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User Created Content in MMO's

//\//\oo//\//\oo Member, Newbie CommonPosts: 2,767

I'm sure there are those of you who are old enough to remember how awesome the user created content was in games like NWN and WC3.

How about an MMO that would give the community the ability to create dungeons, or even zones and then have the development team implement the final product?

It could be part of the experience: Players could band together to flesh out their creations and create awesome new content, while the development team does the drudging work of actually putting it to practical use.

What is your take on this idea? Could this be a new subgenre, or is it pointless with the larger marget that primarily consists of people who want to be entertained and not creative i.e. the success of rail MMORPG's?

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Comments

  • theniffrigtheniffrig Member UncommonPosts: 351

    I think it'll not only be a big part of the future of MMO's, becoming a standard expected feature of them, but that it'll also be used to generate revenue for game developers in freemium type games. You'll be able to buy other players created quests/missions/(maybe even gear/items) on the game store.

  • whilanwhilan Member UncommonPosts: 3,472

    While the idea works great on paper, I mean who wouldn't love to be able to create their greatest fantasies and let other people play through them.

    The problem becomes when the users start to create this user generated content. One look at City of Heroes/Villians should show you all the pitfalls.

    That being that users create dungeons for the specific use of grinding out levels as fast as physically possible instead of actually creating real dungeons for people to go through.

    The only way i see of stopping this is by delegating what gets to go through, then that can cause a whole slew of other problems, with users being upset that their creation didn't get made and we get the problem again of people playing dungeons that they don't want.  However it creates the problem now that it's not expected that you would'nt get to create it but now that your "creation" is considered unworthy.  A feeling i don't think any gamer wants.

    You'd have to be very very careful how you implement this feature because done wrong and your users could completely unbalance your game or just get mad that you didn't include their content if you decide to monitor it.

    Other then that, i don't see any problem with it.

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  • QuirhidQuirhid Member UncommonPosts: 6,230

    Even if this would be made possible, vast majority of it would be rubbish. So much so that I don't think it is worth it. Furthermore, if I am making the content why am I not getting payed?

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  • anthyonanthyon Member Posts: 22

    Well, being in development of one such game, I think it can be done, and we try to force it this way. I agree with all of you, that there are pitfalls, and it can easily turn into rubbish generation, but if users must evolve to create things in game, they can learn how to do it, and more expreinced users can even teach them. Our vision is to create a game where players can make up societies, found villages grow them into towns and cities, and have impact on the work of others even on the storyline.

    And the question, can someone make real profit out of what they're building inside? Why not? It has already been done, so it can be implemented in other games as well. ;)

  • KalferKalfer Member Posts: 779

    Originally posted by //\//\oo

    I'm sure there are those of you who are old enough to remember how awesome the user created content was in games like NWN and WC3.

    How about an MMO that would give the community the ability to create dungeons, or even zones and then have the development team implement the final product?

    It could be part of the experience: Players could band together to flesh out their creations and create awesome new content, while the development team does the drudging work of actually putting it to practical use.

    What is your take on this idea? Could this be a new subgenre, or is it pointless with the larger marget that primarily consists of people who want to be entertained and not creative i.e. the success of rail MMORPG's?

    I consider SWG to having lot of player created content.

     

    The economy was player run, the gear, weapons, armor and so on was manufactured by players creating an economy and competition not seen outside of EVE.

     

    Same with their idea for PvP. Players build their own cities, set up their own shops. basically servers were ran differently depending the people in charge(and their faction). it was a cool concept for pvp.

     

     

    RIP Old school SWG.

  • NIIINIII Member UncommonPosts: 113

     Sure it isn't an MMO'RPG' but it's still a pretty massive game. The GunZ the Duel staff holds events every once in a while. They tell players to make the best idea of an armor set, or a weapon, or a map, and then when the deadline comes, the staff members wade through all of the submissions, and choose 5 for the players to vote on, the winner is implimented ingame, and the person that submitted the content usually gets it for free for a lifetime, and then it usually goes into the cash shop if it's equipment, else it is placed ingame if it's a map.

     

     Personally I think this is brilliant, it allows for user made content, it makes it a fun event, and it helps the devs to provide new content. I think this is also a system that could work easily on any game, just having to change a bit to work with them. All in all, it's really good for everyone.

  • zastrophzastroph Member Posts: 242

    For me, creating some of the content, might actually reduce some of the mindless grind. Because the mindless grind is all that I end up doing...

  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by whilan

    While the idea works great on paper, I mean who wouldn't love to be able to create their greatest fantasies and let other people play through them.

    The problem becomes when the users start to create this user generated content. One look at City of Heroes/Villians should show you all the pitfalls.

    That being that users create dungeons for the specific use of grinding out levels as fast as physically possible instead of actually creating real dungeons for people to go through.

    The only way i see of stopping this is by delegating what gets to go through, then that can cause a whole slew of other problems, with users being upset that their creation didn't get made and we get the problem again of people playing dungeons that they don't want.  However it creates the problem now that it's not expected that you would'nt get to create it but now that your "creation" is considered unworthy.  A feeling i don't think any gamer wants.

    You'd have to be very very careful how you implement this feature because done wrong and your users could completely unbalance your game or just get mad that you didn't include their content if you decide to monitor it.

    Other then that, i don't see any problem with it.

     Long before City of Heroes people understood the problems and warned the devs to becareful of exploitable situation.  Well they blew it.  MA killed the community and the use of the original content.

    Even in the days of muds some allowed player created content at max level and approval.  Sometimes the results were good, other were not so good.  Too many people mistakenly think their content will be the gems.

    The OP doesnt seem to be remembering the situation correctly.  There were a few gems, but so many horrible addtions. 

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