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User Created Content is Key for New Games

An anonymous reader writes to tell us that recently Valve Software's Doug Lombardi has stated his strong belief that user created content is a very important part of games in the near future. "'I would argue that it's the biggest component those guys have to get over if they want online to matter.' 'Half-Life 1 was okay as a multiplayer game and Team Fortress Classic was really good, but Counter-Strike kicked both their asses no question. And that came from a kid going to college in Canada and another kid going to high school in New Jersey, who had our code and thought it would be cool to play our game.'"

167 comments

  1. Just... by Anonymous Coward · · Score: 5, Interesting

    Don't make a map of your school. Apparently that makes you a threat.

    1. Re:Just... by __aaclcg7560 · · Score: 1

      Don't talk about capping someone in the face with a Desert Eagle not once, not twice, but three times while in a public area. The Thought Police may get the wrong idea.

    2. Re:Just... by 4D6963 · · Score: 4, Insightful

      Don't make a map of your school. Apparently that makes you a threat.

      Or let's all make maps of schools, until officials realize they have better shit to do with taxpayers money than arrest map makers.

      --
      You just got troll'd!
    3. Re:Just... by erroneus · · Score: 3, Informative

      I don't know how often it has happened, but this story is fairly recent:

      http://www.theregister.co.uk/2007/05/03/student_co unterstrike_map_texasschool/

    4. Re:Just... by 4D6963 · · Score: 1

      Oh, even better! Let's make a 3D FPS that takes place only in faithfully reproduced official buildings and schools and encourage users to create maps of their own school and such. And host the project in Russia or something.

      --
      You just got troll'd!
    5. Re:Just... by SirMentos · · Score: 3, Interesting

      what if you make a CS map at the blessing of my professors and got a B on a senior project because of it. gotta love game design curricula

      --
      Sir Mentos Minty Fresh Monarch of Candyland
    6. Re:Just... by cheater512 · · Score: 5, Funny

      Hey what about a flight sim in pre-2001 New York with realistic collisions and explosions.

      Or is that taking it too far? ;)

    7. Re:Just... by 7Prime · · Score: 2, Interesting

      Funny, going to High School, I always thought it out be interesting to make a 3D model of my school and have a game in it. Not because I wanted to pretend I was fighting students, but because some schools (mine included), have fairly interesting architectural designs that would make for interesting maps. I wasn't trying to train for Columbine 2.0, I just thought it would be neat.

      I guess it's a good thing I never did.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    8. Re:Just... by klutchmaster427 · · Score: 1

      I second this idea! Where's the construction set...my schools next!! :P lol

    9. Re:Just... by Raenex · · Score: 1
      I love this bit from the article:

      The boy's mother arrived and gave police permission to search her son's bedroom. The police found nothing illegal in the student's bedroom, but confiscated five decorative swords in the search.

      Sword ownership rights have been under heavy fire since they were determined to be the leading cause of death during the Siege of Acre in the third crusade.
  2. One idea... by powerpants · · Score: 4, Funny

    is to give each player their own space and let them custimize it how they want. They can put pictures of their avatar, some fascinating facts about themselves, and maybe have their favorite song playing. They could even link to other players' spaces. I'm not sure what they'd call it, though.

    1. Re:One idea... by 427_ci_505 · · Score: 1

      No. That's a terrible idea. Leave the internet alone.

    2. Re:One idea... by alyawn · · Score: 2, Funny

      I have a second idea...

    3. Re:One idea... by Falesh · · Score: 2, Informative

      UFO:Extraterrestrials is a good example of this. It is a fan made (turned into a company along the way) sequel to the original X-COM games. It only came out very recently but already it has been heavily modded. It seems that practically the whole game can be modified extremely easily. It's good fun and also has potential to not only tinker with the original but to create a fan made sequel to the game.

      I think ease of modding should definitely be high on any games priorities.

    4. Re:One idea... by harry666t · · Score: 4, Interesting

      http://www.google.com/search?q=lugormod+jk3&ie=UTF -8&oe=UTF-8

      Lugormod, a serverside mod for Jedi Academy allows admins to put any ingame content in "real time", without even a need for reloading the map. And that doesn't mean just adding bots or spawning npcs, but placing all kinds of models, triggers, tricky entities, spawners, vehicles, designing whole new worlds using good old Q3 enigne. Practically it turns server op into game dev.

      Lugormod is IMO one of the best mods for any game ever made. And it's 99% serverside (a clientside plugin adds a few weapon models and cvars). Shame on LucasArts they discontinued the JK series.

    5. Re:One idea... by smittyoneeach · · Score: 1

      Whereas I have a cunning plan...

      --
      Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
  3. TFC? by Anonymous Coward · · Score: 0

    Okay I'm sorry but I'll take TFC over CS any day, that IS in question. Not to mention Science & Industry and Desert Crisis.

    1. Re:TFC? by Anonymous Coward · · Score: 0

      I'd actually take HL1 deathmatch any day over TFC or CS.

  4. User Created Weapon by superpulpsicle · · Score: 1

    How about User Created Weapons. Everyone knows that is why we play the games. It is also important in case some company (cough EA..) decides to buy the rights to real weapons like M16 etc.

    1. Re:User Created Weapon by PhxBlue · · Score: 1

      They can have my real M16 when they pry it from my cold, dead fingers.

      No, really. Come and get it, beefsteaks!

      --
      !#@%*)anks for hanging up the phone, dear.
    2. Re:User Created Weapon by Cylix · · Score: 1

      The original Jedi Knight had an interesting ability to create new force powers. This resulted in a lot of issues, but I thought it was quite fun...

      I created a jump that shot sparkles and aoe damage. Ok, so it was not a fair weapon, but the concept was interesting.

      Too bad it relied on horrid peering to play.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
  5. User created content by $RANDOMLUSER · · Score: 5, Funny

    U R in amaze of twisty little pasages, all a like

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    1. Re:User created content by Anonymous Coward · · Score: 0

      It's pitch black, comrade and the batteries are drained.

      In Soviet Russia grue eats YOU!

      **** You have died ****

  6. Little Big Planet by Anonymous Coward · · Score: 3, Interesting

    http://www.youtube.com/watch?v=nuoOosTdFiY

    Absolutely amazing graphics, still remember the shock other people had when Sony unveiled this game at GDC. There were a hell of a lot of developers who went back home after GDC and realized how far behind their level editing tools and rendering engines were.

    Can't wait for this to be released later this year.

    1. Re:Little Big Planet by Anonymous Coward · · Score: 0

      A game isn't graphically impressive unless it involves Bald Space Marines.

      Just ask any Xbot, they know lots of stuff about graphics! The most advanced rendering technique there is is 'bright lights on shiny metal'.

      See:

      Halo - very shiny!
      Gears of War - very shiny!
      Mass Effect - very shiny!
      Too Human - very shiny! ...

    2. Re:Little Big Planet by Rycross · · Score: 2, Interesting

      Amazing? They're great but not absolutely amazing. Thats ok though, the real muscle seems to be in the physics and customization in that game. You can tell the designers focused more on the gameplay than the graphics, which is what makes me want to play it.

    3. Re:Little Big Planet by Anonymous Coward · · Score: 0

      I was just reading this article about it

      http://www.edge-online.co.uk/archives/2007/05/expl oring_littl.php

      Can't wait.

    4. Re:Little Big Planet by Anonymous Coward · · Score: 0

      You have to be joking...

      The lighting model in LBP is a giant leap beyond any game on any platform right now and unless something comes out of the blue there is nothing in the pipeline for the next six months to year that will come close.

      Find someone who is a real console graphics engine person to explain what is going on to make the game look so good and why developers were utterly stunned by the game when it was unveiled.

      I didn't think developers would so easily and this early tap into the incredible parallel number crunching power of the PS3. Especially for such a small developer.

    5. Re:Little Big Planet by revengebomber · · Score: 0, Offtopic

      A game isn't graphically impressive unless it involves Bald Space Marines.

      Just ask any Xbot, they know lots of stuff about graphics! The most advanced rendering technique there is is 'bright lights on shiny metal'. While this is flamebait, I do agree that developers need to spend less time on how light looks on any single object, and focus on how it affects the scene as a whole (HDR, shadowing, etc).
      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    6. Re:Little Big Planet by Rycross · · Score: 2, Insightful
      No, I'm not joking. I haven't heard any developers talk about how stunned they were about the graphics, and I haven't seen anything that I would classify as "awesome", including the lighting model. I had heard a lot about the gameplay, and I have to wonder why you're focusing on the graphics when its obvious that the gameplay is whats going to bring people to the table.

      I didn't think developers would so easily and this early tap into the incredible parallel number crunching power of the PS3.

      Ah, Sony shill. Right. Glad to see you're back after the Wii pounding.
    7. Re:Little Big Planet by Anonymous Coward · · Score: 0, Offtopic

      "I do agree that developers need to spend less time on how light looks on any single object,"

      It isn't really a matter of spending time but system power. Global lighting solutions require massive parallel floating point power - which the 360 doesn't have. Although it is significantly better than the shitty x86 chips.

      The 360 is in essence just another desktop pc type rendering architecture. Which leads to the proliferation of the low poly highly normal mapped graphics in so many games. PC and 360 engines are very similar where you have all of your game logic and collision/physics being handled on the CPU and low poly material heavy data being worked on by the GPU. That leaves pc and 360 developers with only so many options to make things look impressive - which inevitably mean lots of bright shiny bumpy metal.

      I have no clue why Microsoft, given a clean slate, would design a rendering architecture on such an archaic one as the desktop pc other than to make it easy for pc developers to dump their pc games onto the system easily.

