Each month, we pose a question to our developer friends, and each month
they impress us with their candor and the diversity of their responses.
This month is no exception. We asked Ten Ton Hammer's
premium members
to provide questions for the developers, and we chose one for them to
answer. This month's question deals with the future of user-generated
content, from mods to complete quest packs, in MMOGs. Big name
developers from Trion's Scott Hartsman to 38 Studios' Curt Schilling
weighed in with responses both thought-provoking and passionate.
This month's question comes from premium community member Anacche...
"Is there a future for
user-created content (mods, or even total quest packs, etc.) in MMOGs?
Why haven't we seen it realized yet?" -Anacche
Scott Hartsman
Trion Redwood City Studio Lead,
Creative Director |
Rift:
Planes of Telara
Modding and creating content are two separate endeavors, driven by
different desires. Modding is taking an entertaining experience and
making it more convenient, attractive, or desirable, and sharing those
improvements with others. It's social improvement. It's alive and well
on dozens of mod sites. Creation of
interactive
experiences is a
|
"The market
has spoken in a voice both loud and clear-- It wants to be
entertained."
- Scott Hartsman
|
different beast entirely. It's orders of magnitude more difficult to
succeed in. It's been proven many times over the last decade to be a
niche desire at best. Even professionals fail at it regularly.
Look at the last few attempts at full-on user created content. They're
niche endeavors at best, compared to all other kinds of entertainment.
When an honestly good attempt was made in MMOs, it wasn't popular
because of user expression -- it was a popular way to cheese to the
best rewards. A validation of the exact opposite point.
The market has spoken in a voice both loud and clear--it wants to be
entertained.
On the consumption side, a customer pays a subscription fee (or, these
days, plays a free game) and for that payment, they expect to be
entertained by professionals who are on the hook to create entertaining
experiences, and not create crap. People don't pay for the YouTube
model, where you have 99.5% garbage, and the 0.5% that's worth
experiencing gets sorted to the top. People don't pay for MMO
experiences that have no cohesion. Some very smart people took some
hard knocks proving that.
On the creation side, the average gamer doesn't come home after a long
day of work or school, or sneak some time
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Trion
appears to be gearing up to "give customers what they really want" with
Rift: Planes of Telara.
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after their kids go to bed,
to come online and...do surprisingly hard work to entertain other
people. Not that there's such a thing as an average gamers, but it's
been proven that customers have no interest in creating quality content
in large enough numbers to support an industry.
This is why it's on developers to create compelling experiences, in a
cohesive package.
This is also why televisions outsell video cameras and editing
software.
People want to be entertained.
Games don't fail because they're not "user-created enough." Games fail
because they fall down on quality.
We approach game creation with these thoughts firmly in mind. Give
people fun ways to customize their experiences. Give them ways to
entertain each other socially, but always remember to provide them with
interesting, solid experiences that you've thought out.
Innovate in content creation and delivery. Focus on quality. Give
customers things they actually want.
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