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Interplay's The Bard's Tale Construction Set (1991)
put all the creative flexibility of The
Bard's Tale series of popular role-playing games at a player's fingertips.
Finally, virtual dungeon masters could easily create high-quality adventures
for their friends.
Semipro
development tools have often allowed sophisticated users to do amazing work
with popular titles. Examples include Doom's fan-made Doom Editing
Utility (DEU) from 1994, which was useful for making the game's WADs,[12]
or file packages that contained levels, graphics and other game data, and
Bioware's RPG Neverwinter Nights (2002; Apple Macintosh, Linux, PC),
which came with the Aurora toolset for complete custom module creation.
However,
these tools -- though certainly powerful -- still represented a daunting
challenge for the average computer gamer.
Further, although there have
certainly been occasional console games that have allowed level creation or
modification, like the course designer in Nintendo's Excitebike (1984;
Arcade, Nintendo Entertainment System, and others), or even complete game
creation, as in Agetec's RPG Maker 3 (2005; Sony PlayStation 2), there
have been few attempts other than the failed Virtual Pinball to bridge
the middle ground that PCS so successfully made its own -- that is, until
the 2008 release of Sony's LittleBigPlanet for its PlayStation 3 system.
Sony's LittleBigPlanet offers robust construction and collaboration
features.
Superficially,
LittleBigPlanet is an attractive but simple side-scrolling platformer[13]
starring a cute, anthropomorphic beanbag. However, the game's true potential is
realized in its level editing and sharing tools, which let up to four
simultaneous players create original stages, objects, and enemies in real time,
either together in person or online.
Ultimately, it's the platform's online
capabilities and ubiquitous hard drive that help bridge the gap between the
inability to share creations and the limits of cartridge-based storage of the
past, paving the way for a bright future for software toys in general,
regardless of platform.
Screenshot from the flexible Game Maker, version 7, which allows for
both drag-and-drop construction and more traditional programming techniques.
Still recognized today, Budge and EA
received a belated Technology & Engineering Emmy Award in 2008 for PCS, alongside first-person shooter Quake (see book Chapter 5, "Doom (1993): The First-Person Shooter Takes Control") and virtual world Second Life (see book Chapter 24, "Ultima Online (1997): Putting the
Role-Play Back in Computer Role-Playing Games"), in the User-Generated Content --
Game Modification category.
Nevertheless, we've yet to realize Budge's dream of
a "construction kit construction kit," with which even a total novice
could produce a professional-quality product.
Nevertheless, we seem to be getting closer
with newer programs like ClickTeam's The Games
Factory 2 (2006;
PC) and Mark Overmars' Game
Maker (starting in 1999;
PC), both of which offer a combination of drag-and-drop object-/event-based
programming with traditional coding and scripting techniques.
Perhaps one day
soon it will be someone's creative vision -- not their mastery of programming
-- that brings the next winning game idea to fruition.
Visual Pinball is the most popular of the modern day successors to Pinball Construction Set, and consists
of an emulator, simulator and editor (shown) that allows users to create and
play recreations of pinball machines. Despite having something of a high
learning curve for everything from setup to construction, this non-commercial
application is extremely flexible, inspiring the creation and recreation of
thousands of tables.
To read the first chapter in this series, The History of Pong,
please click here.
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[12] As previously mentioned, this stands for "Where's All
the Data?". See book Chapter 5, "Doom
(1993): The First-Person Shooter Takes Control," for more on Doom.
[13] See book Chapter 19, "Super Mario Bros. (1985): How High Can Jumpman Get?" for more
on the platforming genre.
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(I'm working on something like this.)
Still I had a blast working on that title and I immensely enjoyed working with Bill, providing feedback / design suggestions (the worm hole item was my suggestion) and building tables.
Check out this little treasure:
http://www.futurepinball.com/
Thanks Bill Budge - you made my childhood even better!
In the UK, an early attempt to enable user-created content was Penetrator on the ZX Spectrum. Released in late 1982, Penetrator is a Scramble clone which comes with a built-in GUI-based editor, allowing you to build a completely new and unique level and insert it in place of one (or all) of the built-in levels.
I reviewed this game for my website a while ago (*plug* http://www.caffeinated.org.uk/spectrum/games/review.html?reviewee=penetrator) - there's an animated gif showing the editor in action. Sadly, the UK doesn't appear to have been as receptive to the idea of user-generated content - possibly because machines generally used tape for storage instead of disks, which made managing non-linear data more complicated.