The City of Heroes Expansion & the Issues of User-Created Content
eldavojohn writes "Wired has a piece on the new City of Heroes content that is created by players — or rather the severe abuse of it. Namely, creating missions for the characters. The problem is that gamers game this system, even though Paragon City has tried to maintain a good risk/reward ratio for experience in these missions. Making the situation even worse is that people who architect highly-rated missions get architect awards, which are redeemable for prizes — almost ensuring experience farming missions. Eric Heimburg (lead engineer and producer of Asheron's Call and the upcoming Star Trek MMO) comments on this: 'It may seem sad that giving the players what they want is detrimental to the player's overall length of enjoyment of the game, but that's the truth. Once you reached that top of the hill, if there's nothing left to do or see, players are likely to move on. Length of enjoyment (equals) amount of money earned, so developers have a strong incentive to keep players from gaining power and levels too quickly.' Matt Miller (lead designer of CoH), addressed the community on this very topic. This is resulting in an unexplained ban/loss of experience if you are determined to be abusing the mission architect, causing an uproar in the community. Is user-generated content a dead end for an MMORPG?" Update: 05/20 20:27 GMT by T : Rather than lead engineer of Asheron's Call or the Star Trek MMO, a correction at Wired says rather that "Heimburg worked as Star Trek Online's systems designer at Perpetual Entertainment, prior to the game's transfer to Cryptic Studio."
The loopholes here is "players can create content, and rate others' content, and gain rewards from the content itself and getting good ratings." The inevitable result is:
Honestly, it's not the system, and it's not even a lot of players. It's the tools who come in, pay real cash for IG money and levels, and will soon get bored and move on anyway. Screw them. You can't base your business model on that.
That which does not kill us makes us... st
The apparent game vs. the actual game:
In most multiplayer gaming contexts, players are competing against one another either singly, or in teams. This goes way back into our heritage as damn dirty apes, and is unlikely to change, barring some sort of radical transhumanist break with human nature.
In some games, with FPSes and RTSes being the clearest example, this social competitive game is more or less identical with the apparent game(that is, the computer game actually being played). You achieve dominance by killing the other guy in the game, you bond with your teammates by working to do so, and so forth. In this context, "user-created content" has a strong track record. Just look at the mod scene for FPSes, or the endless subtle tweaking and rebalancing that goes on in TA:Spring. This works because people are quite good at building satisfactory rules and mechanisms for competition with one another(such as every sport ever invented). Since the computer game is a direct proxy for the social game, this works pretty well.
In many MMORPGs, the situation is different. The computer game is, in many respects, closer to parallel single player than to competitive multiplayer(some degree of cooperation is generally required at high levels, and there may be some more or less cosmetic PvP; but the game mechanics mostly involve grinding NPCs). However, the social competitive game is still there, it just doesn't align with the computer game all that well. The social competitive game is the acquisition contest between players, for XP, levels, loot, prime raids, and all that. For that reason, the drive to win the real game is a drive to subvert the computer game, rather than to refine it, since the obstacles of the computer game is an impediment to success in the real game.
Another matter to consider is barriers to entry/costs of switching tactics in a given game. Most FPSes and RTSes, for instance, have relatively low investments in a character, class, faction, or strategy. If the zerg get nerfed, I can play the terrans without too much trouble. If snipers get overpowered, I can switch from medic to sniper. MMORPGs, on the other hand, often have fairly high investments. If I have a level 60, and my class gets nerfed, I have just lost a lot. For that reason, it is reasonable to expect that RTS/FPS players would prefer "fair" rule formulations(since, with low character investment, everyone will just move from the unfair side to the fair side, causing the game to contract a bit; and conveying no lasting advantage to anyone) while MMORPG players would be more likely to be strongly invested in a superior outcome for themselves(since, with high character investment, not only do they win, the losers are somewhat constrained and so may stick around to continue to be losers).