Big fuss brews over LittleBigPlanet - Articles - Games - Digital Life.
Obviously I’ve missed the blogging boat on this topic, but that doesn’t bother me - I don’t play LittleBigPlanet, I haven’t seen the interfaces or the levels, and I don’t need to have a voice on this precise topic. But I think there’s more to this story, the bigger picture, the concept of gamer-created content.
Being a Will Wright fan, I of course am immediately thinking of custom content in The Sims 2. What has been the experience here? There are hundreds of websites where Sims fanatics can download (sometimes for a cost) customised items which can be loaded into the game and played with just like any other piece of in-game merchandise. The difference here is that the game is not networked, so EA have no way of knowing what people are downloading and installing into their games. BUT … think on this: in general, EA has been very supportive of GCC. It solves a lot of their problems - how do you keep players fixated on your game? Make it even more interactive! How do you cut costs on game updates? Make the players create their own updates! You’d have to be a fool to think that the concept of GCC for The Sims 2 was an accidental byproduct of a totally innocent game design - no, I believe this was very clever strategy on EA’s part. So they turn a blind eye, and become one of the most popular (or is it THE most popular?) computer games in history.
Nifty.
How about Spore? Are we going to see players’ cleverly designed characters, buildings and vehicles deleted from the Spore website as they could be thought of as breaching intellectual property laws? Again, deafening silence from EA since they brought out Spore a few months ago. And the amount of GCC generated has been IMMENSE - you can’t tell me that there isn’t a single case of IP infringement happening there! Again, why does EA allow this? Let’s count them together, children: 1. Increased player buy-in through increased interactivity. 2. Reduction in long-term update requirements as players create the content themselves.
Peachy.
Here’s an interesting one. How about World of Warcraft? NO user-generated content. Except maybe for tabard designs (feel free to correct me there). But WoW - like The Sims - has the sleekest, cleverest game design. I have a sneaky suspicion that the gamers who are happiest with WoW fall into one of two camps. Camp Bubblegum: we want something quick to load, easy to play casually, pretty to look at, and with no hard work to get it running. Camp Dreadnought: we want something which we can get our teeth into, where we can strategise, where we can compete on all levels, and where we can develop our characters. Spore is pretty much an arcade game, and part of The Sims’ popularity is precisely because of its design-your-world functionalities. Both these games benefit from embellishments, and allowing players to create them saves the company money. WoW is so detailed and complex that it seems to obviate the need for endless incremental design improvements. Players are much more engrossed in their characters’ powers (nerf me, buff me, baby!) than their eye colours. Only recently has there been talk about an update to allow characters to change hair styles.
Like, wow.
So when we see IP law being flung around (or has anyone seen any law? Or just silent censorship?) to defend deletion of GCC, we really have to wonder. Why did they create a world of customisation, if they weren’t ready to turn a blind eye, or to create a horrible but effective review process? Why encourage players to generate content if too often their buy-in is being rejected by the company?
Or as I too often find myself asking Sony, WHAT THE FUCK?