The Importance of User Generated Content (UGC)
Somehow I think that the #gamedesign Twitter thread is generating quite a few blog posts. I started tonight’s topic on User Generated Content (UGC). Twitter has its limitations when trying to get a point across and as such I feel the urge to blog.
Here’s how it started.
“Is a player's autobiography of his character's leveling experience, in-game fiction or non-fiction?”
I argued that it is non-fiction immediately after someone quickly responded that it was fiction because the character doesn’t exist in the real world. The sticking point in that last sentence is the words “real world”. Change that to “virtual world” and the sentence doesn’t make much sense so it seems that we need to expand our notions of fiction and non-fiction to contain a point of reference. In this instance our autobiography is non-fiction within the history and lore of the virtual world (VW) and fiction from the standpoint of the real world. I could debate even the latter classification but I would diverge from my point in this post so I won’t debate it. The importance here is that a piece of player-narrative, a form of User Generated Content (UGC), is classified as a first class citizen of the world’s lore and history simply by being non-fiction. Non-fiction really happened so there’s an implied level of relevance to the virtual world that it belongs to.
Later a comment was made about UGC that we hear all the time when discussing the topic.
“Problem with UGC quality perception is you get to see the 99 stupid ideas the devs would have cut during early playtest.”
That brings up my second point. Most VW developers have a bias built in from many years in the game industry. That bias states that UGC is 99% crap and 1% brilliance. Contrast that with developer content as viewed by the players and I think you find the same ratio in the opposite direction. How many times do we complain about the writing in games as a player? More than we praise it, yet the vast majority of developers will swear their content is almost universally better than anything the player community can create. I adamantly disagree that developer content is better than UGC because quality is relative to the audience. The 99 stupid ideas have a distribution problem and not a quality problem. Those 99 ideas cannot find an audience because either the population of the virtual world is too small (audience doesn’t exist) or the tools to find and discuss content are not there. (audience can’t find content they find interesting) In some occasions, the content can be of great quality but outside the context of a world’s lore. That’s mostly a side effect of a specific intellectual property being used to reduce the cost of generating content for the world which leads me to…
The surprising thing is that we see developers complain to no end about the cost of producing content for their games. That is content that is largely regarded as crap by the players and consumed at a rate that far exceeds the developers capacity to generate. I believe that in order to solve the content generation problem in today’s virtual worlds the developer is going to have to overcome this developer quality bias, develop tools for users to create or capture their own content and then develop distribution models within their virtual world to publish/trade that content.
I’m sure that you’ll find examples here and there of games doing exactly this type of thing. EQ II has books that can be traded. UO did as well. Both of those games use character persistence but player-narrative, a form of UGC, properly integrated with the virtual world becomes a cultural persistence that doesn’t die when a character quits logging in. EQ II falls short because the book with the story evaporates from the world once the last person with the last copy logs off the game for the last time. Future players only know about an instance of player-narrative for as long as it can be handed down from person to person, something we abandoned in the real world shortly after written language was developed. Until that’s solved, player-narrative will always remain on the outside of the game lore looking in instead of being treated as a first class citizen along side developer content. Developers will be no closer to solving the content generation problem then they are today and that’s sad because as a medium, MMOs have so much more to offer that what they’ve offered to date.
Now for my wild claims section.
* Developer authors shouldn’t have to write back-story for the history of the world once the game goes live. Solve the sharding/scalability problem (i.e. Eve Online) and build tools to record the history that actually happened in your world instead of making stuff up for your latest expansion that players will ignore anyway.
* Don’t use a restrictive IP if you want to involve your players in any real way. IPs are for theme park worlds and easing investor fears; they’re not for living, breathing, evolving worlds where player-narrative or other forms of UGC matter.
* Player created content is often times better and always created faster than any amount of developer content. Developer content should be treated like the default content when no player content exists or content used to spur the creation of player content and not in place of player content.