      The PS3 pretty much just uses the RSX to render tris and almost all lighting is done on Cell with it's massive floating point power and ability to crank through lighting calcs in parallel. So you aren't stuck with the silly little vertex/pixel shader crap you have on pcs or the 360. You are able to do real modern lighting models that aren't limited to local data and short little shader programs.

      The PS4 will most likely continue down this road of evolution where you have a REYES style rendering system on the Cell side with an RSX like chip spitting out massive numbers of micro-triangles.

    8. Re:Little Big Planet by Anonymous Coward · · Score: 0

      That's what I suspected, just another console fanboy trying to downplay something incredible because it's not on their system.

      Grow up guy.

      I've been to many GDCs over the years and I've seen many demos of new games or tech. There has never been a reaction to a game from developers like there was at GDC in all the years I have attended.

      Feel free to share with us what you think the structure of LBP's engine and specifically lighting model is in broad terms on the system. You clearly know more than most of the gaming world's best developers. Right?

    9. Re:Little Big Planet by Rycross · · Score: 0, Offtopic

      That's what I suspected, just another console fanboy trying to downplay something incredible because it's not on their system.

      So basically put, you treating the game like the second comming and going on about the "awesome power of the PS3" doesn't make you a fanboy, but me saying that the game is far more impressive gameplay-wise than graphics-wise makes me a console fanboy?

      Someone needs to grow up, but its not me.

      I believe, in fact, that I said that the graphics are great, just not "absolutely awesome." I also said its a game I'd like to play, and that the gameplay... the physics and interactions, are far more interesting than the graphics. Its quite baffling to me why you choose to focus on the graphics when thats small potatoes compared to what they're doing with the rest of the game

      I've been to many GDCs over the years and I've seen many demos of new games or tech. There has never been a reaction to a game from developers like there was at GDC in all the years I have attended.

      Yeah, note I didn't specifically discount the reactions of developers. I've heard lots of good reactions. But none of them have been about the graphics. Thats what I was pointing out.

      Feel free to share with us what you think the structure of LBP's engine and specifically lighting model is in broad terms on the system. You clearly know more than most of the gaming world's best developers. Right?

      Ok, first of all, care to link to some developers raving about how awesome the graphics in particular are? Second, I don't need to know about the structure of the engine, just the end result. No, I don't know more than actual game developers, but that doesn't make me unqualified to judge the end-results, which is what I can see and play on screen. Just because I don't know anything about oil painting doesn't mean I can't say that I don't care for the scenery in the oil painting.

      Hell, if you weren't sucking on Sony's cock so hard, maybe you'd realize that I was actually paying the game some very big complements. But I guess that your reaction, when I didn't hail the game as the second comming, is very telling. I wasn't mistaken when I was calling you a shill. And you throwing a hissy fit about the way I choose to compliment a game doesn't really make you seem any more unbiased.

    10. Re:Little Big Planet by Anonymous Coward · · Score: 0

      You don't know anything about Cell development. The SPUs and a GPU's shader units are very very similar in capabilities and limitations. Calling shader units "silly little vertex/pixel shader crap" while praising the SPUs is ignorance, plain and simple. Furthermore, you go on and on about how PC's and the XBox 360 have low-poly models; yet in reality, recent high end GPUs can push a far greater number of triangles per frame than the PS3. Tell me, does Sony pay you per post, or is it an hourly arrangement?

    11. Re:Little Big Planet by LKM · · Score: 1

      I've been to many GDCs over the years and I've seen many demos of new games or tech. There has never been a reaction to a game from developers like there was at GDC in all the years I have attended. Feel free to share with us what you think the structure of LBP's engine and specifically lighting model is in broad terms on the system. You clearly know more than most of the gaming world's best developers. Right?

      Feel free to share with us some links that support your claim about how astonished the developers at GDC were when they saw LBP's graphics.

      (Please note that LBP was the game that finally convinced me to buy a PS3. I think it's one of the most awesome games I've ever seen. I just don't think the graphics are what makes the game good. The graphics are neat, but nothing we haven't seen in other games)

    12. Re:Little Big Planet by Anonymous Coward · · Score: 0

      "The SPUs and a GPU's shader units are very very similar in capabilities and limitations."

      My god, talk about making yourself look like an idiot.

      "recent high end GPUs can push a far greater number of triangles per frame than the PS3"

      Nope. Not even close. Sorry, you are out of your fucking league.

      Let me guess...you get your 'console hardware' news from pc fanboy sites like beyond3d or others...right?

      And let me guess again, you like to talk about 'which video card' teh PS3 has in it...right?

    13. Re:Little Big Planet by Anonymous Coward · · Score: 0

      > The graphics are neat,

      Aww, that's so cute. Feint praise. Never seen someone use that on the Net!

      Who the hell are claiming that the graphics are what make the game so good. The amazing level tools and very rich physics/dynamics engine are what everyone is talking about. The graphics are just icing on the cake.

    14. Re:Little Big Planet by JonXP · · Score: 1

      Wow! Such amazing arguments! I mean, that's ironclad. No one can refute anything you said!

    15. Re:Little Big Planet by Anonymous Coward · · Score: 0

      Wicked - a "dynamics engine"? Do I need a special dynamics adapter for my PS3 to do that?

    16. Re:Little Big Planet by Anonymous Coward · · Score: 0

      Answer me this, then, Sony shill-bot:

      If the PS3 is so amazing why is a little console like the Wii absolutely wiping the floor with it?

      Who cares about the PS3's gfx when the games are rubbish?

      Sony just lost 540 million US$ in the last quarter on the PS3.................admit it, they screwed up big time!

    17. Re:Little Big Planet by miro+f · · Score: 1

      but that's because he didn't actually sa.... oh I get it now...

      --
      being vague is almost as cool as doing that other thing...
    18. Re:Little Big Planet by miro+f · · Score: 1

      > The graphics are neat,

      Aww, that's so cute. Feint praise. Never seen someone use that on the Net!

      Who the hell are claiming that the graphics are what make the game so good. The amazing level tools and very rich physics/dynamics engine are what everyone is talking about. The graphics are just icing on the cake.


      Dude, you need to work on your reading comprehension. Try reading this thread from the beginning. Anonymous Sony Fanboy says:

      That's what I suspected, just another console fanboy trying to downplay something incredible because it's not on their system.

      Grow up guy.

      I've been to many GDCs over the years and I've seen many demos of new games or tech. There has never been a reaction to a game from developers like there was at GDC in all the years I have attended.

      Feel free to share with us what you think the structure of LBP's engine and specifically lighting model is in broad terms on the system. You clearly know more than most of the gaming world's best developers. Right?


      So allow me to put it in terms than even an Anonymous Coward could understand:

      ASF says: zomg graphics on LBP great! developers are going nuts
      Rycross says: no, developers were going nuts about the physics and user created content in LBP, not the graphics.
      ASF says: zomg you dumbass nin fanbot!! everybody loves LBP, they were going nuts!!!1one you are stupid! Sony + LBP FTW!
      Rycross says: the developers were going crazy over the gameplay, not the graphics
      you say: nobody said the developers were going crazy over the graphics! The game's about user created content and physics! dumbass

      Of course, you could have been trying to back up Rycross, but I'm not holding my breath on that one.
      --
      being vague is almost as cool as doing that other thing...
    19. Re:Little Big Planet by LKM · · Score: 1

      Wait, I think you totally missed my point. I actually just said that the graphics aren't what makes the game good! I'm not sure why you even bothered to write a reply. Please read the whole discussion. That way, you'll be much less annoying. Thanks.

    20. Re:Little Big Planet by master_p · · Score: 2, Funny

      I heard that one of the developers most impressed with it was 3DRealms!!!

    21. Re:Little Big Planet by Kattspya · · Score: 1

      That's just Garry's mod with the serial number filed off.

    22. Re:Little Big Planet by My+name+is+Bucket · · Score: 1

      Really? That's a damn shame, because LBP is the only game I've seen since the advent of per-pixel lighting that seems capable of making a brick look like a brick. There are actually different TEXTURES (i.e. there isn't "shiny dirt" everywhere).

  7. Duh by pboyd2004 · · Score: 4, Insightful

    And it's not the near future it's already happened. Look at Quake. I played that game for years because of some user created content called Team Fortress.

    I am glad that companies are starting to think about this stuff though. It would be nice if more games had good mod kits when they are released.

    1. Re:Duh by aichpvee · · Score: 1

      Of course guys from Valve will say this. User created content (primarily CS, but others as well) kept them from having to release a new game for something like SEVEN YEARS!

      --
      The Farewell Tour II
    2. Re:Duh by Nos. · · Score: 1

      Did you read the article?
      it comes from multiplayer and modding starting in the early '90s
      Valve knows this, this isn't something they're just figuring out, or that they figured out after the release of HL. That's why they let modders go nuts on HL, they knew it would help their sales. The point of the article, which the submitter also seemed to miss, is that consoles are at a serious disadvantage in this respect when compared to PCs (and presumably Macs).

    3. Re:Duh by Doddman · · Score: 1

      don't forget garry's mod

      --
      If creativity is the field, copyright is the fence.
    4. Re:Duh by HobophobE · · Score: 1

      Yes. QWTF. The TF Trailer. 2forts. Spazball. Hunted. The original Canalzone is still one of the greatest maps ever. The >V server. Phat Dragon.

      Hell, I bought Quake2 and Half-life 1 primarily because they were supposed to make TF2 for them. That was what, 1998? And TF2 is due out in a vastly different form (finally) this Fall.

      It wasn't just TF and the TF team (though they did a lot, including the Birthday easter egg that would turn all grenades into presents on the TF birthday every year), but user-created content spawns a community that in turn creates more user-created content. Numerous CS maps, CS:S maps, RTCW:ET maps, any game you can map for.

