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Player created content...

Lord.BachusLord.Bachus Member RarePosts: 9,686
is the future of MMOs paved with player created content, by now its clear that no developer can ever keep up with the speed at which players devour content...

just look at the upcomming swordcoast game what can be done with player created content.  And active dungeonmasters controlling the ennemies in the most special dungeons....

if any company can create the right tools and combine the player created content with a progression system then we have a winner...



i think its the answer....

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

Comments

  • Loke666Loke666 Member EpicPosts: 21,441
    Shards online is doing just that. Lets hope Garriot gets it right, because I do agree with you, this solves a lot of problems, you can decide how fast people level, the difficulty and so on your own Shard.
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    I think Neverwinter is another game that shows UGC can be awesome but it can also be bad. People using it for exploits to level fast or get loot. IMO I think its needed and about time but I think UGC should be judged by staff before its released into the game. I get it slows the flow down but if you dont, in the end people exploiting content for leveling and loot leads to nurfing of loot and exp for all UGC and that just makes me sad.
  • WizardryWizardry Member LegendaryPosts: 19,332
    Well you mentioned "IF and the right tools".I do not see the right tools just yet,possibly in the future but time is not right yet.

    The problem is we need it to be "player made content" not a shifting around of pre-made assets,that is what we experienced in NwO and it was rubbish.

    Shards is imo a start in the right direction but still not good enough.Problem with Shards is we are talking a budget operation,so yeah i wouldn't expect it to be good enough.

    What would be good enough is a sort of UDK package of tools and an Unreal World and players modding it out with their own servers.Then you have the second problem how to bring all those different servers together and create a coherent game,that is really tough to pull off.

    I personally think we should leave the idea alone for another 10 years,lets get back to basics and just improve what we already have.The problem with gaming right now is not a lack of tech or even bad ideas,it is the implementations,develoeprs are doing things so dam cheap,like assembly line game design.Basically what we need to see is a game  that looks like the CEO or lead producer has a a passion to build a great game and not yet another  lame cheap clone.

    As an example,this new Elyria coming out shows me the guy has some passion for game design,i applaud that.I think the game will be bad in a couple areas but at least i see the passion.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • KyleranKyleran Member LegendaryPosts: 44,059
    edited August 2015
    I don't think it can ever happen, players have proven time and again they can't be trusted to do the right thing, can't see how you'd effectively and efficiently control them.

    As for Developer passion, that's pretty much gone too, if a title had enough money to make a quality game at launch, they have to use designs that are most likely to deliver a solid return on the investment.  Sure, they can vary a few of them, but overall straying too far from the formula will end up in disaster more often than not.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

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  • Loke666Loke666 Member EpicPosts: 21,441
    Wizardry said:
    Well you mentioned "IF and the right tools".I do not see the right tools just yet,possibly in the future but time is not right yet.

    The problem is we need it to be "player made content" not a shifting around of pre-made assets,that is what we experienced in NwO and it was rubbish.

    Shards is imo a start in the right direction but still not good enough.Problem with Shards is we are talking a budget operation,so yeah i wouldn't expect it to be good enough.

    What would be good enough is a sort of UDK package of tools and an Unreal World and players modding it out with their own servers.Then you have the second problem how to bring all those different servers together and create a coherent game,that is really tough to pull off.

    I personally think we should leave the idea alone for another 10 years,lets get back to basics and just improve what we already have.The problem with gaming right now is not a lack of tech or even bad ideas,it is the implementations,develoeprs are doing things so dam cheap,like assembly line game design.Basically what we need to see is a game  that looks like the CEO or lead producer has a a passion to build a great game and not yet another  lame cheap clone.

    As an example,this new Elyria coming out shows me the guy has some passion for game design,i applaud that.I think the game will be bad in a couple areas but at least i see the passion.
    Shards is a step in the right direction and they actually have some pretty talented people on it. It wouldn't be the first time a low budget game with a good crew made an impact, the first Guildwars was also a low budget game and so for that matter was Everquest.

    I don't think we will get something with millions of players though, someone like Blizzard would have to pick up the idea and get it to the next level but it do offers a lot of solutions to problems right now. Like the difficulty issue, almost all MMOs have the same difficulty so everyone can play it, here you can pick a shard that is just perfect for you. Same thing with leveling speed.

    I would say that now is the perfect time to start experiementing with stuff like this. Wow is finally on the way down and there really isn't a new star on the rise either so there is plenty of players who would be willing to trying something new. 

