user generated content

Latest

  • Hi-Rez exploring Tribes: Ascend user mapmaking tools

    by 
    Jef Reahard
    Jef Reahard
    07.18.2013

    Tribes: Ascend may be on Hi-Rez Studios' back burner, but that doesn't mean the game is dead. Rock, Paper, Shotgun recently interviewed CEO Todd Harris, who said that Ascend will be getting user-generated mapmaking tools at some point. "The one thing we're going to be working on next is a path for users to basically add their own maps," Harris explained. "We just feel like it's at a good point to have users maintain it. We feel that it's a complete experience, and we want to give users the tools to add their own maps vs., say, us adding more guns that wouldn't benefit [the experience]." When can we expect the tools, then, and what form will they take? "There's actually some community work toward an SDK [software development kit] that's been started, and I expect more details from us in the next month. It's not anything that has a date yet or a full feature set, but that's the only real feature that we have in the works -- aside from some small bug fixes," Harris said. The mapmaking tool proper is a "fresh concept" that lacks a firm release date, but Harris said that six months is the current target.

  • Leaderboard: How do you like your player-generated content?

    by 
    Jef Reahard
    Jef Reahard
    07.10.2013

    I'm a big fan of player-generated content. User-authored stuff, when done right, is usually more interesting to me than dev-authored stuff, and my ideal MMO features toolsets built by devs and content built by players. The key phrase is "when done right," though, because to some people, player-generated content means "let me exploit this dungeon maker tool to get to max level as fast as I can, lulz!" And sometimes it means "I think I'll build a Starbucks in the middle of a steampunk fantasy world, lulz!" These are extreme cases, though, as I've played plenty of player-generated dungeons and missions that were designed purely for fun. That's how PGC should be, in my opinion, but this is Leaderboard, and Leaderboard is about your opinion. So, let's hear it! Vote on the usefulness of player-generated content after the cut! Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • Player-driven economy 'at the very heart' of Pathfinder's design

    by 
    Jef Reahard
    Jef Reahard
    07.04.2013

    Need some light reading material? Skip the latest Pathfinder Online dev blog, then! The update is typically verbose, but that's to be expected when discussing a sandbox title with a mile-long feature list. GoblinWorks' Ryan Dancey writes about the player-driven economy which is "at the very heart of the game design for Pathfinder Online." Key talking points include harvesting, processing, and of course crafting, as well as the developers' role as the "central bankers" with the power to control everything from money sinks and faucets to resource injections. There's a fair number of moving parts in GoblinWorks' design, and that fact isn't lost on Dancey. "We are concerned about the complexity implied by this system when it's reduced to inventory lists and markets," he explains. "Obviously the potential exists to shock players with huge lists of similar goods with very minor variations, making buying and selling decisions difficult. Our plan currently is to tackle this problem with UI design so you can filter and sort these lists quickly and understandably."

  • A Mystical Land changes name to Villagers & Heroes, adds content

    by 
    Jef Reahard
    Jef Reahard
    05.15.2013

    Remember A Mystical Land? Well, forget about it, at least under that name. Mad Otter and Neonga have sent out a press release announcing that the title is now called Villagers & Heroes in an effort to "better match the content and focus of the game." The name change isn't the only change, either, as gameplay has been upgraded by the addition of player-created custom gear, new realms to explore, and new epic bosses. Animal ranching is a thing now, too, so you can raise sheep, chicken, and pigs alongside those crops in your backyard. Additional improvements are planned for future updates, and Villagers & Heroes is also seeking your approval on Steam's Greenlight service. [Source: Neonga 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!]

  • Leaderboard: What's your favorite player-generated content tool?

    by 
    Jef Reahard
    Jef Reahard
    05.06.2013

    Neverwinter recently launched, and Cryptic's Forgotten Realms MMO brought with it a substantial player-generated content toolset called the Foundry. The Foundry isn't the first of its kind, however, or even the first of its name. Star Trek Online boasts an earlier version of Cryptic's Foundry, and other games going back a decade or more have also tried their hand at user content suites. Assuming you've played around with a few of these tools, which one is your favorite? Vote after the cut! Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • Pathfinder producer talks player-generated content, archetypes, and more

    by 
    Jef Reahard
    Jef Reahard
    04.23.2013

    Goblinworks' CEO Ryan Dancy recently guested on the DM Fiat podcast. The Pathfinder Online producer had plenty to say about the tabletop RPG that's invading the MMO space, including nuggets about Pathfinder's extensive guild/settlement system, the River Kingdoms and expanding beyond them, and player-generated content. Dancey says that Goblinworks would like for players to create their own PvE content modules and sell them to others, likely via some sort of app store format. He also mentions Pathfinder's archetype system and its numerous advantages over traditional class mechanics. Head to DM Fiat to listen to the podcast. [Thanks Mark!]

