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  • Trove: 'Let everything in the game be made by the community'

    by 
    Justin Olivetti
    Justin Olivetti
    07.18.2014

    User-generated content isn't just a pipe dream of the Trove team; it's the central tenet of its design philosophy. In a new video, the devs talk about why allowing players to design the world, both inside the game and outside of it, is vital to drawing the community into it. One of the results of listening to player feedback is the creation of a new biome called Dragonfire Peaks, which is full of canyons, lava, and most likely heartburn. "We've taken the development cycle and pried it open for everyone to see," says Art Lead Brian Clarke. The team goes on to show off several player-made dungeons and talk about how the community has made better content than the dev team thought possible. We've got the video after the break, so check it out and see if you've got the Trove stuff! [Source: Trion Worlds press release]

  • Neverwinter counters Foundry exploit by nerfing XP rate

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2013

    Cryptic is cracking down on player-created missions that utilize certain exploits to gain XP faster than normal in Neverwinter's Foundry. While the studio temporarily banned authors for making these missions in the Foundry, it looks as though a recent patch has addressed the situation by "tweaking" the amount of XP that a player can gain within a set period of time. Apparently some Foundry authors had been creating missions designed to pay out the maximum amount of XP by allowing near-nonstop combat. The patch has slowed that rate down by allowing players to earn only so much XP in five minutes before turning off the XP spigot altogether until the time limit is up. Players have been reacting to the Foundry nerf with dismay, particularly non-exploit-using authors who feel as though they are being punished with the rest of the class by the XP nerfs (though "legit" farming maps appear to have escaped deletion so far). One player noted called this situation an "endless cat and mouse game" that has happened in other similar systems. [Thanks to Zaph for the tip!]

  • Neverwinter Days: Can the Foundry succeed?

    by 
    Justin Olivetti
    Justin Olivetti
    04.03.2013

    For many gamers, the name "Neverwinter" goes hand-in-hand with player-created content. BioWare's 2002 Neverwinter Nights and the 2006 sequel allowed players to whip up their own story modules for friends and strangers to enjoy. While many RPGs put us on the receiving end of the developer's storytelling, user-generated content (UGC) in Neverwinter Nights and other similar games allowed the common gamer a chance to try his or her hand at making an adventure from scratch. In my opinion, UGC is the holy grail for MMOs. We all know how developers can never create content faster than the community consumes it, so utilizing the community's creativity, time, and energy to assist in making that content theoretically eliminates a content limit. There's always something to do because people are always, always creating. But UGC is notoriously tricky to handle in a persistent online world, and it comes with many trouble spots that haven't been fully addressed. Considering just how much Neverwinter is relying on its UGC, via the Foundry, to flesh out the game, I have to wonder: Can the Foundry succeed?

  • Slap a rocket on a pig: WildStar's modding and PGC community

    by 
    Bree Royce
    Bree Royce
    02.06.2013

    At January's WildStar press event, I had the opportunity to chat with several of Carbine's developers about something near and dear to my heart: modding. During my personal demo, Jeremy Gaffney remarked offhandedly -- twice! -- that people don't really want to play the UI; they want to play the game. I know that he's right about some people, and I'm glad game developers are devoting resources toward designing a seamless blend of UI and gameplay that makes actually healing party members as fun or more fun than playing Grid-style healer whackamole. But whackamole or not, I do want to play the UI. I want to tinker. Fortunately, WildStar intends to accommodate me in a huge way. Read on for the scoop on WildStar's planned modding tools, player councils, and player-generated content.

  • GDC Online 2012: John Smedley's keynote on MMO trends and the future of gaming

    by 
    Karen Bryan
    Karen Bryan
    10.11.2012

    At GDC Online this week, SOE President John Smedley gave a keynote address titled Free-to-play: Driving the Future of MMOs. In it, he explains SOE's (and other studios') shift toward a free-to-play model lets MMOs keep up with an ever-changing industry. But the talk actually went beyond the notion of free-to-play and into the larger picture of how SOE is reinventing its games to include more emergent gameplay and take advantage of new trends in media. Read on for a broad look at the past decade of trends in the industry and a glimpse of what the future holds for SOE titles.