      Selling someone a product is fine, but selling them a product they can make their own is ten times better. Cars, Slashdot sigs, case mods, cell phones, mozilla chrome and addons, and so on. Trent Reznor has started releasing tracks to be hacked by the community, yet the RIAA/MPAA/MSM are still too dumb to recognize their customers are full of great content. That they can make a hell of a lot more money inside the club dancing with them than outside of the club yelling at them to pay.

      --

      -HobophobE
      Nothing laughs forever.
    5. Re:Duh by fitten · · Score: 1

      It was even before that... MUDs were all about player created content. Just because it was text and not graphics is not sufficient reason to dismiss it.

    6. Re:Duh by rebelcan · · Score: 1

      That they can make a hell of a lot more money inside the club dancing with them than outside of the club yelling at them to pay.

      I think I'd prefer them outside the club, thank you very much. They'd probably try to drug my drink or something equally nasty. Also, I would really rather not see them dance.

      --
      God is dead -- Nietzsche
      Nietzsche is dead -- God
      Zombie Nietzsche lives! -- Zombie Nietzsche
  8. Slow News Day Indeed by Adambomb · · Score: 4, Insightful

    Between moddable multiplayer games, MMO's with player created structures, areas, and interactables (vendors and such), and any game with comprehensive map editors being around for ages, is this even a question?

    I'm pretty sure we've all known that without a massive potential for replayability in the original title, the only thing that keeps a game alive long term is the user created interactions and content (barring companies that keep ongoing updates and patch, like Cavedog did with TA back in the day [although that also had user created content]).

    --
    Ice Cream has no bones.
    1. Re:Slow News Day Indeed by cottandr · · Score: 1

      Indeed. I still play TA, as there is some brilliant user created content for it, mods, maps, units, everything. Its still a brilliant game to play, even though it is 6 or 7 years old.

      --
      my other sig is also a porsche
    2. Re:Slow News Day Indeed by DaveWick79 · · Score: 1

      IMO the main draw to PC gaming is the user editable and user created content. Heck, 12 years ago we were playing MS Monster Truck Madness 1 and later 2 on the Zone with user created trucks and tracks, and if you look around there are still guys playing MTM2.

      The real reason the console programmers haven't included this capability is because if millions of people kept playing the same game with user created content in it for 10 years, they would lose billions of dollars worth of potential new game sales over that time. I think you will start to see it because of consumer demand - people know that if it's possible on PC they should be able to do the same thing on a console - but I don't see anyone embracing console addons because of the money factor.

    3. Re:Slow News Day Indeed by Anonymous+Cowpat · · Score: 1

      10, actually. [/smartass]

      --
      FGD 135
    4. Re:Slow News Day Indeed by cheater512 · · Score: 1

      Heh. I still play it without the user created stuff.

      The gameplay is second to none.
      Plus with a Dual Core processor we can finally hit the 5,000 unit mark and just swarm our enemies with Peewees. :D

    5. Re:Slow News Day Indeed by KDR_11k · · Score: 1

      Hell, I'm still making mods for Spring which is a TA-compatible RTS engine.

      If gaming is so much about user-generated content then why bother buying games? Just make your own game!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Slow News Day Indeed by Aceticon · · Score: 1

      Actually all online FPSs are are vary much reliant on "user created content" of a sort: the other player avatars running around the place.

      It's not an "objects" kind of content it is however an "intelligent entity" kind of content.

      My point here is that there are alreayd plenty of games out there relying on users to provide entertainment and replayability for other users. If you can get some users to also contribute with new or improved game objects, that's just icing on the cake.

    7. Re:Slow News Day Indeed by Anonymous Coward · · Score: 0

      Doesn't the AI pathfinding turn to shit when you go over 500 units? That's what I've found, anyway. Are you using a user-created AI or is it just CPU speed dependant?

  9. Several Types of Mods by pr0xie · · Score: 2, Informative

    I think games are getting much better about the offerings of their mod(ding) tools. With many of the older games it was simple level editors, now with games like NWN2 you get access to much of the underlying engine allowing mods as simple as maps or as complex as adding whole new graphics, game rules and more. And it's much easier than most non-programmers would think.

  10. Just now? by Enoxice · · Score: 4, Insightful

    Are they just realizing this now? Hell, I remember modding Wolfenstein3D when I was younger. I made a Castlevania mod, if you were wondering (and I know you were).

    Point being, user-generated content has always been a big part of all the best PC games; FPS's, Strategy games, you name it. When users can mod the game, they become attached to it and it develops a much more cohesive and less fickle user-base and expands the longevity of the product.

    --
    Anyone else think the comments just weren't rendering right before they turned off ABP and saw ads?
    1. Re:Just now? by hangareighteen · · Score: 2, Insightful

      Seriously, doesn't anyone remember Quake and QuakeC? CTF (original and thunderwalker), the real Team Fortress, tons of other crap. Anyone playing FPS games 11 years ago knew all of this already.

    2. Re:Just now? by Anonymous Coward · · Score: 0

      The article is about: Consoles

    3. Re:Just now? by iainl · · Score: 1

      No, they're not realising this just now. Why do you think they made Half-Life, the first one, moddable enough that Counter-Strike was possible?

      It's another misleading summary; the article itself is kind of making the point that what Sony are saying about User Generated Content is something that the PC market has been promoting for years.

      --
      "I Know You Are But What Am I?"
  11. Very sad. by Anonymous Coward · · Score: 0

    So obvious. So very very obvious.

    The more open a game is to modding, the more tweakable a gadget is, the more freedom you have to alter and personalize a device - the better it is for everyone. (the people that love modding spend their free time releasing new content (usually for free). people that aren't advanced enough to tinker with the software/device can easily obtain modifications and hacks other people created. the companies making said devices or software arguably sell more devices/software because more people see how many neat things it can do, before and aftermarket.)

    Cell phones are especially pathetic in terms of personalization.. sure, you can throw some midis mp3s or games on them, but what about customizing the gui? Usually you only get a handful of color schemes, at best, to choose from. I hate seeing hardware limited by software. This was my major disappointment factor with Apple when I was a Mac tech back in the days of 7.x/8/8.5.x. Superior hardware, inferior software. OSX built on BSD changed this, but soonafter, imo, Intel maimed it.

    my samsung sgh-e635 is balls... balls + sacks... you cant even upload games to it :( ..... trash.

  12. Speaking of CS by lamarguy91 · · Score: 3, Interesting

    What I would like to know:

    If Valve wants user input so badly, when why didn't they listen to their users of CS 1.6 then? Valve was retarded and decided to put in-game ads into CS 1.6, and they don't fully support it any longer.

    It sounds like they want the users to give them the good ideas to build the game off of so they can sell more copies. I don't think that most users want to give their work away to Valve for nothing. They'd rather give it to the gaming community as a whole for use. Maybe Valve should truly accecpt input from users and have a set price they pay out to those who submit ideas that are actually used. Wait, nevermind... they could change the ideas just enough to claim originality and then not pay.

    Sounds like the user-created aftermarket is still the best alternative.

    1. Re:Speaking of CS by Chyeld · · Score: 4, Insightful

      You do realize that Valve hired both the team that created CS and DOD, and the reason why they sell the both mods now is because they paid hard cash for the mods, right?

      If you want to be pissed at Valve about something, please at least pick a topic where Valve isn't one of the leaders of the pack on. I don't know of any other game companies that you can speak of that have sheparded their mod community as much as Valve has.

    2. Re:Speaking of CS by Stevecrox · · Score: 1

      Easy theres a point where you draw the line, CS:Source is less than £20 people have had years to play with it, Counter Strike is now pretty much a money trap adding little. I think the adds are their way of saying "Its been almost a decade get over it already".

    3. Re:Speaking of CS by Pvt_Waldo · · Score: 5, Interesting

      As one of the original DOD developers that got "bought", I have to give Valve immense throbbing sweaty kudos for how they work. Valve bought the game IP, agreed to start paying us, then told us, "Look, you're doing a really good job at what you do. We don't want to break that, so just keep doing what you do. If you need help, we're here."

    4. Re:Speaking of CS by Anonymous Coward · · Score: 0

      that rocks man. i loved your mod. havnet played it for source, yet, but damn, i loved it on hl1. dod and cs were all i really enjoyed playing. firearms was cool, but it never really seemed to 'come together' and have the right 'feel' like dod and cs did.

    5. Re:Speaking of CS by Anonymous Coward · · Score: 0

      So why the hell did it go to crap so quickly after valve bought it!

    6. Re:Speaking of CS by __aamkky7574 · · Score: 1

      Man, respect. I absolutely love DOD and its Source successor; they're the only online shooters I've ever really gotten into. A huge part of my desire for my next upgrade is so I can play DOD:S with all bells and whistles.

      P.

    7. Re:Speaking of CS by zerocool^ · · Score: 1


      And I've heard they've basically done the same thing with the Narbacular Drop group - they liked what they saw, they hired them, and said "instead of silly quake-1 era graphics, do that with our engine, and we'll call it Portal and release it with Episode Two".

      God, I can't wait. Seriously, I'm buying Episode Two just for Portal. It's the first FPS I've looked forward to in ages.

      ~W

      --
      sig?
  13. Going Out On a Limb Here... by susano_otter · · Score: 4, Insightful

    I'm going to go out on a limb here and say that engaging, high-quality content is key for new video games.

    If that content comes from users, great. If it comes from paid professionals, great.

    --

    Any sufficiently well-organized community is indistinguishable from Government.

  14. Screw Quake by xxxJonBoyxxx · · Score: 1

    Screw Quake; I grew out of FPS before that even hit the market. In my day, user-created content was huge in Doom, Doom II and Warcraft II too.

