Games of the Future - User Generated Content 44
The biggest news of GDC 2007 was almost certainly the bright future of the PlayStation 3. Home was interesting, to be sure, but the title that captured the imagination of attendees was Little Big Planet. Edge had a thorough look at the game in their April issue, and now it seems like there might be a downloadable version of the four-player game used to demo the community/toybox at the conference. This 'games 3.0' thing has a lot of people sitting up and taking notice, including Flash and Shockwave developers. GameDaily spoke with MTVN's David Williams about the user-generated content possibilities being added to Shockwave.com and the AddictingGames sites. "In yet another sign of the web 2.0/game 3.0 phenomenon, one of the new features of the site is a game upload feature. User-created content is bound to have an increasingly profound effect on this industry. Already, the company has received 200 new game submissions in the past month, empowered by a game sponsorship program, which pays developers of popular games for integration on AddictingGames and provides them with enhanced distribution and marketing."
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Why use a moderation system... (Score:2)
WiiCade? (Score:2)
How does this differ from WiiCade [wiicade.com]? Will PS3 games be able to access the PS3 controls like WiiCade games can with the Wii, or will they be entirely keyboard controlled?
Great (Score:1)
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Games of the past, e.g. Quake 3 (Score:4, Interesting)
Without user-generated content I would call Q3 one of the most dissapointing games ever. With the user-generated content it is one of my favorite games ever.
So that's nothing new, but supporting user-created content on a console is new, especially supporting in the sense of actually funding some of their development and advertising and such. Sounds like a great idea overall if it works.
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I was just reading about Drawn to Life [ign.com] for the DS at lunch (ok, so lunch had been officially for a little while). The little developer working on i
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Game 3.0? (Score:2)
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Games 1.0 was 2d and sidescrollers
Games 2.0 is simulated 3d and more first person interaction
Games 3.0 is moving to more user generated content and interactive games as well as "real" in game physics for things like water, real time raytracing, etc...
My guess... (Score:3, Insightful)
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Games 2.0 Paper-rock
Games 3.0 Paper-rock-scissors
Get the idea?
mods (Score:2)
I believe Half-life pretty much sold just for the mods the last 5 years or so.
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Yes, we've had it on PC for years but very few people have been able to make money from it.
With DRM and micro-transactions you can have all that stuff you use to get for free for a small fee.
Severely disappointed by the lack of imagination.. (Score:4, Interesting)
When I read the title, my first thought was of the game, Legend of Mana, where new sections of the map could be unlocked through gameplay, and positioned according to the user. I thought of how this might work in a networked world, where unlocking another user's game map requires designing a game map yourself. The game would be part quest, and part map and character design tools. An infinite map could be created as long as users were creating.
Find yourself a good storyline to explain why certain people can create landscapes, maybe add in a little bit of politics and conflict around these abilities, and throw in a good amount of professionally designed side quests to keep things fresh, and I would think you would have a huge seller on your hands.
And this is the first thing I thought of. Imagine if people sat down and really took the idea "user generated content" into really wild directions... Imagine the possibilities.
So maybe you can see why I was disappointed by what the article was actually talking about.
Very Low Signal to Noise Ratio (Score:4, Insightful)
We did get one or two gems that were good enough we compensated the author in some fashion and made them official. There were a slew of others that we unofficially reccommended. But the vast majority of it was either total newbs goofing around with the tools, learning projects by the more serious designers, or deliberate crap by the kinds of people that find such things funny.
So if a publisher relies on user-created content to sell a title (like, oh, say, the original Neverwinter Nights), they need to have enough in place to start with to make it worth plunking money down on for the first wave of users. If they don't have enough content to hold people's interest while the designers learn the tools, the community never reaches a big enough size to produce enough worthwhile content to generate a steady stream of interest and the game is doomed to niche status or worse.
In the case of Neverwinter Nights, they had enough to get the ball rolling and the community designers had enough time to learn the tools and start turning out some good content before interest in the game completely faded away.
But the history of games is littered with the countless discarded husks of those who tried this path and failed.
Get enough signal and you still win... (Score:1, Insightful)
Well, sometimes there's a niche that it's worthwhile scratching.
Virtually all the content in Second Life, There, and Activeworlds are user-created. Comparing the three may show you where you went wrong:
We did get one or two gems that were good
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That has always been a problem with user-created content, in particular "mods" to games like quake or ut. This signal/noise problem exists, and the odds of people finding the same awesome mod as you is small so great
Uhhh.... (Score:1)
Hence the "penis fairy" outfit in Second Life.
Yeah, I wish I were making that up.
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http://www.slhandbook.com/regions/50/Svarga.jpg [slhandbook.com]
Seriously? (Score:3, Informative)
Not only has this been done already, but it (in regard to consoles) it was done in a much more open and standard environment that you didn't have to pay extra for (in the case of the XBox360).
Re:Seriously? (Score:5, Informative)
Many a player leveled to 20 and created a wizard, and then a realm for his fellow players to explore on MUDs. And while I appreciate the high-production value of WoW, I miss the days of very clearly exploring different projections of other people's minds. Granted, many realms were boring, but there were some truly genius ones too.
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Ok enough of that, here's my problem with User generated content. Sony and Microsoft don't want it. They want user generated content, that they approve and can charge for, but I've yet to hear them say "we're willing
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It's art or work or both, but it's not a game. (Score:2)
Second Life is not a game any more than a telephone line is a conversation. Games are entertaining diversions. When they become more than that, they become art, employment, or both. Second Life is not a game. It is a new medium for creative expression. Your computer is the brush, Second Life is the canvas, and the Internet is the distribution mechanism. When computers first came out, some people created games, but just because someone invented a new way to create content, you didn't see people saying
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On consoles, (Score:1)
DJCC
Modding (Score:2)
Obligatory plug for my mod: www.customtf.com. =)
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I love games which are easily moddable. For example, if C&C: Generals or NWN were not so easy to modify, I would have played it for about 24 hours or so, then uninstalled for space. However, just writing maps and modules for
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There still are [doomworld.com]...
Sounds like Master Levels [wikia.com], which was a set of 21 good levels (some of which were made by authors who would later be hired by id Software to work on Episode 4 of Ultimate Doom), but also a couple thousand not-as-good levels which were basically dumped from the idgames archive of
Computer generated content (Score:2)
However, I believe the future lies with computer generated content. What if the computer could generate a new map for you? A new story-line?
I think that game developers should focus their energy in developing methods of
Makes sense, no? (Score:2)
User generated content has one huge advantage for the one building the framework: Less work, less expenditure while at the same time providing the same amount of value. And, actually, so far it was not really bad for the games that allowed it. Quite the contrary. Imagine CS without the ability to build your own maps. Gran
Sweeter'n sweet! (Score:1)
User generating content: Don't waste your time with that one. Here, try my new gun!
Other User: Sweet! What does it do?
User generating content: It shoots 256 bullets a second for 65535 damage each!
Other User: Awesome! Have any armor?
User generating content: Sure! Here's this c00lio armor, same look as the armor the big boss wears, only it is AC 256, and blocks 256% of incoming attacks!
Other User: WOWWWWWWEEEEE! This game roxxxxxx0rzzz!
(2 minutes later)
Other User: This
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