  • Play Battleblock Theater featured levels, unlock the Chicken Prisoner

    by 
    Jessica Conditt
    Jessica Conditt
    04.10.2013

    Battleblock Theater is rolling out spotlight collections of the best user-created levels, under the Furbottom's Features (story mode) and Arena Feature (multiplayer) tabs. As an incentive to try out some playlists from unprofessionals, The Behemoth is offering a new character to anyone who plays through all of the Furbottom's or Arena features, available for an undetermined, limited time: The Behemoth Chicken Prisoner.If you are a professional unprofessional and want to get some levels on the Battleblock Theater featured tabs, check out The Behemoth's handy guide right here. Furbottom's and Arena features will be swapped out to highlight community-created content "in the near future."

  • 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.

  • The Repopulation to feature instanced, open-world, and player city housing

    by 
    Jef Reahard
    Jef Reahard
    01.28.2013

    MMO player housing usually comes in one of two varieties: instanced or open-world. The Repopulation, on the other hand, will feature both as well as a third option tied to player-owned cities. The instanced housing will be available to everyone, though players of different factions will be restricted to different housing neighborhoods. Open-world housing will be limited, of course, but players will also be able to buy and sell the plots. Player city housing will feature a similar plot system that is administered by the owner of the city in question. Above & Beyond Technologies has authored a new blog post explaining The Repopulation's housing systems in further detail. Read all about it at the game's official website.

  • Captain's Log: Star Trek Online year in review, part one

    by 
    Terilynn Shull
    Terilynn Shull
    12.31.2012

    Here we are again, facing another New Year's Eve and the taking down of the old beat-up calendar and replacing it with a brand-new, pristine one. It's a day to both reflect on the past and celebrate and revel in the exciting unknowns of the future. While we're still a few weeks away from Star Trek Online's third anniversary in February, right now for me it's a time to celebrate two other anniversaries: Last week I celebrated my first anniversary with Massively, and today marks my 18th wedding anniversary! So I figured now was the perfect time to review the amazing changes that have taken place in Star Trek Online. Over the next couple of weeks, I'll be going over what worked and what didn't work and try to prognosticate on what the past year may foretell for the future of the game.

  • Xsyon architecture contest runs through January 13

    by 
    Jef Reahard
    Jef Reahard
    12.21.2012

    It's been nine months since Xsyon's last architecture contest, and Notorious Games has kicked off a new competition to recognize the most creative tribes in the post-apocalyptic sandbox title. Submissions will be judged on originality, uniqueness, design, layout, and beautification. The contest also features two sections, one for small tribes (one to five active members) and one for large tribes (six or more actives). Submissions will be accepted through January 13th, and you can see some of the competition (and get a few ideas) via the video after the break. [Source: Notorious Games press release]

  • Extensive ArcheAge housing guide released

    by 
    Jef Reahard
    Jef Reahard
    11.29.2012

    Ready for some more ArcheAge-related torture? Nope, we still have no idea when the game is headed West, but we do have a better idea about the game's extensive housing system thanks to a new guide at ArcheAge Source. Houses are placed in the open world as opposed to the instances found in many MMOs, and XLGAMES has designated certain build areas on AA's northern and southern continents as well as several islands. Depending on placement, houses may be taxed or even destroyed. ArcheAge features several architectural styles including various Asian and Western influences along with the ability to build stilt homes on the water. The guide touches on the game's castle system too, and apparently players will need to plan the entire layout since the location of walls, towers, and farms are not predetermined. Have a look at a 10-minute CBT4 housing construction video after the break, then head to ArcheAge Source for dozens of housing-related screenshots. [Thanks to Dengar for the tip!]