    1. Re:Screw Quake by TheRaven64 · · Score: 1

      User created content, as I recall, only really took off with Quake in the FPS arena. For Doom, you had maps and monster images that were created by users, but not a huge amount more (until they released the source code, after Quake came out. With Quake, the game and graphics code was separated, so you could completely replace the game with something different, including tank, rally and combat flying games. The source code for the game was released, so it was easy to hack on.

      --
      I am TheRaven on Soylent News
  15. What a great idea by eudaemon · · Score: 1

    Yes I agree with this visionary. Why we could create a text-based interface, and let users
    experience the content first, perhaps gaining "levels" or "experience" (stay with me
    here, I know it's crazy) and when just for instance the users gain the topmost
    level they could extend the game for others. I'd call it the Multiple User Dimension.
    It would be awesome.

    If you really want to go crazy, you could let people have a graphical interface and exchange
    in-game goods for user created content on standard templates. You know, shirts, pants, vehicles,
    that sort of thing. Heck that's such an innovative idea I think just everyone would join and
    so we should just call it "there". That's it "there", I mean there's only one because it
    would effectively be everyone's second life!

    Wow that guy's crystal ball is working overtime.

  16. How SWEET would it be... by fuocoZERO · · Score: 1

    ...to customize Dance Dance Revolution to include Britney Spears or Fall Out Boy? Oh... wait... (bad Konami. bad.)

  17. Consoles vs PC's by Kazrath · · Score: 3, Interesting

    Every day I am amazed at how well console system do especially now that they cost as much as a decent laptop. When I was a kid they were great but as I got older I wanted more involved games especially MMO's. Consoles did not offer this and even now it is only sub-par. The controls are preset barely customizable and the lack of hotkeys drives me nuts. I did not own my first PC until 95 (Was actually a PPC) which I used for playing MUDS/Mtrek mainly which were significantly more complex than any console I had played before. Actually learning how to write scripts in TinTin++ was a blast.

    As the cost of computers came down more and more people have bought computers and we constantly see quotes concerning the increase of households that have 1+ computers I have no idea if the original Nintendo had more market penetration than lets say Play Station 2. Has the console market grown or shrunk over the last 20 years? I assume it has grown but is its rate exponentially larger than the PC market, about the same or far smaller? Are the amount of game titles being released increasing or decreasing? Basically there has really been nothing in the console market to hold my interest in its welfare with the exception of "God of War" but I am not going to pay hundreds of dollars to play just one title.

    The customization available in PC games IMHO makes them a much better and barely more expensive platform. In addition you can actually use your computer for other important stuff "Like surfing Porn".

    1. Re:Consoles vs PC's by BlackSnake112 · · Score: 1

      "...but I am not going to pay hundreds of dollars to play just one title."

      isn't that what WOW players do now? $40 for the game then $5 (or $15) a month to keep on playing. I am not sure on the price I have never played WOW.

    2. Re:Consoles vs PC's by Kazrath · · Score: 1

      It's $15

      However for you to reach "Hundreds of Dollars" you would have to stay entertained by the game for a year. Name a console game that you play consistently for a year. Everyone I have ever owned gets played until its beat (Usually a few days after purchase) and is only touched on occasion after that. And if you do well enough in WoW you can be compensated and then some by selling of your character. I made $810 bucks off my character when I quit playing. Albeit it was only about 30 cents an hour :)

    3. Re:Consoles vs PC's by CronoCloud · · Score: 1

      Name a console game that you play consistently for a year.


      SOCOM?
      Final Fantasy XI?
      Everquest Online Adventures Frontiers?
      Star Wars Battlefront?

      Only the shortest of console game can be beat in a few days. I take it you don't play RPG's?

    4. Re:Consoles vs PC's by CronoCloud · · Score: 1
      Consoles are BIG, bigger than big, we're talking HUGE market. Bigger than it ever was. And the games are more diverse than they used to be and lots more of them.

      In addition you can actually use your computer for other important stuff "Like surfing Porn".


      The PSP and PS3 have bult in web browsers. The Wii has one available for download via the Nintendo store built into the machine.

      Linux can be installed on the PS2 and PS3, and it's an officially supported function.

    5. Re:Consoles vs PC's by theorangesven · · Score: 1

      Fighting Games: My Anti-Wow

      I've been playing a single 2D fighter for over 5 years. I own other fighters (as well as other genres), but w/ just that one, I'd be happy. 95% of the time it's what I'm playing on PS2. The competitive nature of fighting games vastly extends the their lifespan. They have no real end, as there is instead infinite levels of "getting better." No monthly fee, at worst, the game may have a yearly/biyearly update to buy (but of course, that's optional.) The games are also not dependent on a company continuing to support the game. It'll keep working even if they go out of business (w/out the need of player run servers). Fighting games, even lesser known ones have a wonderful social community, much more face to face than an MMO community.

      Oh yeah, and there are still Street Fighter 2 tournaments. And that came out before modern MMOs.

    6. Re:Consoles vs PC's by C0rinthian · · Score: 1

      I love how you listed a subscription-based MMO in there. (FFXI)

    7. Re:Consoles vs PC's by CronoCloud · · Score: 1

      Well the parent referred to making money of his WoW character. Actually, I listed two, EQOA is also subscription based.

      I could have thrown in some of the longer non-online RPG's, especially those with tons of optional quests/items/characters that take tons of time to complete if you're a completist.

    8. Re:Consoles vs PC's by C0rinthian · · Score: 1

      I was under the impression that the parent was making a point that the ROI for an MMO is higher than a stand alone game. Even though he's paying $15/mo, the game holds his interest far longer than standard console game. By listing an MMO as a game you get long term value from, you prove that point.

    9. Re:Consoles vs PC's by yodhe · · Score: 1


      While I have never personally owned a console and agree that PC gaming is much better than my experiences on consoles, I can see the appeal in a gaming system that just turns on. Minimal bootup, no AV, no driver issues, no maintainence - consoles are good for those who want a similar experience without having to look after a computer.

      However I do wonder how the console manufacturers will respond to hacks/viri that can affect their networked consoles.

      --
      Life is a continual education in the triumph of application over ability.
  18. Well, Sherlock... by imbaczek · · Score: 1

    Tell that to Carmack and all the people who STILL play Doom, Doug. Not to mention that Half-life technically is Quake 1 engine on steroids, so in a way, without him earning his ferrari you wouldn't own yours. (And it doesn't matter if you own one :P)

  19. Of course it's good by kiracatgirl · · Score: 1

    User created content means more new content (which the developers don't have to spend time/money on) for the userbase to play. How can it not be a good thing to have?

    And then there's games like the in-development Pirates of the Burning Sea which actually has an entire system set up for the creation of user created content, run mostly by the users themselves. There's a whole bunch of ships that the users have made that have been put in the official game. The whole idea of the playerbase being connected and involved with multiple aspects of the game is, in my opinion, an awesome idea.

    Disclaimer: I am a self-admitted PotBS fan. This post may be slightly biased.

    1. Re:Of course it's good by bflynn · · Score: 1

      Many game companies see the negative side - the quality of their game will be compromised by sub-par user content. Way back in the ancient times, this single fact stopped more MUDs than any other thing. And, it wasn't so long ago that I remember a DDO developer using the same arguement as to why they would never have user created content. Personally, I like user-created and user-reviewed content, especially if its of a modular kind. The review process keeps the StN ratio high and much of it is even better than what companies put out. Very much like /.

  20. Reminds me of a Pakistani joke by 140Mandak262Jamuna · · Score: 2, Interesting
    Mulla Aziz of the Northwest Frontier Province was invited to preside over a local football (soccer to us Americans) match. He was astounded to see all the players chasing a single ball. He thundered, "We, the citizens of Peshawar are not only rich and prosperous, we also value of tradition of treating our honoured guests with dignity and respect. I will not have my people or my guests fighting for a single ball. Give each of them, I command, a ball."

    If each player modifies a multiplayer game so much who else will be able to play with them? Or would want to?

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
    1. Re:Reminds me of a Pakistani joke by CaptainPatent · · Score: 2, Informative

      I think the analogy you're trying to make is that if everyone makes their own mod they won't want to play everyone else's. There's a bit of a difference though. Sticking to the analogy: Firstly it would require all of the players to make their own balls, some are much less skilled at doing so than others, so those balls would never be finished. Then of the finished balls, some would be much more high quality than others and everyone who played with them would be able to rate them on overall quality and word would spread given this metric. Eventually the best few balls emerge to produce some of the fastest-paced and best games ever.

      --
      Well, back to rejecting software patent applications.
  21. I said the same thing 10 years ago by Tassach · · Score: 2, Interesting

    I've said for years that the feature that made the original Doom so popular wasn't the 3d graphics or deathmatch, but rather the fact that people could easily make their own levels.

    The industry focused on the graphics (which were remarkable for the day), and the format (FPS) thinking that those were the keys to popularity, and neglected customizability.

    --
    Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
    1. Re:I said the same thing 10 years ago by Control+Group · · Score: 2, Insightful

      You and I clearly have different definitions of "easy."

      Creating boards for Lode Runner was easy. Creating boards for Arkanoid II: Revenge of Doh was easy. Creating and texturing BSP trees for Doom was...something other than easy.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    2. Re:I said the same thing 10 years ago by harry666t · · Score: 1

      Yeah. Soon after Q4/D3 were released, the first questions on many mod/map devs fora were "what changes have been made to the engine?", "how is it different from Q3?", etc. I've been very glad to see that the packaging format hasn't changed since the Q3 engine, and I already made some custom content for D3 before I actually played the main game.

