player-generated-content

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  • EVE Evolved: Strategic resources for everyone!

    by 
    Brendan Drain
    Brendan Drain
    08.04.2013

    The past four EVE Online expansions have mostly focused on adding small features and overhauling old game mechanics and content that were beginning to show their age. Crucible delivered dozens of small but highly-requested features and gameplay improvements, and Inferno and Retribution continued with overhauls of several aging PvP systems. Even Odyssey contained mostly small features and revamps, its biggest gameplay features being a new hacking minigame and a streamlined scanning interface. It's been several years since EVE has received a truly massive and game-changing feature like wormholes or a sovereignty revamp, but that may all be about to change! CCP recently announced its intention to start reaching for big ideas again, but this time set over a more realistic timeframe. If everything goes according to plan, the next five years could see the introduction of player-built stargates and true deep space colonisation. I wrote about the potential of this concept last week and looked at some of the big features we'd need to make it a reality, but I didn't really delve into my personal favourite idea for a potential future expansion: New strategic resources and player-created deadspace complexes. In this week's EVE Evolved, I look at how strategic resources could be used to get even individual players invested in something worth fighting for, and how player-created deadspace dungeons could be a great way to introduce them.

  • SOE Live 2013: Introducing EverQuest Next Landmark

    by 
    MJ Guthrie
    MJ Guthrie
    08.02.2013

    While you were sitting back and waiting (im)patiently for EverQuest Next, did you guess that there would actually be two EQ Next games coming out? No? Well, surprise! There is actually an independent yet related game that is coming to you sooner than the one you knew about, and EverQuest Franchise Director Dave Georgeson revealed it at SOE Live 2013. If you are a builder, decorator, or Player Studio fanatic, EverQuest Next Landmark is seriously the game for you. In a physical world built on the same principles as EQ Next, Landmark actually gives players the same tools to build as the devs are using to make its namesake. In fact, all the devs were having so much fun on their free time designing and building that they had to offer this same ability to the rest of us! In a nutshell, Landmark allows players to claim a plot of land and construct whatever s/he wants (with the exception of inappropriate things). Recipes and materials to build are found throughout the world. Those creations can then be sold on Player Studio, and players even get royalties if their item is used as a component of another product for sale. Player designs can also possibly find their way into EQ Next. Sound intriguing? Look for more in-depth coverage of Landmark this weekend!

  • Some Assembly Required: Want a real living story? Try a sandbox!

    by 
    Jef Reahard
    Jef Reahard
    08.02.2013

    I'm going to criticize Guild Wars 2 this week, or more accurately, ArenaNet. I know, I know. I might as well change the name of this column to How to Alienate Friends, Co-workers, and Commenters. As a qualifier, I don't play Guild Wars 2. I have in the past, briefly, but my criticisms today are mostly directed at ANet's marketing folks or whoever is responsible for the Living Story refrain that gets sillier and sillier every time I hear it.

  • Player-designed weapons arrive in Aion

    by 
    MJ Guthrie
    MJ Guthrie
    07.31.2013

    Remember way back when (namely late 2012) when we learned of a couple of contests to design weapons for the new classes in Aion 4.0? Well those contests have run their course, and a winning design was selected for each class. And now, those weapon skins are finally available to players! Originally called the Mookie Gun, the winning Gunslinger weapon was designed by Liiga Smilshkalne, (a.k.a. Rakesh from the Israphel server). Now named Kippie's Nightmare, the final concept for the pistol "came naturally in the wee hours of the morning with the aid of a large cup of coffee," according to Smilshkalne. The winning harp design, created by Sergio Kishino (a.k.a Seey on the Tiamat server) was born from the loss of Internet. Without the game, Kishino drew an "outfit inspired by Guardian Commander and Kahrun, with a blue butterfly and golden details." Flutterlight Sonata, as the instrument is now called, completed that ensemble. As an exclusive reward, both creators received five of their winning designs. Others can get their own copies in the Black Cloud Marketplace. Be sure to check out the four new pieces of artwork in the gallery below.%Gallery-191538% [Source: NCsoft press release]

