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We've recently talked about what makes Elder Scrolls games what they are and what Zenimax Online needs to do with The Elder Scrolls Online to create that feeling, but what about user generated content? This peripheral (yet staple) feature of the series hasn't yet been mentioned with regards to TESO, but this week we weigh in on what could possibly be a missed opportunity to capitalize on one of the series' largest strengths.
Read more of Michael Bitton's The Elder Scrolls Online: A Missed Opportunity in UGC? |
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11/26/12 10:30:38 AM#2
No thanks, UGC should not be needed in a MMORPG. Sounds like your talking about a COOP game instead of what they are making. Don't want to have MaryJaneMan420 making my adventures for me. Mods are only an after thought of a game once it has nothing left to offer. The ones you say you feel sorry for, xbox and ps3 players are the majority of the ES buyers. I wish I bought it for PS3, Skyrim and Oblivion were made for console. |
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11/26/12 10:45:22 AM#3
I can see them creating "adventure" tools like Ryzom or STO but other than that UGC content really won't wash. One person's elderscrolls isn't another person's elder scrolls. There are people who swear that the only way to play them is modded. Others, myself included, enjoy the vanilla game but with a few armor mods or for example, a mod that made skyrim's dragon's more powerful. Still others go all out and glam up their characters as well as the npc's and add all sorts of items that wouldn't remotely be considered lore friendly. |
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11/26/12 10:54:45 AM#4
Ehhh...UGC shouldn't be in an MMORPG, at least not to the extent that it's available for Skyrim. Limited UGC I could see...
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11/26/12 11:07:45 AM#5
How about user generated world events that can wreck your day spontaneously ?
I still don't see how an mmo can have an es feel when your never more alone than when your playing es. Let's keep the lore and qualities, but give the mmo twist and let's not market it as es feel when that is impossible. Once we get to the point where we don't need to fully envelope the es feel we can open the door for cool stuff like unleashed and maybe even user controlled world bosses, that randomly wreck havoc and stir the pot up. |
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11/26/12 11:20:04 AM#6
Bad idea realy bad idea it won't work in a mmorpg period. And player made items for there cashshop omg pls NO i already hate cashshops from developers let alone from players it would be a desaster. Are you guys even still gamers or you wanne make games also working place making a buck? I would avoid games with ideas you guys came up like its plague. I quit Guildwars 2 for now im fed up with empty world:(... played:AC-Darktide,AC2-Darktide,L2 and Darkfall.Solo Fav games:Morrowind,DayZ(PLAYING NOW), Skyrim, Bioshock, Age of Empires 2, Soldiers of fortune 2 and many more... |
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11/26/12 11:23:00 AM#7
Originally posted by Fearum |
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11/26/12 11:24:55 AM#8
I only mod skyrim with the sound enhancements or better looking water or more realistic looking characters that still stay true to the game. Most mods i see have nothing to do with elder scroll or even worse mods that cheat ughh...:( I quit Guildwars 2 for now im fed up with empty world:(... played:AC-Darktide,AC2-Darktide,L2 and Darkfall.Solo Fav games:Morrowind,DayZ(PLAYING NOW), Skyrim, Bioshock, Age of Empires 2, Soldiers of fortune 2 and many more... |
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11/26/12 11:33:20 AM#9
No thanks, never used an ES mod and never will.
Dozens of MMO's, RTS's, FPS's, etc. |
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11/26/12 11:36:58 AM#10
Originally posted by Fearum And only through mods are Skyrim and Oblivion made bearable. |
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11/26/12 11:38:46 AM#11
Originally posted by DavisFlight lol, which goes back to my earlier point "one person's elderscrolls isn't another person's elder scrolls". |
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Elikal
Spotlight Poster
Joined: 2/09/06
“No path is darker then when your eyes are shut.” -Flemeth |
11/26/12 1:45:56 PM#12
"Things weren't better in the past. But a lot of things were GOOD, and they would STILL be, if people had stopped the fuck messing around with them!" |
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11/26/12 2:19:27 PM#13
Always the same. People here immediately saying 'no' without giving it any thought. There is no reason for the UGC to be in the form of mods like in the pc elderscrolls. It also doesn't have to be instanced. The writer of this column forgot one UGC system that wasn't instanced.
Chronicles and the story telling system in Star Wars Galaxies, I have to admit though that Chronicles was for a part poorly executed incentive for afk farming. But that is only because they decided to drop the pieces as mobloot. (If you wanted to use sandpeople mobs for your story, you had to farm sandpeople to get their mobspawners).
Chronicles was a way to create complex multistep quests and that was even with this system still being in its early phase. Much was planned for this and then well, we got the news that SWG would stop.
Storytelling system in the last years was a very cool way for creating player driven events. Especially in combination with the playercities and how mayors then could create temporary awesome decorations and create complete stages for player run events.
But everyone was busy hating SWG so no one probably even knows about these features. And I doubt that we see UGC again in this form. It needs large worlds for you to play in and preferably player cities. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
11/26/12 3:13:32 PM#14
Originally posted by Fearum UGC is the single most easiest and efficent use of development time. UGC allows countless replayability. In an age of content locusts and ever increasing production time which translates to increased time between content patches, an UGC system allows the game to thrive and remain viable.
