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. "
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.
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"
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! --
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).
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.
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.
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