A little more on creating engagement in single player games
Yesterday, [I posted about the core problem with single player games and engagement] (i.e. how to keep players playing for an extended period of time) how to create engagement in single player games by using automation (i.e. procedural generation) to create content for players to keep playing without needing to do any sort of multiplayer. The main problem is that content (especially single player content) takes a long time to build and a short time to consume. I went into [how procedurally generated content could shorten the time to create future content], as long as enough initial work was put in to build the system. Today is the second part to this - instead of building a system to create the content for us, we harness the players themselves to do it by making development (more) accessible (and fun).
Crowdsourcing (a.k.a. User Generated Content)
The second option for making content cheaper is recruiting volunteer labor by embracing players creating content for themselves. Even if only 0.1% of the playerbase of a game that sells 1 million copies participates in content creation, that’s still a thousand people creating content - far more than a normal-sized development team. Bethesda is famous for putting out their Creation Kit for enterprising modders, but there are plenty of other games out there that also embrace the user generated content. WoW has UI mods. Mobas and Tower Defense games were born from user-designed maps in Warcraft and Starcraft. Super Mario Maker was a smash hit. Team Fortress 2 allows players to create and sell their own items on the marketplace. Doom 2016 has a great level design and sharing feature called Snap Map. The Little Big Planet franchise was all built around user generated content. Letting the players make the content for the game can be great for engagement too, because it builds a community of developers in addition to keeping players supplied with fresh new content.
That isn’t to say that there aren’t problems with this strategy either. When we professionals create content, we often use a lot of specific (and expensive) software tools that often have a steep learning curve. When creating a tool suite for the end user, usability and functionality are incredibly important. The tools need to be robust enough to give the players sufficient power to create compelling content, but they cannot be so difficult to learn that it discourages most players from engaging with them. Often, these sensibilities can conflict with each other - more options for content creation means more complexity in the tool, but that complexity makes the tools harder to learn. More than that, we also need to provide ways to teach the player how to use the editors to create that content. This means that we developers need to spend a lot of time developing those tools in order to make them user-friendly enough to build the widest variety of content that’s feasible.
Unfortunately, this also means that crowdsourcing the content creation is necessarily limited in scope. For example, players will typically lack the equipment and training necessary to create new animations or sound files. They probably won’t be able to do a lot with cinematics. There would also be many built-in restrictions if the game was based on a licensed IP, such as Star Wars, Batman, Middle-Earth, etc. Instead of any texture or model a player wanted, they might be restricted to the choices in a given library that we can periodically add to.
Furthermore, just providing tools isn’t enough. Even if we make the most user-friendly and powerful development tools ever, we still need a way of getting the content that players create to other players to play with. Usually this means that there also needs to be a technical back-end infrastructure like some kind of online repository where players can both post content they’ve created and download content others have made. This doesn’t quite break the “no multiplayer” rule, but does require some amount of online connectivity. There’s no other way to get the new content onto one’s system, after all. There’s also user experience and quality-of-life features for distributing content to players. You’d need some kind of preview or rating system for players to understand what they’re getting and a vetting process to keep players from submitting content that looks like penises. LEGO Online, for example, had a full-time team whose sole job was to stop people from building dicks.
Overall, crowdsourcing content creation is another possible way of providing enough content to keep the playerbase playing for extended periods of time. There are several key constraints on doing it this way, the bulk of which are in the tools and the distribution side. This requires a lot more user expereince design on the tools side, as well as tools programming and network/infrastructure engineering for the distribution side. Like with automated content generation, there is a much heavier engineering investment in the tools and infrastructure than normal. These are usually aspects of game dev that most traditional single-player games don't do a lot of since they aren't usually necessary, but extremely important for the success of a game that heavily involves user-generated content.
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