  • Captain's Log: It always floods after a drought in STO

    by 
    Terilynn Shull
    Terilynn Shull
    06.11.2012

    Over the course of the last week, Star Trek Online fans have been swimming in the flood of information that has been released regarding several missions and features of the game that are expected to be released either just before or as part of Season Six. We still have no formal release date for Season Six, nor have we been given any hint as to when we will see it appear on the STO test server, Tribble. Yet several announcements have been posted by Cryptic on the STO website, some of which have rejuvenated the deflated playerbase. Fleets were given even more information on the anticipated release of the fleet advancement system; Foundry authors have been celebrating the tool's first significant patch in over a year; endgame players got some good news about two new five-person team missions, and a couple of promotions have made at least a few players smile. Join me as I attempt to analyze all the new information!

  • Captain's Log: Focus on the Foundry

    by 
    Terilynn Shull
    Terilynn Shull
    03.19.2012

    The Foundry is Star Trek Online's user-generated content tool, one that allows players to create their very own playable missions in the game. Those missions also become available as content to the rest of the playerbase. It's a tool that differentiates STO from most other MMOs and encourages fans to expand on the universe of STO and Star Trek in general. Join me as in this Captain's Log, I focus on the Foundry, some of its missions, and the community that keeps it going.

  • Jaffe walks through the Twisted Metal car customizer web app

    by 
    Ben Gilbert
    Ben Gilbert
    02.18.2012

    You've had Twisted Metal for a few days now, and you're already sick of Sweet Tooth's vanilla-style ice cream truck. Frankly, you want a cheetah print one. And series creator David Jaffe is happy to walk you through just how you'll be able to do that in a yet-to-be-released web application, as seen above.

  • Trials Evolution now on track for spring 2012 launch

    by 
    Ben Gilbert
    Ben Gilbert
    02.02.2012

    Trials Evolution is creeping one wheelie flip closer to launch with today's announcement of a "spring 2012" launch window. More exciting than an ambiguous window of four months? The latest trailer which reveals said launch, which showcases the game's surprisingly malleable track editor.Beyond making crazy tracks to challenge your best friends (and worst enemies -- it is Trials, after all) through Xbox Live, players will be able to create crazy looking first-person shooters and Spy Hunter-esque top down fare. And while that's all plenty thrilling, we're most interested in having an unlimited supply of crazy racetracks to obsess over. Finally, a reason to never stop playing Trials!%Gallery-146251%

  • Captain's Log: Dining with the devs

    by 
    Brandon Felczer
    Brandon Felczer
    07.28.2011

    Captain's Log, Stardate 65075.4... Hello, computer (and players)! Ahhh, the good 'ol developers! You follow them on twitter, you read every one of their forum posts, and you even stalk them in-game. But you know what? Developers are just like us, a fellow human being, right? Wrong! Developers are the key to the future, the hands that create our dreams, the molders that shape our gameplay. Okay, okay -- I'm going a bit overboard, but you have to admit, they are pretty dang cool! Luckily for us Star Trek Online players, the devs that are working on the game, as well as all of the other projects in development at Cryptic, are very transparent. More often that not, they let us know what they are working on and look to the community to see what we think about particular ideas -- we truly get to help influence what makes it into the game. Aside from posting in the forums, many of them also participate with the community by guest starring on podcasts and meeting up with players when they can. As I broke the news to you all last week, I was privileged to host a Dine with the Devs event that coincided with a visit of some of the STO devs to this year's San Diego Comic-Con. While this was not associated with Massively, I figured all of you would like to know what happened and what was said. So, without further ado, it's time to recap the event and fill you all in on the super-secret meeting minutes! Ensign, warp 10! Let's boldly go where most of you were not able to go...

  • Captain's Log: The Foundry and you

    by 
    Brandon Felczer
    Brandon Felczer
    03.31.2011

    Captain's Log, Stardate 64750.3... Hello, computer (and players)! "Ceeeeelebrate good times, come on!" That's right, captains -- it's time to let the good times roll and the never-ending content stream to begin. Earlier this week, Larry Everett helped break Star Trek Online's news drought with his post about the Foundry being moved from the test server, nicknamed Tribble, to the live server, aka Holodeck. (I've always thought the test server should have been called Holodeck, but that is a discussion for another day.) For those of you who do not know by now, the Foundry is a user-generated content (UGC) toolset that allows players to create their own missions and episodes. Since late last year, volunteer testers have been creating hundreds of missions and pushing them out for captains of all ranks to try. Co-developed by Cryptic devs who are working at implementing the system in the upcoming Neverwinter game, the Foundry has gone through extensive changes since its inception -- the evolution of the toolset has actually provided a platform for some UGC episodes that rival those made by Cryptic. But what does this really mean for STO players? Ensign, warp 10! Let's talk about STO's "saving grace."