    3. Re:I said the same thing 10 years ago by Airconditioning · · Score: 1

      I don't see where he said it was easy... but for what it's worth, DOOM Builder is a recent level editor with the ability to edit the world in 3D. Makes texturing, ceiling/floor heights and all that stuff a lot easier to fiddle. And gives a better sense of perspective as well.

      That is of course, assuming you still care for level editing.

  22. So it's official by Anonymous Coward · · Score: 0

    They're out of ideas.

  23. I perfer TFC by Turn-X+Alphonse · · Score: 1

    I perfer TFC to CS, it's much faster paced and has more strategy than CS. The fact that everyone is even (give or take gun options) makes for an interesting game but the rock/paper/scissors feel of TFC is just more interesting long term for myself.

    Maybe I just perfer capture the flag than 3 minutes of creeping around. But I don't think CS and TFC are ccomparable on equal terms as they are like chalk and cheese.

    --
    I like muppets.
    1. Re:I perfer TFC by Anonymous Coward · · Score: 0

      TFC, the fucking... content??

    2. Re:I perfer TFC by Anonymous Coward · · Score: 0

      oh, and it's prefer, not perfer...(just saying, since you misspelled it three times)

    3. Re:I perfer TFC by TheRaven64 · · Score: 1

      Just wondering, but did you ever play the original Team Fortress? So far, I have yet to hear anyone say good things about TFC who played TF.

      --
      I am TheRaven on Soylent News
    4. Re:I perfer TFC by Turn-X+Alphonse · · Score: 1

      No I didn't, but I never got into quake until 3 was released and I played the first two. I don't expect it to be indentical but it's still fun.

      --
      I like muppets.
  24. Starcraft by Annymouse+Cowherd · · Score: 2, Insightful

    This is why Starcraft is so awesome. The last time I played an official Blizzard map while not on a mod was ages ago.

  25. Console games. Console! by AlpineR · · Score: 5, Insightful

    The submitter left out a very important word in his summary. This article is about console games. The first sentence in the article is:

    Valve Software's Doug Lombardi stresses the importance of user-created content in home videogame consoles.

    He's saying that consoles are way behind general purpose computers in online play. One of the big advantages that computers have always had is customizability and user-generated maps and mods. The online experience of consoles will remain a poor shadow of the computer game ecosystem until they enable and allow the players to share in the extension of their games.

    This is a big reason why I haven't bought a full-size console since the Atari 2600. Two years after I got the Atari I also got a Texas Instruments 99/4A. I loved the ability to do wild things like save games, download levels from online bulletin boards, and even program simple games myself. Nowadays I enjoy playing Use Map Settings games in Starcraft and have created several maps of my own. That game is ten years old but still megafun due to the user-generated maps.

    AlpineR

    1. Re:Console games. Console! by Medgur · · Score: 1

      That game is ten years old but still megafun due to the user-generated maps.

      And why would they want to encourage continued use of ten-year-old product?

    2. Re:Console games. Console! by theantipop · · Score: 2, Insightful

      I salute Valve for talking about this and hope they follow through with it. It's a shame companies like Microsoft insist that "content have value" and heavily pressure production studios to charge for content that has been classically free for PC games. Why should four multiplayer maps cost ten dollars when companies like Epic have given away expansion-sized updates for their Unreal Tournament games? I can't understand how value-added content is such a bad thing when you're already shelling out $60 for a game.

    3. Re:Console games. Console! by theantipop · · Score: 1

      Are you familiar with Valve's release schedules?

      All joking aside, I am more apt to buy games that I know traditionally have tons of user-created content. Neverwinter nights 2, Half-life 2, Counter-strike:Source and Unreal Tournament 2k4 are all games I bought knowing that I will have no shortage of game to play should I ever tire of their high quality primary content.

    4. Re:Console games. Console! by Chris+Burke · · Score: 1

      I can't understand how value-added content is such a bad thing when you're already shelling out $60 for a game.

      Because in the mentality of Microsoft execs (and of course many others), not charging $10 for a map is like losing $10. Even if they don't need to because they already made significant profit off your original purchase. It's not just about making money, it's about making maximal money, and a the lack of a hypothetical gain equals a loss.

      --

      The enemies of Democracy are
    5. Re:Console games. Console! by Anonymous Coward · · Score: 0

      Because up to a couple years ago, at least, half-life was still selling for 50 bucks. How many games go for more than 5 years without hitting the bargin bin?

  26. Going Out On a Body Part Here... by Anonymous Coward · · Score: 0

    If it comes from those who have talent, time, and give it away, no charge. Otherwise it's a no go.

  27. Customization community by Anonymous Coward · · Score: 0

    If you want to see some of the incredible things being done with game customization, come check out FPSBanana. There are some truly talented individuals there who do incredible things.

  28. Neverwinter Nights by evil_Tak · · Score: 2, Interesting

    The ability of users to create custom content (in addition to the three-platform releases) was a huge key to Neverwinter Nights's success.

    While the official campaigns were great, all the longtime NWN players I know have spent countless hours playing on user-created and -hosted persistent worlds and user-created campaigns from places like The Vault. I can't think of many other games that are still being bought and played this long after their releases, and the ones that are probably fall into this category as well.

    1. Re:Neverwinter Nights by Yehooti · · Score: 1

      NWN had me for so many hours that I just can't even estimate them. The mods were responsible for much of that. My own mods too, for that matter. I made many mods, though I never made my mods available publicly because they simply weren't good enough to match up with those of the better mod writers. NWN2 is coming along similarly. I can't get a grip on its tool kit, so can't do any mods for it--so far. But, you're right. Many creative people are adding great mods to NWN2 and games that allow or encourage it. They're good for the community and they help sell the games.

  29. Whirled by gmuslera · · Score: 2, Interesting

    Whirled seems to go exactly in that direction, where the content created by its players is the king. Some games have meaning by themselves, but if your game is essentially what you and other players adds to it, possibilities are endless.

  30. Canada+NewJersey by j00r0m4nc3r · · Score: 4, Funny

    And that came from a kid going to college in Canada and another kid going to high school in New Jersey

    Haha. He says that as if being from Canada or New Jersey is akin to being in the special olympics or something.

    1. Re:Canada+NewJersey by jalefkowit · · Score: 2, Funny

      He says that as if being from Canada or New Jersey is akin to being in the special olympics or something.

      I take it you've never been to New Jersey.

  31. Web 2.0 for online games? by Anonymous Coward · · Score: 0

    So, game developers are finally getting the memo. When you build a server that allows players to create and upload content like blogs/flikr/whatever in the game setting and affect the game environment, then you will have a successful game. I guess I'm strictly talking about MMO's, not modable non-persistent games like HL or CS.

    Something like Second Life, but it is debatable whether they even have a userbase. But, as I understand it, it is just a big 3d scripting VRML demo with all user content.

    Compared to something like Ultima Online (which is still going!) where players could place houses on the 2d terrain and populate it with a plethora of decorations.

    Of course, the problem with both of these is the abuse. Players scripting Flying Penises in second life. UO house break ins, looting, etc. These are just two examples, and the things that make the games great are also its greatest weaknesses.

    So, no matter what dynamic content people can add to a game, it will be exploited.

  32. No kidding. by Control+Group · · Score: 1

    Not to be a complete cynic, here, but this can be translated as:

    "Unpaid labor making product for you to sell can help your bottom line."

    I don't think that's entirely revolutionary.

    Nor is it a criticism, either of the sentiment or the fact of it. User-generated content is a fantastic way to give a game legs. I've played lots of it, dabbled in making it (not very well), and am all for games including the tools necessary to foster it. Especially on consoles, which are so far behind PCs in this regard they're not even running the same race. No one's getting ripped off, since the people who make the best content enjoy doing what they're doing, and they didn't need to buy some enterprise license of the engine to realize their vision.

    But it's still not a terrifically insightful statement.

    --

    Reality has a conservative bias: it conserves mass, energy, momentum...
  33. SWG by toolie · · Score: 3, Insightful

    One of the reasons SWG was so freakin barren in regards to anything to do is because the expectation was for users to create their own content. Raph Koster wanted to make a sandbox and then have the players create the cities and PVP fight for the rest of the content. I hope to God nobody ever expects that level of user created content to carry a game again.

    Designing maps for a FPS, that is good.
    Designing mods to extend a game, that is good.
    Not providing anything to do except have 'users create their own content' is bad.

    --
    -- toolie
    1. Re:SWG by Anonymous Coward · · Score: 0

      Not providing anything to do except have 'users create their own content' is bad.


      http://www.garrysmod.com/
    2. Re:SWG by Taelron · · Score: 2, Informative

      Yet second life is thriving...

      SWG had many other issues that have kept it from really becoming a hit. The number of locations you could travel was much less than you were promised. It wasnt until like 2 paid for add-ons before you could get a space ship. Duh, shouldnt that have been something in the base game? And then they nerfed everything and at the one year mark suddenly made it easy as hell to get a force character, just make one... That was a major FU to the people that paid and played the first year and all that time in beta and still did not have a force capable charater or had only just gotten to that point. Suddenly that $15/month plus $30 to buy the game ($150 or more for a year) was wasted because some guy that waited a year pays the $30 into price and suddenly has a force character...

      User Generated worlds do work, look at Second Life. Granted I dont play it, I did log in to check out all the hoopla and it wasnt my thing. I'm more a FPS and strategy player... Yet Second Life is doing so well that even the IRS now has accounts and has been working with the parent company to explore the world and determine if they want to start taxing peoples virtual accounts... There are tons of articles about people that have quit their real jobs to run businesses soley in second life and are making thousands of dollars a month...