    And Minecraft shows that even low budget games can do very well as long as you have talent and passion for what you do as well as a really good idea.
  • tupodawg999tupodawg999 Member UncommonPosts: 724
    Nanfoodle said:
    I think Neverwinter is another game that shows UGC can be awesome but it can also be bad. People using it for exploits to level fast or get loot. IMO I think its needed and about time but I think UGC should be judged by staff before its released into the game. I get it slows the flow down but if you dont, in the end people exploiting content for leveling and loot leads to nurfing of loot and exp for all UGC and that just makes me sad.

    Yes it's got to be gated so the approved stuff is an integral part of the game including exp etc. I checked out both STO's and Neverwinter's player creation tools but IIRC neither gave full exp because it would be exploited. I imagine the trouble games have with that is they have to pay someone to check them all.

    I was thinking a while back about a potentially cheap system for doing this...

    Players go in a database with a reviewer rating say from say 0 to 100 starting at 4.

    When players review a player made mod they give it a thumbs up or down and this adds that player's reviewer rating to the total for that mod.

    When the total review rating for a mod gets to a certain amount the staff reviewer checks them out and
    - if the staff reviewer thinks it's an exploit they give it a thumbs down and all the player reviewers who gave it a yes get their reviewer rating reduced by one
    - if the staff reviewer thinks it's good then the player reviewers who gave it a thumbs up get one added to their reviewer rating.

    so over time players who give good reviews on bad mods get a lower reviewer rating and players who give good ratings to good mods get a higher reviewer rating. eventually the staff reviewer would mainly be looking at mods that have been recommended by the high reviewer rating players.

    Give the players who get a 100 reviewer rating a reward of some kind.

    #

    That would be a reasonably cheap way of getting endless content imo.

  • Loke666Loke666 Member EpicPosts: 21,441
    Kyleran said:
    I don't think it can ever happen, players have proven time and again they can't be trusted to do the right thing, can't see how you'd effectively and efficiently control them.

    As for Developer passion, that's pretty much gone too, if a title had enough money to make a quality game at launch, they have to use designs that are most likely to deliver a solid return on the investment.  Sure, they can vary a few of them, but overall straying too far from the formula will end up in disaster more often than not.

    The problem is that the devs and publsihers have no clue what actually will make money right now, I don't think it is a coincident that no larger Western publisher have a MMO in the works right now. All larger projects seems to have been cancelled (like Titan and EAs Dragon age MMO to mention 2).

    As for player run stuff, that works if you have some kind of good score system, about 75% of all player created content do suck but there have also been some gems out there. Take the custom stuff for Neverwinter nights, most did suck but there some campaigns far better than the official ones as well.

    I think Games like Sword coast Legends is a step in the right direction, working with tools like that teaches players to create fun content. Because experience is as important as telent when it comes to making good game content. If it becomes a hit it can open up a lot for custom content later.

    The alternative is to wait until there is a good enough AI to actually create game worlds, that should be 10-15 years in the future.
  • NailzzzNailzzz Member UncommonPosts: 515
     I thought that City of Heroes did a pretty good job of this. Players would create missions and then the playerbase would actually rate them. If there was alot of exploiting going on,  i didn't hear anything about it. But then again, it wasn't the most gear grindy of games either. I am really missing that game now.
  • KyleranKyleran Member LegendaryPosts: 44,059
    Loke666 said:
    Kyleran said:
    I don't think it can ever happen, players have proven time and again they can't be trusted to do the right thing, can't see how you'd effectively and efficiently control them.

    As for Developer passion, that's pretty much gone too, if a title had enough money to make a quality game at launch, they have to use designs that are most likely to deliver a solid return on the investment.  Sure, they can vary a few of them, but overall straying too far from the formula will end up in disaster more often than not.

    The problem is that the devs and publsihers have no clue what actually will make money right now, I don't think it is a coincident that no larger Western publisher have a MMO in the works right now. All larger projects seems to have been cancelled (like Titan and EAs Dragon age MMO to mention 2).

    As for player run stuff, that works if you have some kind of good score system, about 75% of all player created content do suck but there have also been some gems out there. Take the custom stuff for Neverwinter nights, most did suck but there some campaigns far better than the official ones as well.

    I think Games like Sword coast Legends is a step in the right direction, working with tools like that teaches players to create fun content. Because experience is as important as telent when it comes to making good game content. If it becomes a hit it can open up a lot for custom content later.

    The alternative is to wait until there is a good enough AI to actually create game worlds, that should be 10-15 years in the future.
    And shortly thereafter Skynet will launch the missiles which will spell the end of mankind's domination over the earth. 

    Wonder if robots will bitch about MMORPG's as much as we do? :)

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • ScotScot Member LegendaryPosts: 24,429
    We have been here before, it seems gaming companies are too concerned with proprietary rights and not have control of what is being produced. Second Life shows what can be done and some of the issues involved. Many 'solo' are given extra months of play by modders, they can help if given a chance.
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