  • LEGO Universe builds community via community building

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2011

    The fun of playing with LEGO sets is only half in the assembly -- a lot of the enjoyment comes with showing off what you've created to others, no matter your age. It's an element that LEGO Universe has taken to heart, as a recent release talks about the community events the game has run thus far and the plans for more events in the future. Each month of the game's operation has been based around a core theme for community events and challenges, giving players unified goals to work toward. March is the Battle Month, with the final event taking place this weekend in the Battle for Nimbus Station. Players who successfully face off against 29 waves of enemies will be in the running to win a variety of in-game prizes as well as some real-world LEGO sets. The Creation Lab has also been a major area of development, allowing user-generated content to come front and center in the community. Even if you're not currently playing LEGO Universe, you can take part in some of the contests and get your own buildings in the game -- sharing what you've built with everyone even if it's not made out of plastic bricks.

  • Captain's Log: The future for fleets

    by 
    Brandon Felczer
    Brandon Felczer
    03.24.2011

    Captain's Log, Stardate 64731.1... Hello, computer (and players)! On my way home from work today, Jason DeRulo's Ridin' Solo came up on my iPod's playlist, and I thought to myself, how boring -- who would want to ride solo? Most of us will agree that we have the most fun when we are teamed up with someone while playing. Whether it is for the social interaction or the companionship or just so that we don't have to keep zerging, we play MMOs so that we can play with other people from around the world. Our games also allow us to take teaming one step further in the form of guilds. In Star Trek Online, joining a fleet is one of the most popular ways to play the game. Since the early days of closed beta, thousands of fleets have formed inside Cryptic's server, fleets that have brought players together from around the world. It truly does not matter whether you speak English or not -- some of the larger fleets out there have members who represent dozens of countries, languages and ethnicities. Whether you are into PvP, roleplay, raiding, PvE, or accolade-hunting, there is a fleet for everyone -- but it doesn't stop there! As time warps on, developers of the game are going to be adding new options and creating new gameplay that will change the way you will interact with your fleet. So what are they? Ensign, warp 10! Let's talk about the future of fleets...

  • Blizzard: StarCraft 2 'marketplace' still coming

    by 
    JC Fletcher
    JC Fletcher
    03.17.2011

    During BlizzCon 2009, Blizzard revealed plans to put a shopping interface inside StarCraft 2, which would allow players to purchase user-created maps, with revenue shared between Blizzard and the creator. The game came out in July 2010, sans marketplace, and that feature is still missing. During an interview with MTV Multiplayer, Blizzard's Frank Pearce asserted that the feature is still on the way. "But it's not necessarily something we have a specific timeline for," he said, "which is unfortunate because one of the things that we've found is, especially from our learnings from World of WarCraft, is that these audiences that play these games are very, very passionate and want to experience lots and lots of content. With the StarCraft 2 client and the StarCraft 2 map editor and the Battle.net platform, it creates an opportunity for the community to serve itself with content, if the mechanisms are there." To be fair, if it did have a timeline, it would be a Blizzard timeline, and therefore could only be specific to the year. Approximately.

  • SOE offers bonus Station Cash for using game cards

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.14.2011

    Paying for subscriptions with a credit card is definitely fast and easy, but if you're a regular Sony Online Entertainment game subscriber, you might want to consider switching to a game time card this month! As a way of rewarding players for picking up and paying with universal game cards, Sony Online Entertainment is giving players $10 worth of Station Cash (1,000 SC) just for redeeming a $15 universal game card. The nice thing about these cards? They can be redeemed for either a month's subscription to an SOE game or 1,500 Station Cash. However, to get the bonus cash, you'll have to redeem your card between 3:10 a.m. EDT (12:10 a.m. PDT) on March 17th and 2:59 a.m. on March 21st (11:59 p.m. PDT on March 20th). Along with getting an extra Station Cash reward for using a universal game card during those days, players will be entered into SOE's Luck of the Irish sweepstakes, the details of which should be out sometime this week. We'd also note that SOE's disclaimer indicates that the promotion is only available to gamers in the United States/District of Columbia and excludes Puerto Rico and other outlying territories. Keep your eye on the forums or the SOE Facebook account for all the sweepstakes information and official rules.

