User generated content. Second Life is built on it. Other games are slowly taking up the banner as well and introducing the ideas of the players into their fold. Are we doing ourselves a favor, or are we starting to completely shoot ourselves in the foot?
MMOCrunch brought up the point that users are looking for a more customizable experience in their games and virtual worlds. They point to applications like Facebook and Unreal Tournament as examples of user generated content bringing in a huge audience and networking people like never before. Their article also goes on to look at why current MMOs don't go to the customizable lengths of these other applications. Problems stem from challenges in programming to the core inability for user generated content to be brought into a world where your actions drive a centralized plot line.
However, we're seeing it more and more in each game we create. City of Heroes / Villains is well known for it's advanced character creation engine. Of course, that same character creation engine got them into a bit of trouble with Marvel. Pirates of the Burning Sea has engaged a feature that allows players to make their own emblems for their ship's sails and flags, but each emblem submitted needs to be cleared by Flying Labs first. One could even go so far to argue that the many user interfaces and modifications for World of Warcraft are pieces of user generated content.
But so many questions arise from the addition of user generated content. Copyright infringement possibilities, mature & inappropriate content issues, ESRB ratings, and lowering the difficulty of the game are all valid arguments. I could go out on a limb here and say that user generated content can completely ruin the aesthetic of the game, very similar to the introduction of in-game advertising. You may not like having your work compared to a cruddy advertisement, but both have the possibility of having the same illusion shattering impact on the virtual landscape.
So, where do we go? Should developers put stringent limits on the type of content they let in their games? Should we just open the worlds up completely to user content and take a laissez-faire attitude to user content? Should we take the middle ground and use in-game engines to determine what kind of content the user can and can not create, or will even those be exploited by ne'er-do-wells?
I implore you, Massively readers, discuss.
Reader Comments (3)
Posted: Apr 27th 2008 11:11PM (Unverified) said
Well new and old MMORTS games allowed players to dictate the story - though they didnt usually officialise it or report it in any structured manner. Many have flirted with player created models and the current batch in development are very hot on this.
coming from the original UT community - I can only say that it was eden for player created content. Superb ability mixed with original creativity on many occasions and kept the game fresh to the extent the original version of UT has as much activity as later versions.
The advent of senates and in game developer presence will lead to more player activity and content, similar to Eve's elections but very strongly linked to ingame power and achievment. The dynamic this will produce will be interesting when compared to the impact of elections on MMOG's like Eve.
I have always deplored and refused to play MMORPG games that dont involve player owned property and a non linear storylines. WoW had no chance with no perma death - therfore no risk and no fun. DDO came too late and didnt go far enough. To me, the ability to create a stronghold and be attacked wouldbe crucial in any duplication of the paper and dice role playing games I played for 20 years+.
Reply
coming from the original UT community - I can only say that it was eden for player created content. Superb ability mixed with original creativity on many occasions and kept the game fresh to the extent the original version of UT has as much activity as later versions.
The advent of senates and in game developer presence will lead to more player activity and content, similar to Eve's elections but very strongly linked to ingame power and achievment. The dynamic this will produce will be interesting when compared to the impact of elections on MMOG's like Eve.
I have always deplored and refused to play MMORPG games that dont involve player owned property and a non linear storylines. WoW had no chance with no perma death - therfore no risk and no fun. DDO came too late and didnt go far enough. To me, the ability to create a stronghold and be attacked wouldbe crucial in any duplication of the paper and dice role playing games I played for 20 years+.
Posted: Apr 28th 2008 4:21AM (Unverified) said
If secondlife tm were to work as one would hope, you would have the tools to create all the other MMO's within SL. Im finding more and more content creators making products that allow the users to modify to their liking. I bought a pair of converse shoes that allowed me to change the colours on every bit of the shoes.
I see there is maybe becoming a community of "content creators" in SL and a community of "Players" The Content creators are making SL tm more playable and accesable to the Players of SL.
Reply
I see there is maybe becoming a community of "content creators" in SL and a community of "Players" The Content creators are making SL tm more playable and accesable to the Players of SL.
Posted: Apr 29th 2008 4:35AM (Unverified) said
Indeed user generated content is the way to go - BUT - within worlds like wow the users _are_ the content.
All virtual worlds need some protections against immersion destroying elements, be they user or commerce generated. In SL this can be a very hands off approach, as the purpose of the world is for unstructured play where local structure can be improvised by the residents. In worlds such as this, editing and censure of user generated content can and should be light.
Within specific purpose worlds such as wow and co, the consistancy of the experience is paramount. User generated content should be highly controlled and restricted to ensure the experience remains immersive to players. Secondlife's strength in user generated experiences would be wow's weakness; as our SL experience shows, not everyone has the same idea of immersion as we. The choice of world and development of character within it is the primary creative experience within such worlds. Without a solid framework for this to happen within, this character development becomes difficult.
We see this also within the roleplay communities within secondlife itself. RP sims enforce extra rulesets atop SL's general TOS about what is appropriate. Consensus on what constitutes good content is made before entry - like chosing an external world with a fantasy structure you wish to play in, choosing the rules is part of the game. Certain types of immersion require strong enforcement of style and limitations on legal actions. The more solid the immersive experience, the more these elements must be taken out of the hands of everyone and managed by a central team.
Some user generated content _is_ part of the future of MMO games, but not a lot. Finding out strategies to give players freedom over content, whilst conserving immersive strengths of rich centrally designed worlds is a difficult problem. One that will be a key element to the next evolution of MMO games.
Reply
All virtual worlds need some protections against immersion destroying elements, be they user or commerce generated. In SL this can be a very hands off approach, as the purpose of the world is for unstructured play where local structure can be improvised by the residents. In worlds such as this, editing and censure of user generated content can and should be light.
Within specific purpose worlds such as wow and co, the consistancy of the experience is paramount. User generated content should be highly controlled and restricted to ensure the experience remains immersive to players. Secondlife's strength in user generated experiences would be wow's weakness; as our SL experience shows, not everyone has the same idea of immersion as we. The choice of world and development of character within it is the primary creative experience within such worlds. Without a solid framework for this to happen within, this character development becomes difficult.
We see this also within the roleplay communities within secondlife itself. RP sims enforce extra rulesets atop SL's general TOS about what is appropriate. Consensus on what constitutes good content is made before entry - like chosing an external world with a fantasy structure you wish to play in, choosing the rules is part of the game. Certain types of immersion require strong enforcement of style and limitations on legal actions. The more solid the immersive experience, the more these elements must be taken out of the hands of everyone and managed by a central team.
Some user generated content _is_ part of the future of MMO games, but not a lot. Finding out strategies to give players freedom over content, whilst conserving immersive strengths of rich centrally designed worlds is a difficult problem. One that will be a key element to the next evolution of MMO games.
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