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The power of the content generated by the user

In: I design | I design of levels | Technology | Video games

On September 19, 2008

Level Designer

The content generated by the user in the video games is not anything new for those that we have spent playing (and creating) during the last 15 years in the PC. For console it is a topic that has begun to take force and to verify it it is enough to roll over to see games as Unreal Tournament 3 for PS3 which includes the option to be able to create levels or modifications in a PC later load them in the console. The problem for many is that here it implies being provided with a version for PC of UT3 and hence, a team that should be powerful to support the graphic power of Unreal Engine 3.

In console attempts have existed for inviting the user to to generate your own stages. There occurs to me the level publisher of Timesplitters (MapMaker) who was allowing to create applicable stages for way of a player or arcade. In recent dates Forge of Aura 3 was another attempt to invite the community to experience the stages creation.

Forge is limited, nevertheless the concept that exists behind perhaps was not well exploited: Forge invites you to be a maker of the jugabilidad. The changes inside Forge's map can be done in real-time and alter the course of the game; it is your responsibility to balance the game and to support it jugable or the meeting will become tedious. The problem is that the users' Aura base 3 or they do not understand it or flatly they are not interested in.

The most recent attempt is FarCry 2, the level publisher seems to be more finished that it has appeared in a console and the interface seems so friendly that any person will be generating stages in a little time. This has to complement itself with a system to share the levels and a place destined to that the community is the manager of evaluating the work of the others.

The community does and undoes your work because at the end of accounts they are your ‚Äúpotential clients‚ÄĚ. √ľbeRUNknown (mapper of Quake 3)

Although the publishers will not have the level of complexity with which there are provided his older brothers of PC (Sandbox, UnrealED, Radiant), there are important pieces to show to the player the potential of generating its own content and sharing it with the others. Of equal way it is a good practice for those that are interested by games design.

The question is if it is attractive for the publishers since a few years ago it was important to support the current game by means of this content. Perhaps this philosophy is contradictory for someone who tries to extract a version different from the same game every year. We might ask Peter Moore if it is valid for the industry in this time :P

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