i want a new expansion with content!!!!!! … just (trying to) chatting with friends ingame who never logon anymore and to decorate my houses is simply no long term solution… (from here)
And then later on in the same comments thread on the SWG release of Chapter 6: Masters of the Wild at MMORPG.com….
The only thing this does for SWG [Chapter 6 expansion] is it helps those who promote fictitious fun by providing a means to generate their own content through the Story Actor Event Perks. PEX’s team is being downsized and these changes are to assist his department through redirecting a workload onto the customers; not a terrible thing honesstly. (from here)
From the comments on Raph Koster’s post “Quit being snobby about user-created content”:
User-generated content, like all human creative endeavor, is subject to Sturgeon’s Law…. The free market tends to act as a sort of crud-filter….. User-generated content also needs crud-filters. We used to have ways of doing this on MUDs….. The threat to the scalability of our approaches was that they were largely top-down… Modern… techniques tend to be more democratic. However, there are inherent problems in these systems….. Have you ever noticed that the vast majority of clips on YouTube have 4 stars? I’ve seen the same phenomenon on NetFlix. To me, it would seem as though mass voting on a star rating isn’t very expressive or useful for many kinds of content…. I think that the case for user-generated content is not helped by the kind of wild, anarchic approach we see in Second Life… (from here)
I see two widely-attempted approaches to take care of the “crud problems” of User Generated Content: the MUD-style top-down Wizard, and the user-rating system. Both obviously will not work (and have not worked) in MMOs. In many respects, I think we would all agree with the statement that the free market tends to act as a crud-filter.
The top-down approach doesn’t scale enough, it relies upon the good nature and time availability of the people in the Wizard roles, and it is an “unnatural” solution, in that it relies upon a contrived demi-god role to be filled by members of the population.
The user-rating systems depend upon the general population caring enough about the content to be willing to rate the crud as “crap”. I think that to rate something as “crap” often feels judgmental, complete with all the connotations of that word. At least that’s something I feel whenever I rate some User Generated Content as “crap”, even if it is indeed crud. I think it takes more dislike to rate something as “crap” than it takes liking something to rate it “good”, and this for the same reasons that it takes a whole lot more provocation to get somebody to fight than it does compliments to get someone to smile (who here liked Fight Club). So, seeing as the fundamental “crud-filter” mechanism in the free market is to keep on walking past whatever it is you don’t like, that is, inaction rather than action, the user-rating system will always and forever be skewed toward higher ratings, and fewer votes, than what people actually feel. I suppose, then, this would imply a simple increase in the “this is crap, toss it” threshold would go a long ways. That or keeping track of the number of player impressions some object gets and compare that with how many people voted for or against it, assuming some percentage of non-votes is in effect a “no” vote. However, the “game” of campaigning for “yes” votes would jump into full swing, and when confronted with having to say “no, I’m not going to vote for your crud” or just voting “good” for something you don’t care that much about, most people will tend to just vote “good”… again, for similar reasons as the fight mention from above. So, I guess my opinion is that the user-rating system can be improved to a degree, but it will always be flawed.
The free market acts as an effective crud-filter because the “voting” is only done by those who like the content enough to give something tangible to its creator. The actions are what matter- as we’d all expect from “actions speak louder than words”. If someone voted “good” that means they gave resources to the user who created the content. In short, money does the talking. This is different, however, than a voter saying, “I like your stuff. Here’s some money;” that would be no different than a user-rating system. The only way for it to be different, I think, is there must be a transaction. The user content must be something the voter wants to take home and put to some sort of use. The user content in general must be capable of being tangibly useful for others.
In economics terms, the User Generated Content must add value, and that value-added product must then be something someone else can use to create value.
Currently, User Generated Content is restricted to the aesthetic and imaginary world. The comment “The only thing this does… is it helps those who promote fictitious fun…” is really very accurate. In my MMO experience, serious role-playing seems to amount to make-believe. There is no value-added, economic product involved. It does not use up scarce resources, so there is no tangible risk or investment required, other than emotional- it requires extra effort in the suspension of disbelief. Not to say it’s bad. I’m just saying what is required of serious role-players is currently being required of all players in regards to User Generated Content.
Make User Generated Content matter financially, and you’ve made it work. It will then be in the same vein as crafting in a player-driven economy. How? You have to build upon the schematic/blueprint aspect of existing crafting systems. Players need to be able to create new blueprints that produce new objects that look different, are shaped different, and behave differently than any dev-created object. In SWG, you could produce items with widely-differing stats that influenced how a player used that item. We need to go further and let crafters change what an item actually does. The game Spore is doing something similar, though with creatures. In the extreme, we will need to allow for a crafting system to allow for players to go from bows and arrows all the way up to starships and jet packs, all without a single hair of dev influence. And if there are multiple server shards, that crafting system needs to allow for one shard to have a completely different set of in-game items than all the others.
That paragraph describes what I believe has to happen in order for the User Generated Content problem to be solved. Holy complex, Batman. But how freakin’ cool would that be?!