Jump to navigation
Advertisement

GamesIndustry.biz: Emergent Problem Article

PC PlayStation 2 GameCube Xbox GameBoy Advance PSP DS Xbox 360 Mobile PlayStation 3 Wii
Article by Games Industry.biz

8 December, 2006

Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer a day after it goes out to GI.biz newsletter subscribers.

Like a great many Nintendo DS owners, several of my friends play Animal Crossing: Wild World. In this cute, bouncy and nonetheless intriguing game, players interact with a village full of different animals, and are frequently given the chance to customise major elements of the game - everything from how the animals speak, to the flag of their local town or the clothes available in the store. Designing custom content is a major part of the game for many players; another key element is the ability to connect to Nintendo's Wi-Fi Connection service and visit the towns of other players who have given you their Friend Code for the game.

An intriguing element of that particular function is that when you do so, animals who live in your town may choose to move between towns - packing up their belongings and heading off to your friend's DS, and potentially bringing with them phrases, designs and so on which you created for them. Through a sort of viral propagation, this means that some phrases and designs can pass along chains of dozens of players, and as the six degrees of separation concept implies, this essentially allows player-created content which has been released into the wild to end up almost anywhere.

Which, in a nutshell, is why one friend of mine turned on her Nintendo DS recently to discover that the latest inhabitant of her Animal Crossing village was a pink elephant in a swastika shirt who said "sieg heil!" at the end of every sentence.

While not exactly impressed, she took it rather well - and a little investigation traced the origins of the offending creature. It transpired that it had been created by someone she didn't know and had never even heard of, and had hopped through four DS consoles before arriving on hers.

Now, this isn't intended as a criticism of Animal Crossing in any way; Nintendo went out of its way to ensure that the game would be safe for everyone to play, implementing a Friend Code system which some people actually argued was too draconian in who it allowed to join in your game. However, as this example proves, allowing user-generated content which can propagate between systems is in itself a loophole that cannot be entirely closed, and it encourages emergent behaviour which is wonderful, playful and fascinating most of the time - but on very rare occasions, brings with it payloads of content we'd rather not see.

Ultimately, if you allow people to communicate with one another - even in a manner as obscure as the swapping of user-generated game items - eventually, someone will say something that someone else doesn't like. This shouldn't stop game creators from exploring user-generated content or emergent behaviour, by any means; these are among the most promising and fascinating fields which designers are experimenting with at present, and they hold promise which the industry cannot ignore, both on a creative and on a commercial level.

However, it does mean that a framework needs to be established which clearly defines who is responsible for content created by users and transmitted between games. At present, legislation on this matter is either woefully lacking, or utterly vague - not exactly a surprising state of affairs when legislators in most countries can't even seem to work out how on earth the Internet works, let alone user-generated content in videogames, but a worrying one nonetheless. If the recipient of the goose-stepping pink elephant in Animal Crossing had been a child with litigation-happy parents, would the ESRB warning about the game experience changing during online play have protected Nintendo, either legally or from the PR backlash?

Another online title which relies heavily on user-generated content - entirely so, in fact - is Second Life, which recently hit massive problems when a malicious user released a piece of content which replicated itself endlessly and ultimately brought down the game's servers. It's the kind of almost cyberpunk online mischief which can't help but raise a grin on the face of anyone who's ever read Neal Stephenson or William Gibson, but it raises questions for anyone who's ever read law. Had this attack damaged genuinely valuable in-game "property", who would be responsible? If user-generated content in a game offends you, who is responsible for that? Our society is one in which someone must always be responsible (and it's rarely the user of a product, unfortunately) - and until a legal framework establishes who that is, those who would experiment in the field of user-generated content must tread very carefully.

For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.

Advertisement

Want to comment on this article? Log in, or register!

Comments: 1-7 of 7 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
Kami
08/12/06 @ 12:56
#1
0
You buried this comment
Comment below viewing threshold
Show
Yeah, user-generated content is a double edged sword. But this is not, in any way, down to the games or the companies behind the games. It is very much like public forums and comments pages - the majority play by the book and keep within the lines, yeah we can be dorks every now and then, yes we sometimes stray. But we're people and everyone is different, and that is part of why discussions on sites like these are so fun and challenging, so informative and intriguing. Lots of differeing opinions.

Then, on the flipside, you get the trolls. The morons who have no concept of the rules other than to break them as impressively as is possible, to provoke reaction, to cause mayhem, to offend and annoy. These people exist, people whose only real goal in like is to make the enjoyment of others in the game universe as miserable as possible - often using the domino effect to its greatest potential, by toppling one you get a whole army of problems so whilst the initial push may have been light, the overall effect is chaotic.

This is also an issue in MMO's and online FPS - user generated content of very different kinds. What we're talking about here is the minority of people who glean enjoyment from causing problems and making mischief, and you're right. They can do it under the umbrella on anonymity, and get away with it. They can have accounts closed, bans put in place, but smarter trolls and clever individuals will know ways around these failsafes. And the problem continues.

