Player-generated content in MMO games

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Blackpapa

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May 26, 2010
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Some say player-generated content is the cornerstone of emergent, next-gen gameplay. Others invoke Sturgeon's Law which says 90% of everything is crap, noting that in the case of computer gamers it's somewhere closer to 99.95% with 60% of that being attempts at using the game mechanics to create a giant penis.

Some point out that gamers have created great tools, mods, content and utilities that sometimes amaze even the developers, others argue that if you let players create content, even if it's good by it's own, it's going to turn the game into a collage consisting of varying and disjointed art styles.

Some point out that gamers who actively play the game often have a better grasp of game mechanics than the developers at the time of designing content, others argue that players will always exploit whatever mechanic is available to them for their own personal benefit, if in any way possible.

Just to make sure we're all up to speed [link = "http://www.gamasutra.com/view/feature/4008/beyond_play_analyzing_.php?print=1"]here's an interesting if somewhat abstract article[/link] about player-generated content in general. It's not necessary to read it but don't blame me if I refer to the terms explained there.

What I'm talking specifically is both artistic and functional content inside of the game itself using a measure provided by the developer for the explicit purpose of player-created content.

I'd like to hear your opinion on player-generated content in persistent online worlds. I could write an essay on this and I probably will after everybody gets a say.

So here's some food for thought:

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