  • PlanetSide 2's Player Studio functionality now live

    by 
    Jef Reahard
    Jef Reahard
    07.29.2013

    We told you last week about PlanetSide 2's foray into the player-generated content realm courtesy of SOE's Player Studio initiative. Today we're happy to tell you that the update is live! US-based players may "download sample geometry, learn how virtual items are constructed, and try designing items." SOE says that players can even pen an item name, description, and rationale for fitting their creations into the lore of the neverending war on Auraxis. Approved items will be placed in the PS2 marketplace alongside SOE-created items. A portion of the proceeds will be shared with the player content author.

  • Some Assembly Required: Tramell Isaac talks Player Studio for PlanetSide 2

    by 
    MJ Guthrie
    MJ Guthrie
    07.26.2013

    Ya'll might remember a little reveal last year at SOE Live -- the one about Player Studio. It basically took player-created content up a notch, giving players the chance to put items they design into the games they love and actually make money off of their creativity. Initially, that ability to create content for cash only applied to EverQuest and EverQuest II, but Free Realms was added soon after. Though also slated to join in the Player Studio party, Vanguard, and PlanetSide 2 have remained noticeably absent. Cue PS2's big entrance. That's right folks: The MMOFPS is finally getting in on the fun. On Monday, July 29th, PlanetSide 2 will officially launch into the realm of Player Studio. Keen-eyed players may even notice that the groundwork has already been laid; the necessary information has been soft-launched on the official website for potential creators to peruse. So what does this all mean for a game that is decidedly different from the fantasy settings of its SOE siblings? I sat down with Senior Art Director Tramell Isaac to discuss how this new tool fits into the war effort.

  • Jukebox Heroes: TUG and crowdsourcing soundtracks

    by 
    Justin Olivetti
    Justin Olivetti
    07.23.2013

    While I'm still reasonably wary of Kickstarter and the pie-in-the-sky promises that have come out of these fundraisers, I can't deny that there have been potentially exciting ideas out there, especially in the field of MMO music. For starters, we might one day see Anthymn, a fantasy MMO completely based around music. It's a notion so breathtakingly cool that I fear it might never see the light of day while thousands of been-there-killed-that titles trudge into existence. But talking with the creators of that game really drove home the fact that music is such an integral part of our lives and can hold a similar place of honor in our virtual worlds. And then there's TUG, another quirky Kickstarter prodigy, which demonstrated how music and sounds can be used as social glue to pull people together. It showed us this with a wordless video that got its point across perfectly. Now TUG's devs are throwing out a different idea concerning music: Why not outsource some of the game's soundtrack... to the fans themselves?

  • 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!

  • TUG puts out the call for fan-made music

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.09.2013

    The game of TUG is all about user creations. The entire concept behind the game is making a world in which players can shape land and social structures according to their desires. So it makes sense that the game is looking to see if the more musically inclined community members would like a chance to get their compositions into the game. Because even if the game has plenty of songs for play, there's always space to fit in some talented fan productions. Currently the team at Nerd Kingdom is gauging interest in the idea, which would play a random selection of fan-made music on the game's menu screen. The piece played would include the composer's name, the title, and a link to where more of the composer's music could be found. It's not payment, but if you think you'd benefit from the exposure, feel free to take a look and express your interest.

  • Some Assembly Required: On MMOs and loss aversion

    by 
    Jef Reahard
    Jef Reahard
    07.05.2013

    I've been reading a book called Scorecasting lately. It's basically an academic exercise in statistics and human behavioral analysis as it relates to the decisions made in both individual and team sports. One of the chapters touches on a theory called loss aversion, which is a psychological phenomenon first attributed to Daniel Kahneman and Amos Tversky. The theory is generally understood to mean that humans fear potential losses much more than they enjoy actual gains, and thus they often act in statistically irrational fashion to avoid said losses. We can also see principles of loss aversion at work in MMOs. In fact, I'd go so far as to posit that loss aversion is a large, if indirect, reason why many people play MMOs in the first place. It's also a major reason why sandboxes, virtual worlds, and games that feature some sort of tangible risk/reward mechanic have been in such dire straits since MMOs went mainstream. Follow me past the cut and see if you agree.