  • Dan Stahl talks about Star Trek Online's user-generated content

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.06.2010

    With its first doses of weekly content a success, Star Trek Online is in a fairly comfortable spot at the moment. But there are still places to expand, including the often-mentioned tools for user-generated content. Although the tool isn't yet in the game, executive producer Dan Stahl has been discussing it for some time, and he goes into a bit more depth in a recent interview. He also discusses some of the upcoming changes scheduled for the game's later major updates, including interior interaction and bridge officer voices. Among the more interesting issues discussed is the impact of user-generated content on the game's licensing. Everything currently in the game required approval from CBS first, which Stahl states has led to some discussion about how the user toolsets will interact with the canonical fiction. He also discusses several improvements planned for season 4, and the possibility of more interaction with ship interiors starting in season 4 or 5. Star Trek Online players are encouraged to take a look at the newest interview for a clearer picture of the game's future.

  • Marketplace traction with the UGC model and the closure of Metaplace

    by 
    Tateru Nino
    Tateru Nino
    12.22.2009

    As you read last night, the UGC (user-generated-content) virtual environment side of Metaplace is shuttering on New Year's Day, 2010, just a scant couple of weeks away. "The reason?" says company president Koster. "Well, it just hasn't gotten traction." Nor should it have at this stage, really. Metaplace only went into open beta in May this year, meaning that it is closing before it really launched. We believe that is several years too soon for traction with its (now canceled) model.

  • User-generated-content, business models and funding

    by 
    Tateru Nino
    Tateru Nino
    07.14.2009

    User-generated content is a contentious topic that puts developers, publishers, investors and ultimately users at odds with each-other. Investors and publishers often react with frank disbelief at the idea of allowing users to create their own content, but setups like Facebook and Second Life enjoy considerable commercial success. Facebook's 2008 revenue was estimated to be somewhat in excess of US$200 million for 2008, while Second Life is estimated to have achieved somewhere between 100-200 million USD in the same period. User-generated content (UGC) can be highly profitable, but whether getting into those profitable situations, and moreover sustaining them is a whole other issue.

  • Home brings in $1m in virtual goods, user-generated content the 'goal'

    by 
    Christopher Grant
    Christopher Grant
    01.09.2009

    Not content with spending your real Earth bucks on a virtual tankini for your Quincy? Considering Sony has reportedly sold "one million dollars worth of virtual goods" through the still-in-beta PlayStation Home service, that would seemingly put you in the (more frugal, smarter) minority, but perhaps you could take out some virtual needle and thread and make your own, according to Develop Magazine.Revealed in a two-part interview with Home's lead programmer, Mitch Goodwin, news of user-generated content – while far from a revelation – sends the fledgling service even further into Second Life territory. But what about keeping Home a safe place for the family to wait in a line to virtually bowl? Goodwin concedes, "Obviously we're not naive, and we know that with an online service you have to have strict moderation – we don't want the user to be exposed to rubbish." Of course, by "rubbish" he means "flying penises." Also, speaking of being "not naive" – we wouldn't expect user-generated content to be free ... to purchase, or to make.Source – User-generated content is the 'ultimate goal', says Home teamSource – PS3 and PSP Userbase Climbs Over 61m

  • BioWare including toolset with Dragon Age Origins

    by 
    Justin McElroy
    Justin McElroy
    08.29.2008

    Though we're sure BioWare PC fans appreciated how free it was, having to wait for Mass Effect DLC must have been tough for them after getting used to creating their own content in Neverwinter Nights. Today, the company announced it would be returning to form with Dragon Age Origins, revealing the content creation tools that will be packed in with the game. We've put full details after the jump, but expect to be able to fully customize and create your own Dragon Age adventures and share them with the rest of the community. If you want an early look at the tools, you can head to PAX, where they'll be on display Sunday afternoon.