game for those of us who didn't buy it--you couldn't get unique-looking armor.

      Hell, _Quake_ had the ability to dynamically change certain colors of the skins--I don't know if it's hard to implement or what, but why do so many games not take advantage of this? This is a game that came out in 1997--almost 10 years ago now! Morrowind could use it so that folks wouldn't have to churn out eight different base colors of their popular clothes mods. Planetside could use it so that "oh but we'd have to make more art" wouldn't be a barrier to doing something interesting in the game--like letting players spawn enemy MAXes. Grinding FFIX would've been much more interesting if folks could at least _color_ their scale mail so that everyone in the party didn't look substantially similar.

  32. Star Wars Galaxies by ObligatoryUserName · · Score: 1

    Honest to God that's not at all what these people are saying. What you've described is the design document for Star Wars Galaxies. (As described by its lead designer before its launch.) We know that doesn't work. What Wright is suggesting is much more interesting, but I can't imagine how you'd adopt it to the MMO framework. (Which isn't a bad thing, why do we have to keep making the same games over and over?)

  33. Morrowind - Ashes of the Apocalypse by chigun · · Score: 2, Interesting

    I bought Morrowind for my PC solely so I could try out the mod Ashes of Apocalyps (http://mods.moddb.com/4379/Ashes-of-Apocalypse/). I was really excited because the mod description made it out to be like an updated Fallout. In many respects, it was and I was pleased with it. Eventually though, I tired of it and played just regular ol' Morrowind. Since that glorious day I have bought all expansion packs for it and eagerly anticipate Oblivion. In my case, the mod scene truly drove sales on multiple levels for Bethesda. p.s. I heard Bethesda is working on the next installment of Fallout. If it's anything like Morrowind (except in post-nuclear setting), I expect great things.

    --
    swanker than you
    1. Re:Morrowind - Ashes of the Apocalypse by kevin.fowler · · Score: 1

      Next installment of Fallout, you say? Fallout 3 is certainly something I would love to see come to fruition.

      --
      Bury me in mashed potatoes.
    2. Re:Morrowind - Ashes of the Apocalypse by chigun · · Score: 1
      --
      swanker than you
    3. Re:Morrowind - Ashes of the Apocalypse by kevin.fowler · · Score: 1

      Looks like it's been quiet for a while. Let's hope that's "in production" quiet.

      It better happen in the timeline of the end of the Ghouls' lifecycle (so we can get one more helping of Harold). The WW2 mod for FOT:BOS can only tide me over so long.

      --
      Bury me in mashed potatoes.
  34. The perfect niche for Blender by LetterRip · · Score: 1

    I think that Blender www.blender.org will become a major player in this niche. A completely free tool that any game maker can bundle with their game, that can do modeling, texturing (procedural, image or paint based), and rigging and animation.

    LetterRip

  35. Speaking of which... by Strider817 · · Score: 0, Offtopic

    I can't wait until deforming terriain is common in video games. It would not only add an element of strategy for many first person shooters (blow out the supports for a building to take out someone on the floor above for instance), but it also gives the sense that you are actually affecting the world.

  36. Ryzom by neuromancer2701 · · Score: 1

    Here is a good example of player created content Ryzom Ring It is an expansion to a current MMORPG Ryzom From the looks of it, the engine looks pretty good and it looks like the contiunity is not going to be messup. It would be pretty cool if blizzard came up with some sort of engine, even one that was a standalone that people could mess around with and post/turn in stories or scenarios

    --
    "If you like Battlestar Galactica, you're probably a huge nerd." -Stephen Colbert
  37. Content already is king by Spazmania · · Score: 1

    player-made content will be king in the coming years.

    When given the opportunity, players already sink hundreds of thousands of manhours of development time into building game worlds. No company can afford to match that with paid hours, nor can any small group of developers match the sum of that creativity. The construction process creates a somewhat chaotic and hapazard world, sure, but if you structure it right even chaos will tend to flow smoothly.

    In effect, the players will entertain each other with their cleverness and (bonus!) pay you for the privilege.

    Sometimes when I think about this I'm almost surprised more companies havn't learned this route to easy money. Then I remember that most programmers have a deep-seated desire to retain control over their artistic visions. Its just not in them to spend years of their lives building a game only to hand control over to a bunch of doofuses paying ten bucks a month.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  38. check out rFactor by hoover · · Score: 1
    This phenomenon isn't only limited to online / offline role playing games, but has found its manifestation in the simracing world as well: rFactor is an open racing simulation where the developers (ISI of F1 Challenge fame) actively encourage and support community mod development and involvement, be it in the creation of new cars or racing tracks.

    While rFactor hasn't yet taken the simracing world by storm, it's a very interesting contender, given the "moddability" and mod track record of previous ISI titles.

    --
    Ever wondered whats wrong with the world? http://www.ishmael.org/
  39. "Massively Multiplayer Single Player Game" by Anonymous Coward · · Score: 0

    Will Wright, in his amazing new project Spore, is taking player-created content to the next level. For those of you who don't know, Spore lets players create their own planets, creatures, and civilizations. Everything in this virtual universe - from creature physiology to architecture to war machines - is player created.

    These player-created planets and civilizations are then distributed to other players, creating a virtual universe of content. If Spore sells like The Sims (which I think it will), it is possible to have this universe filled with MILLIONS of unique planets and civilizations. This amount of content could conceivably keep you occupied for years, decades even.

    Wright says all of this is possible because the data packets with the virtual DNA of each species/civilization are relatively small, perhaps in the realm of 10 K/B.

    More revolutionary than the game itself is the design strategy Wright is employing. Maxis is only creating the technical algorithms that allow for EASY content creation. Prior to such algorithm-based game design, player-created content has been for the more technically inclined...

    Instead of creating content, future game designers will instead be creating TOOLS that allow end users to make their own game. This is extremely important because, as Wright notes, development costs are only increasing. What better way to increase profits than to let the players design their own game?

    Player-created content is by no means a new idea, but Wright's goal of democratizing it is. Plus the idea of a massive, virtual universe -- full of different civilizations and stories -- gives me goose bumps.

    Will, you're a genius.