* The MMO to challenge WoW in any real way will have solved the UGC problem discussed here. WoW has mostly perfected the theme park MMO. Beating them at their own game is an exercise in futility. It’s no wonder there’s a number of theme park MMOs closing their doors this year.
Comments as always are welcome.
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5 Comments
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Based on the twitter feed I wasn't so sure about what you were saying.
But reading it here makes me go "Damn... you've got some good points".
I do still have concerns about the kind of quality of work a player can produce, but then I think of all the fan-made stuff I love. Be it mods or trailers on youtube and how the quality blows me away. I also think of, like you brought up, of how many times I dislike the writing of a game. UGC really could work if it had a good community behind it.
I'm genuinely excited right now about the potential this could have. Argh! There goes any chance of sleep tonight.
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I understand your full viewpoint and theseis a little better, but I still don't agree with many of your points. Though it should be noted I was talking about UGC in a general context, not a VW specific context, which does I think make an interesting focus.
My comment re: 99% stupid 1% brilliance doesn't strictly apply to UGC. It applies to dev content as well. The difference being that dev content goes through several layers of filtering to reduce the % stupid that appears. So dev content - by perception - has a much higher ratio of brilliance to stupid. These filters are early playtests, editors (of the writerly kind), legal, investors, time, budget, etc.
Is all dev content the 1% brilliance? Not hardly, but by the very procedures by which it comes out, its not at a 99-1 ratio. Let's call it in the ballpark of... oh... 50-1.
Because UGC is quickly produced, and often fairly "easily" created, you see a lot of very public iteration. The really awesome UGC gets there often by being mediocre UGC and being slowly polished and refined, with ideas borrowed from other discarded UGC. This can create some awesome stuff for "free", but also creates a whole host of husks of not-awesome in its wake.
A user coming into UGC is more likely to stumble on a husk than brilliance by sheer percentages. Certainly any user that stumbles off the beaten path of highly rated UGC (if a rating system is present). But its one of those non-highly rated UGC that will (eventually) iterate into the next golden UGC for that game.
Now for some devil's advocate comments on your wild claims section:
1) If player's aren't caring about the dev story - will they honestly care that much more about anonymous player A's story? Especially when other player B also wrote a remarkably similar story, and player C, and player D? Players who don't care about story content, probably won't care regardless who its from. They are just there for the systems, or their own story. And I'm curious how deeply people who do care about the story are engaged when nothing is really "cannon". There has to be some level of editorial control on what stories truly become codified, even when they are UGC. Otherwise signal to noise becomes a problem.
2) I think strong IP's create strong player engagement which can create strong UGC. Theres a balance here. There has to be solid earth for strong player stories to evolve from. See star wars extended universe, which at least definitely felt like a fan-fiction gets editorially cannonized which generates more which becomes cannonized. Admittedly in a far more businessey licensing kind of way, but ultimately seems to work.
3) I feel like this is the conceit of pro-UGC people as much as your point about 99-1 ratio is the conceit of the anti-UGC people. Content is produced quickly, but not because it didn't take time but because the UGC developer is passionate about it and doing it for fun. I understand where people are coming from, and the best of UGC is many times better and more inventive than people expect and can be better than dev content for sure. At the same time, expectations and judgement of UGC is totally different than dev content. I don't think either is more deserving than the other, but they get judged on different scales.
4) I actually totally agree with this point. All "wow killers" are faced with the problem of overcoming wow's content which is pretty vast at this point, and just continues to grow. And UGC is a really good way to get there, and also get players far more involved from launch with your VW.
A final point: Ultimately, many game developers start out as UGC devs, making our own games or mods. It's how we discover our passion for games - we make them. At s
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@statuskwoh I agree with most of your points. I'm not leaning one way or the other with respect to dev content or player content. They need to coexist happily and as equal citizens in my opinion.
Responses:
1) Does your assumption change when the player is some small number of degrees removed from the story? When they know the author personally? When they were in the same place and time as the story? When they knew the characters in the story? There's a significantly higher chance for this with UGC simply because developers craft generic storylines versus piles of very specific UGC tales.
