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[Veteran designer Pascal Luban (Splinter Cell: Chaos Theory) concludes his series on the "megatrends" of the gaming industry by tackling user-generated content, player aging and emotion. To read
his first article in the series, click here; to read the second article, click
here, and to read the third article, click here.]
In this fourth and final chronicle of game design megatrends, I shall
address three trends that, while perhaps less obvious than some of those dealt
with in prior articles, are nevertheless full of potential for future game
development. They are: player-created content, the aging of players, and the
emergence of gameplay generated emotions.
Megatrend VII -
Player-created content
This self-explanatory
term can refer to anything from digital items to maps or mods for multiplayer
games, even going as far as full Flash or Java based games. Today's PC gamer
expects to have a map editor available. Left
4 Dead was barely on the shelves when player-designed maps were already
appearing on the net.
Development of mods is
rarer, since comparatively few games support them, and player-designers need
decent programming skills in order to achieve anything of interest with the
tools available to them. On the other hand, the impact that a well-done mod can
have on a game's life can be tremendously deep, as shown by the massive success
attained by Counter-Strike.
Finally, the last category of player-generated
content covers games entirely developed -- and sometimes even distributed -- by
players. We frequently see this kind of Flash or Java game crop up on the
Internet.
However, such
achievements still come only from a limited number of people. Second
Life, conversely, offers a surprising and revealing example of an
application where creation is not only within anyone's reach, but an end in
itself.
Second Life gives players the opportunity to create objects and locations and to
show them off to others. Though a website's proportion of active users is
generally low (only 5% of eBay users are sellers), the proportion of Second Life users who actually created
something exceeds 30%! Better yet, 15% of those users write their own scripts,
an endeavor which requires a genuine personal investment.
How has this torrent
of creativity been fostered? Firstly, creation is made very simple through the
availability of numerous ergonomic tools and tutorials. Secondly, there is a
strong culture of cooperation and mutual help within the Second Life user base -- this culture is typical of internet gaming
communities. Lastly, it is very rewarding to show off one's creations to the
whole world, and therefore that's a strong motivator.
Nadeo's Trackmania
Another example comes
from Trackmania, a car racing game developed by the French
developer Nadeo. The game's
appeal lies in its track-generating tool. Around 10% of the game's players
build tracks and share them with other members of the Trackmania community. According to Nadeo, there have already been
close to 20 million downloads of user-made tracks!
How might one explain
this fervor for creating new content? Perhaps the answer lies in the fact that
the act of creation is inherently one of the most fulfilling of human
activities; to create is to express oneself, and to express oneself is to
exist. It is natural for an individual to wish to share the fruit of his
creativity, thereby rising from obscurity. Once tasted, the reward of creation
often becomes an irresistible need.
The fact that Second Life is not a "game" in
the traditional sense of the term should not divert our attention from an
important rule which it clearly embodies: give power to the players, and they
will take over your game.
An interesting example
comes to my mind from the development of the multiplayer mode of Splinter Cell: Pandora Tomorrow. In this
mode, spies had to hack consoles and mercenaries had to prevent them. But some
players missed the traditional deathmatch mode found in almost all multiplayer
games so they invented new rules for deathmatch-only sessions.
Whoever wanted
to join such a session had to abide by the informal rules designed by the
community. We were so impressed by this phenomenon that we decided to add a
dedicated deathmatch option to the multiplayer mode of its sequel, Chaos Theory.
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No, we don't. Cite it. What I know is that people say things like "the new disc format will be decided by the porn industry, just like VHS-BETAMAX was, so HD-DVD is going to win over Blu-Ray." (Whoops!) Point is, please give actual numbers to back up your claims.