      SWG might have worked if they had actually given the users the baseline they promised pre-release and not the bastardized stripped down crap they actually launched with...

    3. Re:SWG by SatanicPuppy · · Score: 1

      The counter example is Eve Online, which is based on the same principles, but lacks the massive number of grinding timesinks. The fact that they basically supported botting for grinding up your skills is a huge tip off toward the glaring flaws in that system.

      I think that either you need a relatively unstructured game with an equally unstructured skill system, or you need a more structured game with a more structured skill system. Putting an unstructured game together with a structured skill system is a recipe for disaster.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    4. Re:SWG by toolie · · Score: 1

      Yet second life is thriving...

      The difference in SWG (when I played, before the first expansion and expansion beta) and Second Life is scale. Second Life is limitless in what you can do (from the reports, I haven't tried it). SWG was very limited. In SWG your content was limited to building a city, business/economics and PVP. There wasn't much else to do.

      --
      -- toolie
  34. Immersive storylines from player content by lawpoop · · Score: 1

    There has been a lot of talk about more immersive storylines in games lately. Arguably, it's immersive storylines along with great gameplay that made Blizzards Warcraft and Starcraft series so popular. When you care about the characters and the story, it's easier to tune out the repetative aspects of gameplay. Nobody wants to go through the motions of building yet another base, but if it's the last hope of your little group, it might not be such a bother.

    The problem is that stories are a *re-telling* of past events. You can't tell a story beforehand. Read up on narrative theory if you want to understand this. I began to understand it when I took a screenwriting class. Any really good story, whether it's a fish story, an anecdote about your day, a classic novel, a cutscene, or a good movie, has a good narrative structure.

    So what is the narrative structure? It's the three part act. First of all, you have a protagonist, the character that we identify with. He's living in his normal, everyday world. That's act one. We get enough background to understand who he is and the world as he sees it. Imagine Luke as an adopted son of moisture farmers. Then, some event happens where the hero can't get back to his normal, everyday life. This is the beginning of the second act. Luke's Aunt and Uncle are killed, so he can't continue living under their house. He either has to take over the family business, or hook up with weird old Ben Kenobi and whatever madness he's chasing. Either way, it's a big change, and tomorrow is going to be totally different from this morning.

    So in the second act, the hero starts to confront some of the challenges he faces in his new life. Eventually, there is a 'showdown', where the hero encounters the antagonist, the final, major obstacle preventing him from obtaining a new status quo. In Luke's case it was hooking up with the rebel alliance and beginning his Jedi path. His new 'everyday life' was becoming a pilot for the rebellion and a serious Jedi student.

    Star wars is a little cosmic in scope, so let me relate it to an everyday anecdote. You call your buddy at 6 PM and tell him what happened to you that day. You got up to drive to work. Everyday, normal situation. On the way, you get in an accident which wrecks your car. Suddenly, you're in the second act. This isn't a normal day, and you can't just go back to driving to work. You have to figure out a new status quo. You face various obstacles -- dealing with the other jerk who hit you, dealing with your insurance, getting a rental call, dealing with your arsehole boss who might fire you. You overcome these various obstacles, get your rental car, and then it's a new status quo -- driving your rental car to work, shopping for a new car in the evenings.

    Now, what does this have to do with video games? Well, if you want to have a really good story, an immersive story, one that makes the players care about "what happens next", you have to *know in advance* the rest of the story. As a video game designer, you have to plan out a really good story, and implement it in gameplay and cutscenes. Obviously, this takes money and development time. Also, this limits the open-endedness of the game, since you have to build the story into the game *in advance*. Storytelling is a strong AI problem, so we aren't likely to get computer-generated stories in the near future.

    The way to solve this is to make a totally player-controllable world. I don't mean where you are an all-powerful wizard and can do anything; but where you have much more freedom to build and invest in your world, over and above killing monsters and collecting treasures. You have to have time invested in the world. I'm talking about building a castle, controlling tax-paying towns, forging alliances with other players for protection, backstabbing them, negotiating with others, launching campaigns against more powerful threats. Introducing human relationships with investment in the virtual world into the game creates storytelling opportuni

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  35. Never happen by MeanMF · · Score: 2, Informative

    It'll never happen. Allowing users to create their own content and distribute it to other players would completely destroy the ability of game companies like EA, Ubisoft, and Microsoft to overcharge for half-assed map packs, expansion modules, downloadable songs, etc.

    1. Re:Never happen by Oktober+Sunset · · Score: 1
      well, that is where companies like Valve come into the picture. The power and wealth of EA and Mircrosoft will be pitched against the creativity and drive of the modding community who will be loyal to whoever gives then the easily moddable games and modding tools what they want.

      I foresee a battle in the future between those companies who take the, charge extra for everything' approach and the 'give customers loads of goodies to create their own content' approach. Likely there will be no winner, but a Korea style armed truce, with easily moddable games and locked down, offical content only games staring each other down across the mine fields for many years to come.

  36. Game companies need to share the wealth by CodeBuster · · Score: 4, Insightful

    If companies want to have more user generated content for their games, particularly when they themselves release "for sale" expansion modules ala the Neverwinter Nights series, then they must allow the copyrights to remain with the creators AND they have to give the creators a piece of the action when their content is featured in the "for sale" download area. The problem with Neverwinter Nights and other games is that they state in the license agreement that any content that you produce for their game becomes their property when you distribute it and they can re-distribute it as much as they want and even charge for it without giving you any royalties. If the companies want good user generated content then they must allow users to earn money off of their content and maintain rights to the content that they (the users) create.

    1. Re:Game companies need to share the wealth by JohnBailey · · Score: 1

      In the case of NWN 1, that theory doesn't seem to work. Bioware released two expansion packs and a handful of cheap paid for standalone modules. Not user created stuff, but their own work. They didn't profit from the user created content except in the sense that a strong community is good for sales. Some people just like building things, and will often do things for the love of creating something. No financial reward required. In the case of Bioware, the license for the rule set and various other things were owned by Wizards of the coast and Atari, so they would possibly have run into licensing problems had anybody tried to use any of the monsters or concepts that either company owned. The Bioware paid for content was even at the discression of Atari, which is possibly why the Witches wake series never came to anything. Create a great new mod, and have one of the characters mention Elminster or set it in the sword coast, and you are infringing someone else's IP. A lot of mod makers would be happily ripping off the WOC IP and recreating packaged DnD modules for use in NWN, and getting cease and desist letters for their efforts. They might have got the license to use the content in free modules, but any commercial product would very likely have been subject to Atari and WOC having a cut.
      There were several thousand free modules for the game last time I looked, so not exactly a flop. Some as good as or better than the paid for content. The expansions added new content for the users to take advantage of and they even compiled a community expansion pack or two which had even more new user created stuff, and hosted it for free. Add to that a longer patching cycle than many games, which also added some new content, and you have a pretty good community based game. Which is why I have been playing it for years.

      Had Bioware been out for money over all else, then the online component of the game would have been a paid subscription. While the user created content may or may not have been transfered to them, they didn't use the community stuff in their expansion packs as far as I remember, and I seem to remember them hiring some of the better mod makers.

      The problem with selling user created content is that the majority of it will be garbage, and by the time you get stung paying for a few bad ones, you are less likely to come across the good ones. With the best will in the world, few people can both code and be creative enough to make a really good module.

      --
      It is difficult to get a man to understand something when his job depends on not understanding it.
  37. We asked by suv4x4 · · Score: 4, Funny

    We asked the three top consoles, what's the key for new games:

    XBOX360: Well, hot detailed graphics are definitely a key.

    PS3 [looks in question list]: Hey! That's my line, you jerk! Anyway.. Blue Ray's a key too. You can make bigger games on Blue Ray to fit all the hot graphics, so I can have hotter graphics than any of you guys.

    Wii and XBOX360: Yea.. Sure.. [chuckling].

    XBOX360: Micro-transactions are a key as well. We sell gamers crippled games, and make them pay to buy assets. It's kinda like Scientology: by the time you understand it's all a bunch of bull, you've already paid, so you gotta keep playing and paying. Aaa.. and... and.. it also makes gaming more engaging, and bitter, just like real life is.

    PS3: User content is also key. You allow the gamers to create anything they want in a game, guns, cars, roads... Wait.. this kinda doesn't fly with transactions...

    XBOX360: Shhhh... damn it! Another key is online gameplay. I integrate all games with consistent online experience, which builds a great community of gamers.

    PS3: Me too!

    XBOX360: You too what?

    PS3: I build a clone of your service by integrating a clone of Second Life in my clone exp.. I mean core experience.

    XBOX360: Oh.. right...

    Wii: A key in new games, and old games, is fun an inventive gameplay, you guys. You shouldn't forget that.

    XBOX360 and PS3: Hahahaha. Idiot...

    Wii: And new fun ways to interface with game with innovative sensor controller!

    XBOX360: Hahahaha, you're making our day, Wii.

    PS3: [hides the 6-axis controller behind his back] Hu-hu-hu :(

    1. Re:We asked by iainl · · Score: 1

      Meanwhile, the Dreamcast, with its motion-sensitive Samba Maraca controllers, speech-processing microphone, video camera and an online experience with web browser and user-generated ChuChuRocket levels, cries in the corner.

      Life is cruel, sometimes.

      --
      "I Know You Are But What Am I?"
    2. Re:We asked by Supurcell · · Score: 1

      If only I could mod you "+1, Sad but true."

    3. Re:We asked by NeMon'ess · · Score: 1

      If every DC had shipped with those peripherals, there probably would have been great games for baseball and sword/club-using action games. No pack-in though as always means no uptake.

  38. Little Bright Light. by Anonymous Coward · · Score: 0

    Ghost Recon: Advanced Warfighter.