  • 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."

  • WildStar Wednesday details player-created addons and mods

    by 
    Matt Daniel
    Matt Daniel
    07.03.2013

    You may remember that earlier this year, our very own Bree Royce had the opportunity to attend a WildStar press event where she got a nice, tasty scoop on Carbine's hopes of fostering the creation of user-developed UI mods within WildStar's community. Well in today's WildStar Wednesday, Jon "Bitwise" Wiesman takes a closer look at the addon development tools players will have at their disposal and also highlights the first-ever WildStar mods to come out of the game's closed beta. Players will have access to a development tool known as Houston, which allows players to "easily create [their] own addons to extend WildStar's UI," as well as providing "full access to all of the Carbine-authored source code." A player by the name of PacketDancer has already put Houston through its paces, and she has the honor of being the developer of WildStar's first UI mods, which range from a group-finding tool to a roleplaying mod library. The WildStar devs are obviously thrilled to see the community embracing the addon tools this early in beta, and we have to admit we're looking forward to seeing what other craziness WildStar players dream up. In the meantime, though, check out all the addon development details over at the game's official site.

  • PlanetSide 2 is letting players make the missions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.27.2013

    The world of PlanetSide 2 is a battlefield, one that is constantly evolving and changing. Sometimes you need a commander who can come up with some off-the-wall strategies, a desperate flank, an ambush for a pursuing force, something like that. So the developers at Sony Online Entertainment are giving players a tool to make that happen via player generated missions. Anyone with the required command certifications can start creating missions at the relevant location visible to the entire faction. The missions are meant to be short-term bursts of activity, with major experience bonuses for a limited series of objectives. So someone on the ground might put out a call for an air strike, offering big bonuses to flyers who divert and take out hardened ground targets. It's a fascinating idea that can offer mechanical bonuses for improved leadership and placement, something that players will have more reason to practice once the system gets rolled out later this summer.

  • Some Assembly Required: Five ways MMOs should support player events

    by 
    MJ Guthrie
    MJ Guthrie
    06.21.2013

    Over the course of Some Assembly Required, we've covered a few player-run events out there that haven't been highlighted in their respective game columns. After all, we're all about PGC here, and you can't really get content more player-generated than that! But with all the the possible events across the whole gamut of games, there's no possible way to attend them all, let alone cover them here; there is only so much time in the day and space in the column. Of course, that won't stop me from trying! From Age of Conan to Warhammer Online, a few of the events I've been able to catch are festivals, races, plays, fishing contests, tavern storytelling nights, quests (yes, quests), treasure/scavenger hunts, trivia contests, arena duels, gambling nights, musical concerts, war games, horse races, weddings, dance-offs, terraforming challenges, auctions, jousts, fashion shows, tournaments, funerals, crafter fairs, and more contests than can even be mentioned. These examples aren't restricted to any one genre, either; creatively concocted events run the gamut and include themeparks like Aion, MOBAs like SMITE, and more -- and not just sandboxes. As you might have noticed, that's quite a bit of content, content that comes at no cost to the the studio! So why is it these events can be so hard to find? With so much free content at their fingertips, it would behoove studios to make it the norm to support and promote these events. And the tools they need to do so are already at their disposal.

  • Neverwinter Days: A one-month evaluation

    by 
    Justin Olivetti
    Justin Olivetti
    06.12.2013

    It's been a little over a month since Neverwinter soft-launched as a no-wipe open beta. Perhaps some folks are holding off until the "official" launch to play it, but I wager that most anyone who is interested in this game is already leveling up like mad. I always think that the one-month mark is a good time to pause for evaluation. There's just too much drama and over-excitement and new car smell that goes on during the first week to keep a level head, so first impressions can be tainted by an atmosphere that will soon settle down. But 30 days seems like a good span of time to get a feel for how Neverwinter is doing, how it's being received by the community, and what needs addressing. I've been playing every day since the soft launch, although two re-rolls because of guild/server conflicts means that I haven't achieved the level cap the way that some players have. Still, there's no shortage to my opinions on what I like and dislike about this title, but I'll see if I can sum up the salient points for you today.