Ask yourself every MMO you've quit what would of kept you around? Chances are it was lack of things to do, well UGC solves that!!!!!!!! |
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11/26/12 3:21:47 PM#15
Originally posted by someforumguy can you elaborate? was dialoge part of this and if so did others see what was going on or did people have to "accept" the quest in order to see any of it? How did they deal with items for quest rewards or just items as quest criteria? Where did these quests take place? Did creators "place mobs" or did you tag a set of mobs that were in existence and after assigning quest criteria they would then becme part of the quest with quest items on them? could one use animations? Who gave out these quests? etc. |
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11/26/12 3:21:47 PM#16
I say wait and see how ugc works out with neverwinter
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11/26/12 4:25:22 PM#17
If you want UGC play a single player game. No instead of UGC... can't we just go back to the old days and get GM run events.... Can we let GM's actually be GM's again instead of customer service that can't really help you with anything other then getting your character unstuck... GM RUN EVENTS NAOW. Also, stop trying to make my MMORPG's (Massively Multiplayer Online Roleplaying Games...People seem to forget some of the words in that ) into MSORPG's (Massively Singleplayer Online ... you get it.... I hope......) "In the immediate future, we have this one, and then we’ve got another one that is actually going to be – so we’re going to have, what we want to do, is in January, what we’re targeting to do, this may or may not happen, so you can’t hold me to it. But what we’re targeting to do, is have a fun anniversary to the Ilum shenanigans that happened. An alien race might invade, and they might crash into Ilum and there might be some new activities that happen on the planet." ~Gabe Amatangelo |
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11/26/12 4:39:05 PM#18
Originally posted by Fearum Be thankful you didn't buy Skyrim for the PS3. With all of the issues the PS3 version has, I have a number of friends who purchased for the PS3, and had to repurchase for their PC because of how unstable the game becomes once your save becomes larger. I agree with the rest of what you said though. UGC is really not needed in a mmo, at least not yet. The tools just aren't there to create meaningful UGC that also strictly adheres to the defined vision of the game. In a single player game, or local coop game mods are fine, because you are only affecting yourself or friends. There are just far too many variables in a mmo. The modding community extends the life of many single player rpgs, no doubt (I love my mods I use for Skyrim), but in no way would I want mods in a mmo. |
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11/26/12 6:15:59 PM#19
I think there can be plenty of ways in which mods can serve as a functional expansion on MMOs.
For examples in-practice already I'd refer you to any MMO with a mission creation system. That's a common aspect that can be utilized to expand on the amount of basic things to mil through in a game. Other options are to part out assets used in the game so that players can use them spore-style to come up with new things. Many of the weapon, armor, and environment mods for the last three elder scrolls titles have done this and managed to pull off pretty unique designs that, while not strictly sticking to lore, still resulted in a cohesive aesthetic with the main game. For a similar example that takes the step to truly custom vicual content I would refer to the recent initative that SOE has done with a few of their games, giving people information on requirements for assets and a means to submit the assets for implementation within one of the compatible games.
This is where the article author's idea gains a good deal of validity to me. A sequestered sandbox server to tinker with player ideas before applying them to the live servers and a community vetted system would go a long way to easing the burden of the developers. It's not only providing the means for users to submit content, but a multiple step process to screening it. The Steam Workshop is a good example of a company-regulated community that can allow a good overally capacity for players to share and communicate about ideas. If you couple this with the idea of implementing a test server that works similar to Second Life's, which enables you compartmentalize zones and test scripts in an isolated segment of the game world so there aren't any total server crashes, it allows players to design and showcase their concepts that players can turn around and vote on. Then you turn it back over to the Steam concept. Perhaps not just the Workshop, but the Greenlight method. The top voted mods can be culled and quality controlled for compatibility mechanically and artistically and implemented into the following patch cycle as part of the game proper with associated credits to the designers of the mods.
I can actually see it as a good compromise for players between a controlled experience and the ability to expand elements in a sandbox manner.
It'd be like SKSE and other common mods becoming inducted as an official part of the system instead of something that almost everyone uses but have to bounce back and forth on every time the game gets an update or some other mod conflicts. This would help unify the system with the mods as well as provide a venue to spread the design process out so the devs aren't inundated with things they'll never be able to process or implement, and instead have a working model that's seen some form of success before official release.
EDIT: In other words, think of it like a way to bring greater content into the game in the manner of expansions that include a regular flow of community content with the regular updates.
I'd think that would be a pretty effective way to pad the content of the game for the devs while they can in turn focus on expanding the core mechanics of the game (expanding viable options and the tech of the game engine on the back end to enable a greater veriety of mechanics in-game over the long term, which in turn enables a greater variety of implemented mods and things to be done in-game) and adding in larger content such as new zones, or even freeng the devs up a bit to focus on an overarching episodic style updates for more interactive quests like Ultima Online and Asheron's Call once had.
So in a sense it's the idea of taking a dedicated modding community and utilizing that to generate a regular flow of content for updates to keep the game more lively than the devs could do alone (unless they had a silly-massive team) and alternatively letting the devs better support the game's longevity from the back end. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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11/27/12 7:34:31 AM#20
User generated housing and structures, siege, wagons, boats = good. User generated dungeons/raids/quests = bad. Though, a bounty system kinda counts as UGC...and that = good. If we're speaking on tradition: UGC works for Neverwinter since it's D&D branded and the original Neverwinters on PC had UGC. I guess you can count mods as UGC for the last few Elder Scrolls games, but they weren't multiplayer. Regardless, the genre needs diversity. I'd like to see Neverwinter take more of the campaign editor, table top style route - true to it's roots, while at the same time keeping CoH somewhat alive with the dungeon editor system. I'd like to see ESO do it's own thing. They too should stay true to their roots and focus on the things that set their games apart, being: large open worlds and freedom of play. Both are champions of story telling. I'd hate to compair the two games because they're both classic, masterpiece delivering serieses, but The Elder Scrolls/Bethesda is just king sh*t. Feel me? http://thewordiz.wordpress.com/ |
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