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The Pub at MMORPG.COM  » User Generated Content in MMOs: Why not?

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66 posts found
  corpusc

Novice Member

Joined: 7/25/03
Posts: 1390

CHATTANOOGAN

contact me if you are seriously interested in
* C#
* making an old schoolish FPS

4/25/12 6:18:34 PM#61
Originally posted by nariusseldon
Originally posted by corpusc
Originally posted by Adamantine

Thanks no thanks.

I rather have a smaller number of fully professional designed dungeons, each with an individual look, than hundreds of always the same looking dungeons, as it was with NWN1.

 

if their dungeons looked all the same, the fault lies with the devs for not making the tools in-depth enough and/or not providing a good variety of textures/models/whatever for players to work with.

and for not having all the OTHER missing features (such as not letting every tim, dick and harry make every single thing they crap out be public for everybody to consume).

 

once given a proper starting set of assets and properly designed building tools, having the work being done mostly by users actually creates MUCH MORE variety, because there is MUCH MORE variety of creative INPUT.

take any game out there, and after you've played 10 zones or so, you start to see the same old patterns emerging from their limited manpower.  the same small set of zone designers creating all the content.  

 

 

so in reality, a properly done UGC based game would have VASTLY MORE variety.  stop looking at only what you've seen, and start thinking about what COULD be.

99% of the users have no talent in art or design in anything. Either they will make dungeons using generic assets, which looks generic, or have bad art, and design. It does NOT matter what tool you give them. If you give them a 3D model builder, they can't build a good looking 3D model of a mob anyway.

I prefer professional designed stuff 100%.

It is NOT worth the resources to provide easy enough tools for users. Better spend resources to make more professional designed dungeons.

 

[Mod Edit]

 

1) map editors have to be built for the game regardless who uses them.

2) even if it was true only %1 is good  (quite wrong), its %1 of free labour that requires NO work, and %15 of free labour that requires some tweaking (where MOST of the work is already done).  the rest can be rejected

3) this culled output can STILL blow away, and dwarf the output of teams of hundreds of expensive in-house workers

4) a professional in-house artist in this scenario has ultimate control, and thus when finished tweaking something, its %100 professional quality.  regardless of the state that it was in when submitted.  

5) even BLIZZARD doesn't have the in-house resources to keep up with the rate users would like for new content to be added.  one smallish expansion pack every how many years?  lol

 

you're REALLY just illustrating how existing paradigms of content creation TOTALLY FAIL users wishes.  its just simple logistics.

 

 

The End
---------------------------
i don't expect to like Darkfall, altho i may like it MORE than other MMOs. i know it is gonna have a very frustrating level of grind to it, even if its significantly less than most. waiting for a pure FAST action virtual world. dice rolling & character levels (even "skills") IN COMBAT should have never carried over from pencil & paper to a computer that can reasonably model 3D spaces and objects

  jtcgs

Advanced Member

Joined: 9/28/04
Posts: 1843

4/30/12 10:22:11 AM#62
Originally posted by FrostWyrm

City of Heroes actually began doing this a few years ago with their "architecht" system.

The only problem with the idea is that for every truly good piece of content, and every truly inspired player there is out there, there are 100 pieces of complete trash, and 100 immature "kids" (both adult and young) that will build structures to resemble penises.

This is true but what is also true is that the game still has far more content than it would have without it. The content is free so its not like having some poorly made content is a bad thing.

Also, it was SWG that first implimented user content to MMOs.

I think we will really see an explosion in user made content in MMORPGs with the upcoming D&D MMO. If it becomes popular enough, it should start spreading to new games.

“I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2423

4/30/12 10:25:30 AM#63
I think it would be awesome if players could design a dungeon then when they're finished it would spawn somewhere out in the wilderness. This would also keep players out in the world adventuring to find new dungeons.
  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 13031

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

4/30/12 10:27:26 AM#64
Originally posted by Johnie-Marz

I have given this some thought. I believe if you create a dungeon you should get a certain percentage of the gold that the parties that go throught that dungeon receive. (Rewards handed out in a dungeon, would be based on strength of monsters, you couldn't make a dungeon with one goblin guarding a chest of a gazillion gold for instance)

After a party goes through the dungeon they have an opportunity to rate it. Dungeons that are not rated high enough after a specific piriod of time or if no players finishes the dungeon over a specific period of time, the dungeon is "Retired"

This way, the high rated dungeons that people actually enjoy will be kept, the bad ones will be "Retired" and it will give dungeon creators incentive to create fun well designed dungeons. (since they will be making a profit when players complete their dungeon)

You can actually see that in action in Dungeon Empires.

Cool Crowfall info and speculation - http://www.thewulfden.com/search/label/Crowfall

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 13031

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

4/30/12 10:33:04 AM#65
Originally posted by MMOExposed
Quick question, but how far has player made content as a feature, has progressed over the years?


PotBS has one of the most advanced systems, where players have access to guidelines for creating flags, sails and even ships. The process of rating and approving is a combination of community and dev review, with the result being pretty impressive. There have been hundreds of sails and flags added to the game since release, and dozens of player-created ships.

Dungeon Empires is another great step forward, integrating the dungeon creation into the gameplay itself as the rewards obtained from other players' dungeons are rooms, objects and effects to use in building your own.

Cool Crowfall info and speculation - http://www.thewulfden.com/search/label/Crowfall

  Sythion

Novice Member

Joined: 6/30/11
Posts: 427

5/01/12 9:44:14 AM#66
Originally posted by Loktofeit

You can actually see that in action in Dungeon Empires.

Oh

My

God.

THEYSTOLEMYIDEABEFOREIEVENHADIT!!!!!

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