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Power to the People Article

PlayStation 3 PC PSP DS Xbox 360 Wii
Article by Rob Fahey

18 April, 2008

Page 2 of 2. <- Page 1

It's also entirely the wrong way to approach this development in consumer behaviour. The vast, vast majority of consumers don't want to get together into small development teams to develop their own small titles. Instead, they want to be given the power to play around within existing games - to create within the contexts of the worlds they love, and build new content that they can share with friends.

What I'm talking about, of course, has existed in some form on the PC for decades. I'm talking about building new levels, new character models, new weapons and new puzzles - some of which may be minor changes to the game, some of which may be large, involved mod projects. Most of it, of course, will be rubbish - but some will be superb, and taken as a whole, the offering will be compelling. This, at least, true videogame user-created content would have in common with its counterparts in all other media.

Moving this entire ecosystem - all of this openness - onto console platforms would be a key step forward. As it stands, most PC games don't offer any kind of discovery system for user-created content - it's a haphazard case of searching for content, and then installing it by dragging it to the right folder on your system. Content rating and reviewing, let alone safeguards against malicious content, are practically non-existent. All of these things could be solved relatively easily by a platform holder dedicated to this ideal.

It's a shame then that for some publishers - and most platform holders - this is a concept which is essentially terrifying. It means turning the games you ship into creative tools in their own right, by polishing up and releasing cut-down versions of the development tools themselves. It means allowing users to muck around with your IP, bending it and twisting it to their own ends - something which is essentially a brilliant, fanbase-supporting idea, but which gives the legal departments of most publishers apoplexies.

More than anything else, though, it means allowing content for your game to be distributed free, gratis and for nothing. There's no revenue stream to be made from user-created content - not directly, at least - and in fact, there'll be a cost incurred in implementing and operating it. The benefits, instead, will be in a boost of health for an entire product line - a happier fanbase, a wealth of free promotion, a long lifespan for your existing game and a huge level of anticipation for your next.

Some publishers get that. EA's Sims business unit gets it; those at Sony involved with LittleBigPlanet get it. If that carrot isn't enticing enough, though, don't worry - the stick will be along shortly. Videogames have taken a huge chunk out of the audience figures for mediums like television among key young audiences, but the next big thing isn't on the horizon any more - it's right here, and getting bigger by the day.

User-created content on the Internet, everything from YouTube to Flickr, from blogs to MySpace, from Flash games to MP3 mash-ups, is absorbing more and more time from the generation videogaming would like to have called its own. If this industry is going to sit back en masse and act as though encouraging a select few to put shareware-style games on consoles is enough of a response to this revolution, then gaming risks taking a serious blow - knocked off its perch, ironically, because the most interactive medium of all refused to let its audience interact.

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.

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Comments: 1-15 of 15 in total

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afghan_jones
18/04/08 @ 15:03
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No mention of Halo 3's forge mode?

Sure, its a very limited set of tools, but there have been some very original things come out of it which have even made it into general playlists such as Rocket Race, Grifball etc.

The Bungie Favourites & File share apps make distribution pretty easy so a beefed up set of mod tools with the same distribution would be the enxt step.
Mentalist(air)
18/04/08 @ 15:15
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Although I still play PC games, I can't really be arsed with mods any more. At one point I would download any new Unreal Tournament or Half Life total conversion going, but these days I don't really feel like it. Perhaps I just don't have the time, or perhaps there's plenty enough professionally-generated content available for me these days.

That's probably why I'm not looking forward to Little Big Planet as much as some folk are.
mb2251
18/04/08 @ 15:24
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Nadeo (Trackmania devs) is another good example of people who 'get it'

The tools available to create your own content are just at the right level of difficulty, enough there to accomplish something worthwhile but not daunting to the casual user...
riz23
18/04/08 @ 15:27
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I'm not particularly interested in user created content either. Most of it is shite, it's just amateurs toying around. Some are worthwhile but that's usually just a showreel for entry to the industry. Most user created content regardless of medium (Games, Film, Literature) is rubbish. I'm happy to leave it to the professionals.
Bitkari
18/04/08 @ 15:44
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This represents the conflicts between the different cultures that exist in the games industry.

Some are very pro user-interaction - indeed much of PC gaming is built around the gaming community building new maps, mods, machinima and other things that not only serve to promote and evangelise the game in question, but solidify the gaming community.

Others are more reluctant to let players become creators. Console platform holders come from a culture of total control, where they dictate precisely what is to be played on "their" platform. Certainly this has many benefits for the player, from a quality control perspective, but it can be drastically limiting in a world where user-created content is becoming increasingly important.

Obviously it's a matter of balance. and I think that Satchell is saying some very correct things here: you need to be very careful that you don't give your users enough rope to hang the rest of the user-base (sorry for the mutilated metaphor!).

agparrot
18/04/08 @ 15:56
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Had endless fun with the level and storyline designer in Timesplitters 2 - and that sort of dev environment would be welcome, as would 'Forge mode', like afghan_jones says, but with better customisation tools for things branching into weapons / vehicles and whatnot, and being able to share it around within a moderated environment without endless mods generated by people who think tits for wallpaper is funny.

Even buying team-developed stuff is like wading through muck to find the roses, so don't really have a problem with the percentage of dross likely to appear, and it will be interesting to see if 'the industry' is serious about taking user created content in this direction.
Tonka
18/04/08 @ 16:58
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Do I need a XBL Gold account to get Forge content?
moggsy
18/04/08 @ 19:07
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Another rather good example of user created content is the decal editor within Forza 2. Once your creation is complete you can even sell it for in game money. Very good idea which gets very little coverage.
BrokenSymmetry
18/04/08 @ 21:58
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Yes, it really is strange that this article doesn't mention Forza 2 and Halo 3, which have exactly the limited easy-to-use in-game creativity tools that the article talks about.
sirtacos
18/04/08 @ 23:59
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Awesome article. You (by which I mean Eurogamer) have far better writers than any videogame-related website I know.
Moz
19/04/08 @ 11:18
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Yes, it really is strange that this article doesn't mention Forza 2 and Halo 3, which have exactly the limited easy-to-use in-game creativity tools that the article talks about.

I wouldn't call the Forge "easy to use" it's a total pain in the arse, as mentioned above the Timesplitters system is so much better.
Lexx87
19/04/08 @ 21:21
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kestral
20/04/08 @ 14:40
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"I'm not particularly interested in user created content either. Most of it is shite, it's just amateurs toying around. " the tools allow it to be shite
Davemanz
21/04/08 @ 03:26
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Want customization? Garry's Mod for HL2. It opens up the entire engine to be toyed with, and it's fairly easy to make entirely new gamemodes and vehicles. It's not entirely accessible if you don't know the engine but even the basic stuff is fun.

Forget my plug, though, this is a good read. Mod teams are a great source for companies to find fresh talent. Look at the guys who made CS. They're now some of the top developers at Valve, making as much as any PC developer.
dr_faulk
21/04/08 @ 13:07
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I don't know how Nintendo would react to a big Phallus ripping about Mario Circuit.

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