  • Chaos Theory: Why you should be excited for The Secret World's Issue #4

    by 
    Jef Reahard
    Jef Reahard
    11.15.2012

    Dayum. I have to say that The Secret World's Issue #4 update looks pretty funking sweet. Despite the tough times endured by the title over the summer and after the subsequent Funcom layoffs, all signs point to growth for the game and its dedicated players going forward. Join me after the cut for a peek at why I'm excited about the game's immediate future.

  • MMO Blender: Jef's SWG/Star Citizen mashup

    by 
    Jef Reahard
    Jef Reahard
    10.26.2012

    Thus far I've managed to keep my nose out of Massively's MMO Blender column. This is primarily because I don't need 1000 words to describe the ideal MMORPG when a short phrase like "Star Wars Galaxies minus the IP" basically sums everything up. That said, something happened a couple of weeks ago that caused me to expand on this idea. Chris Roberts returned to the ranks of gamemakers, and when he announced his Star Citizen multiplayer title (which I desperately hope he renames, incidentally), it set in motion an MMO flight of fancy that I would love to experience.

  • Chaos Theory: Emergent futures for The Secret World

    by 
    Jef Reahard
    Jef Reahard
    10.25.2012

    So the big news in the MMO industry this week is Sony Online Entertainment's philosophy shift toward emergent gameplay. It's kind of a crazy turn of events from my point of view. Sure, the company was responsible for the genre's premier sandbox (the dearly departed Star Wars Galaxies), but prior to that it was responsible for EverQuest, otherwise known as the granddaddy of the themepark. What does this have to do with The Secret World? Well, Funcom has also been making noises about emergent gameplay and paradigm shifts, and I'd like to speculate, prognosticate, and otherwise pontificate about that after the cut.

  • SOE Live 2012: Dragon's Prophet trailer, website released

    by 
    Jef Reahard
    Jef Reahard
    10.19.2012

    Sony Online Entertainment hinted at Dragon's Prophet during last night's SOE Live keynote. Now the firm has released the game's first official trailer as well as a new website destination. The class-based free-to-play fantasy MMO is a collaboration with Runes of Magic developer Runewaker, and it boasts some curious features like extensive player housing and frontier systems. The site says the housing system allows for the construction of "epic structures that defy imagination," while the frontier mechanics grant guild leaders the power to build a kingdom complete with citizens and a powerful military. Check out the gameplay trailer after the cut.

  • Star Citizen crowdsourcing moves to Kickstarter

    by 
    Justin Olivetti
    Justin Olivetti
    10.18.2012

    Are you excited about Chris Roberts' Star Citizen project? Get in line, space jockey: Roberts said that "overwhelming response" to the proposed space sim ended up crashing the game's site. As a result, he launched a Kickstarter campaign to continue raising funds for the game. The good news for interested parties is that the game is already halfway to its fundraising goal, as one out of two million dollars has been raised through pledges. The Star Citizen Kickstarter is attempting to pull in $500,000 by November 19th. For his part, Roberts is bowled over: "It's a testament to the will power of our amazing fans. At a time when most would have given up, some dedicated fans kept trying to log on and eventually were able to get through and make a pledge. We appreciate all those efforts, and now with Kickstarter, we believe we have an answer for everyone." [Source: Cloud Imperium press release]

  • Star Citizen FAQ outlines modding, micropayments, hardware requirements

    by 
    Jef Reahard
    Jef Reahard
    10.17.2012

    If you're looking forward to Chris Roberts' new Star Citizen title, you'd best be saving your pennies for a PC upgrade. Much like Roberts' 1990s-era Wing Commander series, the new game will push the limits of your hardware, this time courtesy of the CryEngine 3. The space combat sim's website has updated with a new FAQ that outlines the game's projected system requirements (it recommends an i7 CPU and a GTX 670 or better graphics card, but keep in mind that launch day is two years away). The FAQ also mentions Star Citizen's modding philosophy and its payment model. Modding is encouraged, as Roberts says that players are free to tweak the game however they wish on private servers. The devs also "hope to institute a mod approval process that will allow the best of the best player-created ships and other additions to be integrated into the central persistent world as well," according to the FAQ. In terms of payments, you'll need to buy the game initially and that's basically it. There will be no monthly fee, though "some in-game items may be available as microtransactions." Unlike most free-to-play titles, Star Citizen's cash shop "will never sell anything that can't be acquired through honest (and fun!) gameplay."