Brian Hughes
Development
Lead |
Alganon
There is most certainly a future for user-created content in MMOGs. The
easiest and most prolific form is modded
|
"Another
avenue that Alganon has employed in the past and will undoubtedly do so
again is the 'user-inspired' content. This is a system whereby the
actual content is created by our developers, so it is subject to our
standard quality control, but is inspired by submissions from our
players."
- Brian Hughes
|
UIs, which have become one of
the most popular tools among gamers, and which will become a part of
Alganon in the near future. UI mods are an easy
choice for developers
looking to allow user-created content because their use is specific to
one user's machine; there is no worry of one person's mods affecting
game play for others.
Beyond UI mods, however, you get into dicey territory. If you allow
users to create visual content that can be extended to other players'
machines, you have to install a very rigid verification process that
scrutinizes every piece of submitted content carefully, and you can see
how that can easily require more resources than most companies are
willing to dedicate.
Another avenue that
Alganon has employed in the
past and will
undoubtedly do so again is the 'user-inspired' content. This is a
system whereby the actual content is created by our developers, so it
is subject to our standard quality control, but is inspired by
submissions from our players. A good example of this is our contest
from December, in which the winner got to permanently lend his name to
an NPC in the game and help decide how the NPC would look.
Jon Virtes
Community Manager |
Runes
of Magic
User-created content can be a very strong addition to games. We have
seen many games of various genres benefit from great mod communities.
User-created content would help solve the problem of being able to
create enough new content in an MMO to keep players entertained with
new material all the time. There are some hurdles to creating content
for MMOGs, but it is not insurmountable.
There already is a great deal of low-level content creation in MMOs. It
can be easy to overlook, but the act of
|
"Ultimately,
content creation in an MMOG has to stay within the context of the game.
Content has to be fun to both create and fun for players to discover
and play-through. The fun factor cannot be overlooked. If it is not
adding fun and enjoyment to the game, it does not belong." - John Virtes
|
creating and developing your
character is content creation. MMOs are giving players more and more
character customization options, like pets, mounts, costumes, player
and guild housing. This will continue to evolve and in time we will see
much more player driven creation in our worlds. Building on these
foundations will bring players along into creating content and keep it
a natural part of gameplay.
Finding a way to keep the creation within the game world and within the
context of playing the game is key. You could expand the crafting
system to allow for creating unique content, rather than just cranking
out yet another Sword IV item. In fact, a cool master crafting quest
would be to gather the necessary items and knowledge to create your own
unique item blueprint, within reasonable parameters for balance, then
that blueprint will become part of the game. Both the blueprint and the
items made from the blueprint are created by a user through regular
play.
For a bigger leap into content creation, perhaps you could open a new
continent within the world that is purely for user-created content. It
could be worked it into the storyline, that this a land of chaos that
can be molded like clay, and build a whole storyline around reclaiming
and redesigning that land to be worthy of adventurers, and so on. Then
perhaps you could take the more successful parts from the continent and
plug it into the main world. There would need to be some quality
ranking system to sort the good content from the bad, and maybe once
the good threshold has been reached, the new area earns a portal that
the user can place in the main world to open it up to the rest of the
player population.
Ultimately, content creation in an MMOG has to stay within the context
of the game. Content has to be fun to both create and fun for players
to discover and play-through. The fun factor cannot be overlooked. If
it is not adding fun and enjoyment to the game, it does not belong.
Wes Platt
Director of Content Development |
Fallen Earth
|

Fallen
Earth's Wes Platt
|
There's been a history of users
as content
that I think will carry on
and evolve going forward in the development of MMOs.
In Fallen Earth, this shows up in the form of clan wars and other PvP
conflicts, but also in player-driven activities - from bar crawls to
road rallies to the occasional effort to extort cash.
User-created content and mods for single-player games are fine because
they don't require screening before they go into the game world. For an
MMO, the tools either let you do too much (and require additional work
for online editors to screen the content for inappropriate material) or
let you do too little to justify the creation of the tools.
Cedric Gerard
International Marketing Manager, Ankama |
DOFUS,
Wakfu
There is already a lot of freedom in MMOs (not all of them) allowing
players to create guilds, create stories and background, acquire houses
and decorate them, all of that is actually user-generated content but
indeed most often at a lower level than what players can expect.
User generated content is the most important feature and the one with
the most potential, yet it is the most difficult feature to conceive,
implement and handle. When allowing users to create content, you open
the door to their creativity and interest, and it is a great way to
keep the community interested in the game and helping the game to
evolve.
But you also open the door to problems that can be difficult to handle:
some people could use the feature to find
exploits in the code; all
content that is uploaded has to be checked by someone in the company in
order to make sure that the quality and content are appropriate; and
also adding content means adding new possible bugs and conflicts so
every piece of user-generated content would have to be tested by the QA
team before it appeared in the game.
There are also legal concerns as to who actually owns the property when
it comes to user-generated content; the developer provides the tools
but the user is the one creating the content. That problem has already
been raised in the case of account and character property. Technically,
the company is the one with the rights to the product and everything
that is created with it, and normally the user recognizes that when
accepting the end user license agreement.
So normally players know that they do not have the right to sell
characters or mods that would be created through long hours of work,
but there is a chance legal battles can be raised if the users
ultimately feel they own the content. Now there is a possibility that
content sales could be authorized in the future if there is a platform
that is designed to host that user generated content and distribute it,
in the event that the company gets compensated for the sale the users
make.
One must not lose sight that in online games the ultimate truth is that
the user is the content, and ultimately as an MMO developer our goal
must be to give those users the possibility to enhance their experience
and the experience of other users as much as they want to.
The developer responses show that industry experts clearly have a wide
range of opinions when it comes to user-generated content. Some seem to
relegate the concept to future developments, implying that the MMOG
world isn't quite ready for in-depth player input into the development
process. Others say that we're realizing the future right now through
features like add-ons and deep character creation. Either way,
there's clearly a bright future for player involvement in MMOG
development.
Comments
Post your comments »
Read all 17 comments and add your thoughts! »