  39. Near future? by DragonWriter · · Score: 1

    An anonymous reader writes to tell us that recently Valve Software's Doug Lombardi has stated his strong belief that user created content is a very important part of games in the near future.


    In the near future? User created content has been important for quite some time. Maybe before big-name games first started linking to mod sites from their homepages, and bundling some of the best user-created content in expansion packs, this could qualify as a bold prediction. But now? Come on.
  40. Mods vs. Second Life by Wilson_6500 · · Score: 1

    Mods have always been important for at least the FPS scene. Quake wouldn't have been the game that it was if ten-thousand little crappy mods hadn't been made by ten-thousand little neophyte programmers cutting their teeth on it. Counterstrike's first incarnation, as far as I can tell, was the "Navy Seals" mod for Quake; Counterstrike itself originated as a HL mod, of course.

    But the phrase "user-created content" for some reason doesn't make me picture in my mind mods. It makes me think of "games" like Second Life. Only the highest-order mods--separate games--ever significantly change the fundamental engine upon which a game is built. Would all the Quake skins that every Quake clan made be considered "user-generated content"? The maps they made? What about the mods for mods? The models and sounds for those mods?

    I think, frankly, that user-generated content has _always_ been key for FPSes, at least.

  41. sooooo by Anonymous Coward · · Score: 0

    I'm curious.....why, oh why did valve take a big "steaming" dump all over CS by integrating steam?

      The game SUCKED HARD after that......

      (and no, I didn't bunnyhop)

  42. Multiplayer by phorm · · Score: 1

    Actually, as far as my memories of Doom go, it was the fact that you could play multiplayer at all. Other prior FPS games didn't have this ability to my knowledge.

  43. Some Indie Games already support user content by Dragonseye · · Score: 1

    It seems to me as tho some developers such as eGenesis already support user designed content. Take a look at Atitd (www.atitd.com) as an example.

  44. I think Valve is a little confused... by msimm · · Score: 1

    I worked on a HL2 mod. It was terribly frustrating.

    On one hand you had things like the SDK, all this great code laying right there for you to learn with and make your mod happen. On the other-hand you have all this code in C++ and on the mod forums you'd find 'conceptual' and artistic types begging for a programmer. A lot of modders are much more hobbyist then programmer and things like C++ scare the hell out of them. A lot of mods can be scripted, and while you can undoubtedly do a lot more with raw code, you'll lose a lot of potentially talented tinkers (I've played some of their games, they can be good too).

    While Valve was busy shooting itself in the feet they rolled out this really great thing: Steam. What an awesome why for people to read about and install new mods. ...Right? While I was active at least (I've since uninstalled HL2, will be waiting for TF2) not only was there no way to download mods via Steam (which simply would have been nice) but there was no way to even know a mod existed unless someone told you or you specifically when to read about them. User created games existed completely separately.

    Valve did try to support the mod community. The Valve team played a public match against the mod team and even mentioned the mod on their website. You knew they wanted the mod community to succeed.

    I think in the end I'd guess Valves team thought too much like programmers. HL2MP was built as an example, as such it immediately turned serious players away from HL2 MP. I'd imagine Valve thought opening the SDK would be enough to encourage the community to build high-quality mods that would attract the players, kind of a chicken before the egg thing.

    --
    Quack, quack.
    1. Re:I think Valve is a little confused... by nzMM · · Score: 1

      I think they do get it much better than most... mod teams aren't getting it.

      The problem Valve has reiterated time and time again is that the current batch of mods are trying to be AAA games. So they take an eternity to release and update, they care more about art assets than core gameplay, and they dont prototype in public, so no communities evolve around an idea/concept. They noted this trend fairly shortly after the HL2 SDK was released.

      If you look at the one mod that has done great things under teh source engine, its garrysmod... . Someone mentioned Little Big Planet, well Garrysmod is a lot like that except with far more flexibility. In fact this may even be an avenue for someone like yourself, msimm, to get into prototypeing gamemodes... it has lots of GUI and lua implemented if you want to go the high-level coding route.

      What made garrysmod a success; constant releases... sometimes multiple times per month even now that its a steam-distributed-costs-money-game. Shortly after the SDK was released, Gmod started out doing one thing very crudely, letting you use the 'manipulator' weapon from HL2 SP, it evolved into a complex sandbox gamemode. It has progressively added functions over the last year or two, and now has a huge and creative community, which feed off of Garrysmod and take it in new directions.

      So i think mod teams need to better exploit their situation... like TFC, CS, DoD, NS and now Gmod, release(d) frequently, prototype in public, get as much real world feedback and let your game evolve and reflect this input.

    2. Re:I think Valve is a little confused... by cyclomedia · · Score: 1

      Hence it's all about teamwork, you need a coder, modeller, texture artist and a mapper. The more of these you can competently do yourself the merrier.

      I worked on a HL1 mod (Uncrossable Parallel, the code is still out there) and stuck in a load of changes, one of the more subtle-but-effective ones was moving the footstep sound code client side, expanding the scope but slimlining the overhead of the materials detection that went with that and syncing it to the model animations. Plus i added a 3rd person deathcam, before Halo came out. But i couldnt even draw a single grey texture or construct a model of a cube if someone promised me a gerzillion dollars for my efforts. I'm somewhat better at mapping though, provided the textures and models are already to hand and i have an idea what i'm building to start with, my skill lies more towards the programming aspect of them too, though*.

      I have a couple ideas for standalone games, and will probably start prototyping one up on the q2 / q3 engine soonish. but unless i can get together with an interested moddeler and texture artist i'm screwed.

      *e.g. Double Trouble: each team has two flags, capture either for a point a time but capture both within 30 seconds of each other (they linger on your capture points for that long) and you get a total of 5. none of this could be done with scripting, it all involved a LOT of control entities that triggered each other, i was building flip-flops out of them and all sorts. The map whilst being a cool concept and looking quite good too was cramped, prone to grenade spam and ran really slow in the outdoor area, darnit!

      --
      If you don't risk failure you don't risk success.
    3. Re:I think Valve is a little confused... by G4Z · · Score: 1

      I have to say I agree with your comment nzMM, a lot of mods look promising and have great ideas but they do die off because a community isn't built up quickly enough. I am playing a mod at the moment for Battlefield 2 that bucks this trend called Project Reality. It really is the game BF2 should have been and has regular releases with a very active community providing a lot of feedback and sneak previews of work in progress. Anybody who hated BF2 because of the flag hopping, whack-a-mole gameplay should really check it out. I hope other modders follow the example.

  45. You sir by Shaltenn · · Score: 0, Flamebait

    'Half-Life 1 was okay as a multiplayer game and Team Fortress Classic was really good, but Counter-Strike kicked both their asses no question.
     
    You sir, are an idiot. TFC > CS anyday. But you're right about the user generated content. So I'm torn.
    --
    If you were offended by anything I said... No, I'm not sorry. Please lighten up.
    1. Re:You sir by Anonymous Coward · · Score: 0

      You mental midget.....TFC DID NOT kick CS's ass, unless you're some pimply faced kid who lives for the instant payoff of using some weapon that immediately vaporizes his opponents instead of skill and tactics......

        Closest thing to you in CS was the lamers who always used the AWP.

  46. Don't forget the Sims! by Anonymous Coward · · Score: 0

    When I think of user-created content, my first thought is the Sims. Our whole household kept fiddling with it, ignoring the game itself, but fascinated at the custom-designed objects we could use. I even learned the scripting language to create items custom in behavior, not just appearance.

    Custom items for the Sims is still a cottage industry. Check out Homeslice: http://www.simslice.com/thesims2/ts2objects.htm

    just for a starter example.

  47. Good stories by franksands · · Score: 1

    Call me old fashioned, but I still prefer single player games. I have the impression that today all that is important to a game is the graphics and FPS rate. Where is the next Grim Fandango? I want a new rpg-like game that is not Final Fantasy or Dragon Quest, with a good story.

  48. Ah Garrys Mod... by msimm · · Score: 1

    I worked on the HL2CTF team and began coding a CSS based mod that would have been CTF. I'd have stuck with the project if I didn't see first hand what an uphill battle ANY HL2 mod would be.

    The core team for HL2CTF had a good deal of experience, they didn't pull the long wait and I can explain to you *why* so many ..possibly.. interesting looking mods do: experience.

    The lead programmer for the HL2CTF mod was experienced, in fact last time we spoke he was working for SOE programming for console based games on the then upcoming PS3. This and the fact that the art assets they required where based on the existing assets (even the additions were intended to fit into the HL2 world) really helped them get out the door much earlier then many others.

    But a moderately high-level programming language is a HUGE barrier to entry for many amateur or would-be amateur mod developers. I spent a good deal of time working on my own fork of the mod, programming CSS weapon behavior and including triggers for brass animation and what-not. Mods essentially exist based on 3 frameworks: 1) SDK (everything starts there and even silly things subvert the resource files and get programmed directly here) 2) the aforementioned Resource files and the resource forks, technically you should be able to manipulate a lot of the look and feel of the game here, I pulled my first full conversion from HL2MP to CSS resources solely using the right fork and reworking the resource files (which is how I got involved) 3) graphics assets/modeling.

    That understanding becomes increasingly important when you choose to begin a mod for HL2. Learning each becomes somewhat beyond the scope of most, making the development of an amateur mod pretty challenging.

    It's easy to put it all on the mod teams, but look around: some games they thrive, some they don't. The difference here was Valve actually had a pretty interesting idea and the ability to make it even more interesting. But they didn't. The mods mostly failed. HL2 MP arrived DOA.

    Garry's Mod is somewhat of an anomaly. An interesting and admirable mod, but not quite where I was going. I'd like to see Valve learn from this. I think user generated modding is very powerful. Their approach was so close, but in the end it fell short.

