Curt Schilling
Chairman/Founder, 38 Studios |
Copernicus
There absolutely
is a future, though I don’t think
it’s something 38
will be a part of. When you get into the details of creating a world
that has massive amounts of user created content it becomes the exact
opposite of ‘hands off’ and easy to manage.
If you are tailoring it to an adult audience then that can change many
things, if not then it gets even harder and messier.
The amount of users that would create content the games player base
would engage with is likely to be proportional
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"If you were
talking about users creating content within tight little boxes (such as
tattoo art for artists) I think it becomes something more manageable,
but even that opens up things you just don’t think about when you
consider executing on a seemingly simple and ‘cool’ idea." - Curt
Schilling
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to the MMO community
forums. Less than ½ of 1% of the community posts on forums read by
hundreds of thousands, to millions.
This would be no different. You’d have a world of shields bearing
penises, boobs on tunics and all manner of other porn, again fine for
an adult only game, but the amount of staff you’d need to police and
manage user created content would be huge.
I think there are little wins to be had here, potentially.
But at the end of the day this, in my opinion, would have to be the key
driver behind a product to be done and serviced right. Meaning if you
were going to create an MMO that featured user generated content, that
would need to be the primary design focus if you were allowing players
to create the majority of the content.
If you were talking about users creating content within tight little
boxes (such as tattoo art for artists) I think it becomes something
more manageable, but even that opens up things you just don’t think
about when you consider executing on a seemingly simple and ‘cool’
idea.
So ya, it’s going to happen, it’s going to make news, but at the end of
the day my argument is that gamers want to play games, not make them,
and a game focused on user generated content is one of those things
I’ve come to feel is way more fun in concept and on the drawing board
than it is in practice.
Chris Lee
VP of Publishing, En Masse Entertainment
|
TERA
Throughout my career in this industry I have been astounded by the
creativity of its players. There are loads of UI mods and hacks for
MMOs, and you need only look at The Sims and Forza Motorsport to see
what players can
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Chris Lee
of En Masse Entertainment
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create when they put their minds to it. The advent of
machinima is another great example, and even our recent
TERA
Caption
Contest
yielded some really imaginative responses. The creativity and
resourcefulness of players extends well beyond making or painting
in-game items, and a company who can leverage this stands to reap great
rewards.
There is absolutely a future for user-generated content in MMOGs. Many
within the industry already realize that this type of content, often
referred to as “crowd sourcing,” can help sustain long-term user
interest by supplying an additional content pipeline.
The
City of
Heroes franchise is a
prime example of this type of user-generated content.
So why haven’t we seen it take off in a big way yet? It is a difficult
challenge to harness the energy in the community in a way that directly
enhances the game universe. There are some fairly obvious reasons why
this endeavor cannot be entered into without careful planning and
consideration. Important principals such as maintaining a coherent and
consistent game lore, managing quality expectations, and the ability to
support users who run into potential challenges or conflicts based on a
mod are all factors that must be weighed thoughtfully. Provisions need
to be made for how mods/packs/quests will be evaluated, moderated, or
promoted.
Then there is the development investment required to provide the tool
set for users to realize their own creative
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TERA's
Caption Contest garnered some amusing entries.
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inspirations. Due to the
high cost and multitude of touch points, it is critical that
integrating user-generated content must be part of the product's
original vision. All levels of development and publishing, as well as
the creative visionary behind the product, must be on board with the
idea and working closely together if it is to be done right.
Additionally, the level of investment in the framework for this type of
add-on content is extremely high. The downside is if a significant
amount of players do not take advantage of the tools then a lot of
resources went into something that few people participated in and as a
result the content generated would be much more limited..
All that being said, MMOGs require strong differentiators to survive,
in large part because they are so much more expensive to make and
operate relative to other types of games. For all the reasons stated
above, an MMOG that incorporates user-generated content needs to
embrace the system whole-heartedly and make it a major selling point of
the game for it to pay off. With
TERA our key
differentiator is our
action combat system, but given the numerous MMOGs in development
looking to carve their own niche, I wouldn’t be surprised to see a game
that implements this type of system in the near future.
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