  • Some Assembly Required: Three games that need player-generated content

    by 
    Jef Reahard
    Jef Reahard
    06.07.2013

    At times over the last half decade, I've felt as if the MMORPG genre lost sight of itself. It seemed that all any gamemaker wanted to do was emulate a certain wildly successful outlier, and this in turn threw a wet blanket over the sandbox play, emergent design, and player-generated content that separates MMOs from run-of-the-mill video games. The last year or so has seen the collective industry start to wake up from that bad dream, as there are now a half dozen really promising sandbox or sandpark titles in development, several of which are backed by millions of dollars and major studios. What about the current crop of games, though? Is it a stretch to imagine a few of them, even the unapologetically linear ones, expanding their horizons with a little bit of player-generated content?

  • Allods Online updates guild vs guild rules of engagement

    by 
    MJ Guthrie
    MJ Guthrie
    06.05.2013

    Starting today, warriors in Allods Online's guild versus guild territory battles will have new mechanics at their disposal. These new battle mechanics include the ability to set a battle time to improve the organization and coordination of military campaigns as well as a new tournament-based league for sectors. Additionally, a new matchmaking system aims to keep things balanced and fair by using an improved battle points calculation that allows guilds to challenge others with similar power and skill levels. On top of those changes, players with their own allod can now create a dungeon to hide their treasures in a customizable maze that plunderers will have to successfully navigate. Need another reason to log in and check things out? How about this: Allods Online is offering a special event called A Gift a Day. Starting today, each day a player logs in, s/he will receive a gift. Prizes can include exclusive new costumes and a brand-new wolf mount. If you need any more coaxing, check out new images in the gallery below and the update's trailer after the cut. [Source: Webzen press release]%Gallery-91331%

  • Some Assembly Required: TUG interview reveals the true nature of Soylent Green

    by 
    MJ Guthrie
    MJ Guthrie
    05.24.2013

    Much ado has certainly been made lately about doing something "new and different" in games. Just take a look at all the options coming through Kickstarter lately; even more contenders have thrown their hats into the ring since our roundup last February. But in a large number of these cases, the new ideas are coming from developers within the gaming industry. So what would happen if a game were developed from outside the industry? Enter TUG. Formally known as The Untitled Game, the game is the brainchild of Nerd Kingdom, a group hailing from the world of academia that happens to have intersected with gaming. Self-described as "a collaboration of video game developers, academic scientists, modders, and gamers," this group wants to move beyond just improving the way games are made "to show[ing] that such games can make us better as individuals and as a society." I was able to catch up with one of the founders of Nerd Kingdom, Scientist and Researcher of Stuffs Peter Salinas, to talk about the game. We touched on everything from player design input to features (like player books and companions) to making an engine available for others to use. Oh, and of course, Soylent Green.

  • Neverwinter Days: The great economic collapse of 2013

    by 
    Justin Olivetti
    Justin Olivetti
    05.23.2013

    So funny story: In planning out in advance what I wanted to talk about in this biweekly Neverwinter column, I had selected something that recently caught my eye about the game and made me happy. That something was the Neverwinter Gateway, a web portal that allows out-of-game players the ability to fiddle with their character sheets, auctions, professions, guilds, and mail. I thought -- and I still do -- that this was a nifty service that deserved a day in the sun. As I was getting set to write that column, Neverwinter's economy exploded and then imploded over the course of a weekend, thanks to a nasty exploit that involved, yup, the Gateway. Suddenly my topic had to shift from "isn't this a neat tool?" to "check out what the tools are doing with this tool." Seeing the economy effectively destroyed in a matter of hours and how Cryptic Studios dealt with this PR nightmare might be old news at this point, but it's definitely worthy of reflection, analysis, and speculation as to how trust can be rebuilt in this fledgling title. Let's get cracking -- we have a lot of ground to cover!