Maybe we're comparing apples to oranges here as I am mostly talking about content created from the act of playing the game, mostly non-fiction work from the standpoint of the virtual world. A work of fiction inside a virtual world is much harder for a player to orient themselves around regardless of the author, dev or player. This has to do with the sparse literary culture surrounding the real happenings of the virtual world. Non-fiction builds cultural reference points from which to launch fiction. In my mind the non-fiction content has to come first and it won't come until we accept that the autobiography is in fact non-fiction.
2) I think that you can start with an IP if you're willing to let that IP evolve as the world runs. This one really does come from the standpoint of a VW so for single player games, it might not apply.
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Recently there was a scuffle between gaming people and Wikipedia over the removal of an entry, based strongly on Wiki's look at some dominant guild history. They said it looked more like a fan site than a valid Wiki page. I think that's how it went, anyways.
If someone said that in the Star Wars movie, Darth Vader was killed by Luke in the meeting where Luke lost his hand, they'd be wrong. It's historical in the perspective that the movie was shown, watched, and that's not what happened. But it's still fiction.
Whenever a movie has an alternate ending, that turns me off. The story was compromised. The immersion was lost. If Star Wars came out with an alternative version where Luke did win that fight, and what would have happened afterwords, then the entire story becomes less. The story needs the consistency.
In a single player game, a Star Wars game, if you're playing Luke, this would be OK. You "won" the battle and defeated "history". But in an MMO, this would be very bad. The story was compromised. Or worse, the story was compromised by some and not by others. That lack of cohesion is very harmful IMO.
Considering UGC, I think an MMO needs to consider this in the sense of laws of the game. Let me put it this way. Instead of Luke killing Vader, suppose he turns him towards the good side of the force...in some "instances". Same results, immersion breaker and historical deviant. So too would changes to the established nature of things. If within an MMO, Orcs and Trolls are friendly allies, then placing them together in UGC works. But if they are natural enemies, it would break the games immersion if they were allies in UGC instances.
It would be one way to control at least some aspects of the games integrity if the system that allows UGC maintains it's nature. If these Orcs and Trolls are natural enemies, and if a player places them together, they should fight. That would destroy the player's effort, force him to redo it, and maintain the integrity.
This is one way, I think, to help control what players generate, and keep things from getting out of hand.
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That's part of the problem for me, Amaranthar. How and what can user's participate in when it comes to keeping an overarching plotline in place. I think that the first casualty is the overaching plotline itself. I don't think that the future can be planned in detail for a VW and it's also why I suggest against using an established IP. Luke cannot die in Star Wars and the Empire can never crush the Rebel Alliance. If the future is set in that much stone, then players will quickly realize that they have no control and they will stop generating a good portion of the UGC that they otherwise would have.
Now, I understand the need for a plotline. It gives direction to the world. It gives a frame of reference to the prospective customer staring at the game's box in Walmart. So in that regard it is important. I think that this problem can mostly be solved by the dev writers saying "Here's an event we want to happen. How we get there is completely unknown and is up to the players." Once the developers approach the overarching story line in this manner, the story of the world can be influenced by player actions and the illusion that the players matter to the overall story maintained. The author brings something to the table and the players do as well. Together they share in the experience and should be more immersed in it versus the developer author dictating, timeline, plot and result.
To accomplish this level of integration, some boundaries need to be setup on both sides. For players, this likely means that they cannot add content to the world that seemingly comes from natural sources. Players should not be able to drop a pack of wolves into the world at some random spawn location just because they want to. Players cannot create quests for or against things they do not have control over. Developer authors, as a counterpoint, can't dictate when a certain part of a Destiny Quest (See AoA's FAQ) will happen or even who will get the quest. By setting up the appropriate interface points between the two types of content, we should be able to integrate the content very tightly such that gameplay, lore and history emerge from the combination of the two while keeping the overall plotline intact and moving forward in an entertaining way.
7.19.2009 at 4:48 AM