    And when I say HL2 MP arrived DOA I mean it was panned. I'd call it a bad game and it was the road-map unfortunately for most mod attempts that followed it. But amateur modders really shouldn't be blamed for their creativity out-reaching they abilities. At the very least make sure your SDK rocks so that every mod built on that will have a strong place to start, not a weak MP with a high learning curve.

    --
    Quack, quack.
  49. Ensure polished player-made content. by MaWeiTao · · Score: 1

    In high school not only did I create my own levels and enemies for Wolfenstein 3D but I modeled my high school, recreating the tiles, lockers, classrooms and everything. And we played it in school. Later on I recreated my home and the neighboring homes in Quake. Those were the good old days, however, when administrators and teachers wouldn't freak out over nonsense.

    As much as I think mods are a great thing for games I tend to have a problem with developers relying on player-created content. I'd much rather spend $50 on a complete game as opposed to a shell of a game and then waiting on people to create that content. I don't have the time or inclination to create anything myself. I just don't see it as productive, for me personally. And, unfortunately, the vast majority, upwards of 95% of player created content just isn't very polished. Some of it is passable, but much of it is quite bad, poorly balance, haphazard and quite lacking visually. In some cases I've had the game outright crash or not even start.

    Morrowind and Neverwinter Nights had a few decent ones. Some of the Blizzard RTS's had good maps too, but map creation was fairly restricted. Red Orchestra for UT2004 is one of the very few mods I've ever seen that looked truly professional.

    In the end I can't help but think that any potential content-creators who are truly skilled and have good game design sense are either developing their own games or are already working in the game industry. They're less likely to be developing mods.

    I've found the more freedom there is in mod creation the harder to produce something truly polished. So if a developer is looking to allow player created content I think templates should be part of the package to better ensure that higher standards of quality are maintained.

  50. totality by Anonymous Coward · · Score: 0

    What exactly are we paying for?

  51. Development time by v.dog · · Score: 1

    The big problems with games today are development times and costs. The largest chunk of those is in creation of the assets: levels, models, textures, and the like. With ever increasing levels of realism, the problems will only get worse. This is the main reason why Valve is pushing user made content as well as episodic content. That way they can get smaller, cheaper, games out more often. It'll be interesting to see how Episode 2 will turn out (and how long it'll take them to release it). It's three small games (TF2 will have five maps, Portal about 20, and EP2 is about eight hours), for about the price of one, with Valve promising to release more content later. Add in user created content and it's not a bad deal, and certainly better than micro payments, but it I can't help but feel a little cheated when they act like they're counting on it.

    --
    Don't Panic.
  52. FU! by LKM · · Score: 1

    Aww, that's so cute. Feint praise. Never seen someone use that on the Net!

    What the hell is your problem? I said "I think it's one of the most awesome games I've ever seen" and that it convinced me to shell out 900 CHF for a damn console without games. What more praise could I possibly heap on the game? Now put the fuck up and tell me what developers thought the graphics of the game was so awesome! Links. Thank you.

  53. Valve is the poster-child for DRM. by Anonymous Coward · · Score: 0

    Just look at steam. It's riddled with DRM, all so they can bypass publishers (which isn't necessarily a bad thing).

    Does anyone remember they banned 40,000 accounts because people let their buddies borrow their copy of HL2? Valve had instituted a MANDATORY registration system when HL2 first came out, just to play single player. If that system ever goes down, there goes your ability to even start HL2.

    What valve wants isn't to profit off of a co-operative understanding of user-created content. They want to OWN user created content, lock stock and barrel, and pay the users pennies on the dollar for software that will make millions. That's what they want.

    Unfortunately for them, their users will realize this upfront and will avoid their engine. This is why, nearly 3 years after release, projects like natural selection that were supposed to be released when the engine came out are still in development.

  54. What about game companies after the Matrix? by master_p · · Score: 1

    Having millions of users connected to a global network and sharing their 3d creations in a virtual world is not very far (examples: Second Life, Croquet). What if these virtual worlds reach a level of sophistication that the interaction, physics and graphics are on par with "normal" video games? wouldn't that be dangerous for game companies? no one would go out and buy the next version of Half Life, because there already be a much better user-generated Half Life out there.

    1. Re:What about game companies after the Matrix? by grumbel · · Score: 1

      Where exactly should that better user generated content be coming from? Even the most dedicated user can't match the creative power of a team of 20 or more artists working full time for a year or two as you get with commercial games. User generated content is a nice addition, but it will basically never be able to compete with commercial content. Just look at CounterStrike, its well done, extremely popular and everything, but even it did not replace HalfLife, it didn't even try, instead it did its own little multiplayer thing, because that is a thing that can be done by a few dedicated people, while a full blown single player experience is next to impossible, especially when it should compete with commercial content.

    2. Re:What about game companies after the Matrix? by mshurpik · · Score: 1

      What if these virtual worlds reach a level of sophistication that the interaction, physics and graphics are on par with "normal" video games? wouldn't that be dangerous for game companies?

      It's already happened. To my knowledge, Blizzard has released exactly 2 maps for Warcraft III ("Blizzard TD" and "Bomber Command").

      Meanwhile, 3rd party mapmakers have released hundreds of maps. "Battleships" has dozens of spin-offs. "Tank Wars," dozens of spin-offs. And so on.

      Ever heard of a "TD" (tower defense)? These are making the rounds on Flash servers nowadays. The whole TD concept comes from WC3. Wholly unauthorized, user generated. The TD concept has even reverse-infected the Starcraft servers.

      The good news is, Blizzard writes the engine (WC3) and we make our own maps. It's a symbiotic relationship. If anything, we need to get game publishers to admit that we make our own games, they just supply the raw materials.

      After all, I'm not looking to write a 3D engine anytime soon.

  55. Carmageddon... by Bones3D_mac · · Score: 1

    Carmageddon used to be a great example of user-modification extending the life of a game. While SCi never initially intended for user modifications, the game itself was so ideal for it that users started creating new vehicles, environments and other game elements... all with their own unique properties. Several communities were founded entirely for modifying Carmageddon content, long before you had The Sims.

    By the time SCi began development on Carmageddon: The Death Race, those who had worked on mods to the earlier games were invited to create content for TDR. (I believe one of the alien models in the final version of the game was one I had created and submitted.)

    While it is unlikely console games will ever be truly open to external modification, due to concerns over malicious code, it doesn't mean those looking to create content for that audience are out of luck. There are things like that new Xbox Live Arcade developers club available to anyone looking to design console games as an independent developer. If it's good enough, it may be taken in as an official title available to any end user.

    Another option, is to get a copy of Flash and try creating something addictive. It's much easier than it sounds, once you understand the basics. If it's easy to use, entertaining and customizeable, you'll be well on your way to creating a hit.

    --


    8==8 Bones 8==8
  56. They got that one right. by omgamibig · · Score: 1

    That's why PCs will always own consoles.

    Just compare Oblivion with mods to its vanilla console version.

  57. Animal Crossing? by tepples · · Score: 1

    Name a console game that you play consistently for a year. Everyone I have ever owned gets played until its beat (Usually a few days after purchase) Even Animal Crossing? Isn't that the one that only makes certain accomplishments available on certain weeks of the year?
  58. MIDI(\)Maze by tepples · · Score: 1

    Actually, as far as my memories of Doom go, it was the fact that you could play multiplayer at all. Other prior FPS games didn't have this ability to my knowledge. MIDI Maze for Atari ST was one of the first multiplayer first-person shooters, if not the first. So was its console port, called Faceball.
  59. Repurchases by AlpineR · · Score: 1

    There are certainly ways to make money off of a ten-year-old game. For one thing, I've bought Starcraft three times in those ten years: once when it was first released for the PC, again when I got a Mac and realized that my first copy was too old to be a hybrid disc, and a third time to run it on a second computer for testing my multiplayer maps.

    Also, online Starcraft is played through Battle.net which has banner ads on the chat and game-forming screens. As long as players keep playing they can keep selling adspace.

  60. There have been many before... by Anonymous Coward · · Score: 0

    Even excitebike had a level editor integrated in it that friends could race on user created levels. One of the greatest things about that game I thought. This is by no means a new concept.

  61. Nobody has mentioned Bohemia Interactive yet? by sgtrock · · Score: 1

    I've searched the comments and haven't seen a single mention of one of the more moddable FPS games out there (that is still one of my personal favorites): Operation Flashpoint. GREAT mission and campaign editor. Tools are also freely available for creating new models and huge new environments. People used the tools for everything from minor changes like dynamic weather to complete conversions like RTSes.

    Operation Flashpoint's true successor, Armed Assault, was released in Europe in November or December. The U.S. release, named ArmA by Atari, just came out. If you enjoy playing FPSes that encourage teamwork, strive for a decent level of realism, and provide an incredible toolset for user created mods, Armed Assault is right up your alley.

  62. But wait! by steveo777 · · Score: 1
    I think user created content is an amazing way of making a games value skyrocket. I could play Baldur's Gate II for the rest of my life on current mods. And with all the Quake and HL mods, I doubt I'd get bored with FPS's any time soon either.

    But... What happens if the game companies start trying to profit off of it? Perhaps forcing modders to turn in their ideas for 'approval' and resell them. Personally, I am only responsible for making a few Warcraft II and CivIV/III maps that all pretty much suck. I cannot be considered a modder. I'm not sure what the future holds, but with MS recently distributing 360 dev kits so people can submit games and the like... Just seems like the publishers are looking for a way to net some profits off this stuff. And that could be bad.

    --
    This sig isn't original enough, it's time to come up with something witty...