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Ben Sillis
11-20-2008

You’ve forgotten point number six: if you open up content to users some WILL create in-game penises. It’s inevitable.

Greg Strachan
11-20-2008

“You’ve forgotten point number six: if you open up content to users some WILL create in-game penises.”

I don’t know - the public’s unerring tendency to insert indecent imagery into every single facet of user-generated content, actually reinvigorates my faith in humanity.

Ben Sillis
11-20-2008

Anyone who didn’t chuckle at that at least once is a liar, but I’m getting a bit bored of it now. Let’s be a bit more imaginative. How about a sex swing in LittleBigPlanet?

Simon Munk
11-20-2008

I’m all for a bit of user-generated smut - and it saddens me that the games industry is so scared of it/anything with a whiff of controversy.

Just let users rate their own content, and each others. So people can sign up to the level of content they feel comfortable with. And have a banhammer for racist, homophobic etc. content. Or should even that stuff be allowed, just clearly marked and rated as such?

In a recent article for SLentrepreneur Magazine (http://tiny.cc/d3ZB1) I outlined four elements of a virtual world that developers need to address in order for that environment to flourish: Communication, Commerce, Construction, and Constitution. Lively is/was not particularly good at allowing for folks to construct items and sell them. There is/was no significant system of exchange where items could be transacted.

Far from being, as you seem to suggest, a “chore” for people, the potential to create items is critical. Allowing folks to then own those items also ensures that people become vested in their experience. And “creating” includes creating your own character. Winning “points” to enhance your status/gain new weapons/beat the boss is just another form of economic exchange where the “points” act like money.

Just an observation - don’t want to post a 20-page thesis ;)

James Holland
11-20-2008

I agree. On paper UGC sounds great, but in practice it often gets in the way of a good game. I loved the idea of Spore, for instance, but since I couldn’t be bothered to design the intricacies of my species cars and buildings, I whizzed through those parts of the game and quickly got bored. I haven’t played it since those first two days. Once I got to the space stage, the ‘evolution’ bit seemed to have finished, just leaving me to design weirder and wonderfuller space ships, that actually have no bearing on the game! Maybe I’m missing the point, or maybe I’m just not that creative!

Simon Munk
11-20-2008

Sigmund,

I genuinely believe in some game environments and in some ways, generating your own content is part of the enjoyment. But I guess one of the things I feel about UGC is that it’s not “real” creation. The amount of time some of us put into scripting animations in Second Life would be better put into going and writing a book or scripting a game or their own animation series. In other words, something that didn’t just reflect on someone else’s game world.

So yes, all too often, it is just a “chore” - a virtual cubicle job where you’re grafting for “the man”. When actually, all that creative energy and vitality would be better for you and the world spent elsewhere.

Dale Innis
11-21-2008

I think user-generated content will be very key in virtual worlds, but you’re right in that it really makes sense only when you start thinking beyond games and levels.

So “it’s not a game level it’s just a jacket” makes perfect sense if the thing you really want is a game level. But “it’s not a game level it’s just an art gallery / jetski / tropical island / danceclub / university / philosophy discussion / giant octopus / vampire RP game / wedding dress” seems kind of silly once your head is no longer in the “it has to be a game with levels” space.

User-generated content may not be the best way to get new games levels. But imho it is definitely the best way to get *everything*…

Simon Munk
11-24-2008

Dale,

Where I think user-generated content does work brilliantly is in terms of generating stuff that mainstream games companies don’t want to bother making. Whether that’s vampire weddings or giant octopus jetskis. But what I think borders on taking your fans for a ride is when user-generated content is used instead of good in-house generated content. In essence, I didn’t find Maxis’ Spore creatures particularly brilliant - and they should have been in that game. There was the sense that they plopped out a few random creatures to get the ball rolling, then expected users to generate better stuff (which they did).

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