Solutions? Well, there are some already in place - albeit in the minority of cases. Validating content before it is shared may consume manpower but of course would ensure the majority of content is safe to share, or even putting restrictions on the type of people who share content with you - which of course would mean it's not quite as open, but of course safer for the end user. Companies could also adopt a user-power policy, a blacklist failsafe that kicks in after X number of complaints until they can investigate, cutting off anything viral, domino-effect or just plain stupid.

The overall issue is that failsafes require people at the backend of it all, so free open games that rely on user-generated content will inevitably begin to suffer in the wake of subscription-fee based things that can afford to have people helping to keep it all tickety-boo. Some may find the idea of GMs or people looking into problems a bit Big Brother, but for the most these people are paid to make sure you are kept happy and safe, and of course with big legal paperwork in hand telling them that any details they do end up recieving must remain confidential. They must be firm but fair.

User generated content of any kind can be a wonderful thing, with so much potential. But I do feel it may still not be quite ready yet at times... as such, the best advice to all who venture into this stuff is to have fun, but don't take things too personally. At the end of the day, the troublemakers are in the minority - why let a small number of idiots ruin what is otherwise very fun and highly enjoyable?
groovychainsaw
08/12/06 @ 13:51
#2
0
You buried this comment
Comment below viewing threshold
Show
The solution this is the xbox live's one tag for all online activity. Operating on a 'three strikes' policy, if someone breaks the (clearly stated) rules of a games, either through malicious created content or hacking, ban them from everything for a year. That would soon shut dow nthis sort of behaviour. Without an overall control of the system though, this is difficult to police. There is nothing stopping the laicious hacker from getting another copy of second life and getting into it again. If they couldn't get onto the network in the first place they couldn't do it again.
We have to live by rules that are policed in the real world to maintain the user experience, the same should apply in the virtual... (The beauty of the virtual is that those rules can change from game to game)
chupachups
08/12/06 @ 15:46
#3
0
You buried this comment
Comment below viewing threshold
Show
Part of the problem is that parents don't realise that they can't let their children go online and expect them to be insulated from all the unpleasantness of the outside world. When their child does see something shocking, they hold everyone but themselves responsible.

There ought to be some sort of attempt to educate parents and tell them to accompany their kids whenever they use the internet, in the same way they accompany their children when they cross the road or visit a playground.
spindizzy
09/12/06 @ 13:10
#4
0
You buried this comment
Comment below viewing threshold
Show
I spent many a happy hour converting my AC characters into filthy, depraved, wife swapping deviants, not realising that they would get passed on! Was it made clear by Nintendo? I never read the manual I suppose, but I think it's important to realise that lots of people might have been playing around, never expecting that their experiments could be released to the wild!

Oh well - some children out there will have their vocabulary expanded a little bit faster than usual. ;-)
link'sdad
11/12/06 @ 12:23
#5
0
You buried this comment
Comment below viewing threshold
Show
I think a goose stepping elephant fascist sounds fun. Besides, what would the parents actually sue for?
YourMessageHere
12/12/06 @ 05:56
#6
0
You buried this comment
Comment below viewing threshold
Show
I'd say the worst thing that could happen is some kind of legal precedent wherein someone sues over user-created stuff. If they sue the creator of something they found offensive, that's going to represent a massive dissuading factor for people making anything even remotely controversial, and then that opens the floodgates for others to sue over user-created stuff; imagine how many talented and harmless people would suddenly be in deep shit if all the people who created player models of trademarked film characters for the likes of CS or UT were sued by the copyright holders.

Then again, if someone sues a game developer for allowing user-created content, well, this can only go one way: developers simply prevent it entirely. No-one wants that.

I'd say make sure that the standard EULA is modified, so it includes a clause that says developers have no control over user created content and cannot be held responsible. Also, by using user created content or features that allow automatic downloads like the ones in Animal Crossing (I assume from the article it's automatic), the user takes full responsibility for the content they download and waive the right to prosecute others. Of course this ideally would need games to adopt a way of previewing and accepting or rejecting content.

Personally I love user created stuff; maps and replacement models for weapons and players by the unpaid enthusiasts for games like CS or UT often so far exceed the quality of the ones shipped at retail you have to wonder what the supposedly professional modellers on the dev team were doing. And the likes of Neverwinter Nights and Operation Flashpoint almost totally rely on user created content, and are all the better for it. The Battlefield franchise, by contrast, seems depressingly characterless by contrast because of the inability to use user-created stuff in ranked games.

Kami's right in relating it to forums; you don't participate in a forum without reading it through, making your own assessment of the others contributing and deciding whether you can tolerate the conditions you find. Nor would you go to the roughest pub in town and then be surprised if you got caught in someone else's fight. It is your responsibility and yours alone what you allow yourself to be subjected to, and if, once you've decided to acquire user created stuff, you're so offended by something another person has made or said, it's primarily your fault for allowing it into your life.
Tweakmonkey
14/12/06 @ 22:20
#7
0
You buried this comment
Comment below viewing threshold
Show
Good article and damn funny about the pink elephant :-)

Comments: 1-7 of 7 in total

Want to comment on this article? Log in, or register!

X View gallery