User-generated content - not one size fits all
Will Wright has been touting the benefits of user-generated content for a while now. While it is the best thing since sliced bread and that its role in gaming can only grow from here, it won’t dominate all games in the future as many seem to think.
Different games are suited to different levels of user-generated content, and the challenge is finding the right level to allow. Wright’s games are made for it. The Sims, Spore – there isn’t a story there, it’s all about whatever the player feels like doing. This is just the style of games he makes, and that’s why user-generated content is so important to him.
But consider a more story-driven game like Metal Gear Solid – a significant portion of its play value comes from the unique story and rich cast of characters that could only come from Kojima’s mind. In a more directed game format like this, I’m not sure there’s a lot of space for players to create content without significantly affecting the experience. This would be the other extreme on the user-generated content spectrum.
In the middle, there are games like World of Warcraft – there is a lot of top-down, developer-created content that players find interesting (quests). But at the same time, a lot of the value comes from the fun opportunities that other players create. Both are necessary to the experience.
Finding the balance is key and will be different for every game – are you creating a simulation, or are you trying to tell a story?
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