UGC can power entire
virtual economies (benefiting developers and consumers)
Of course, Second Life is known for far more than just Tringo. The users
of Second Life are responsible for creating 100% of its virtual content,
and their efforts are generating
millions of dollars in collective revenue every month. Second Life's
UGC-driven economy is notable for its size, but not necessarily its uniqueness;
numerous massive multiplayer game developers are hoping to similarly
benefit from player creativity. And much (both positive and negative)
has been written about the attempts by respected MMOG designer Raph Koster
to incorporate
UGC in Star Wars Galaxies.
UGC can reduce the cost of populating games with rich content
An oft-cited challenge facing the video game industry is the increasing
cost of populating video games with content – an unfortunate consequence
of increasingly advanced hardware, competition, and the popularity of
"open world" games. Fortunately, users are more than willing
to help tackle this challenge when given the tools and opportunity. Fans
of The Sims (most popular PC game of all time) have collectively created
a gigantic
library of virtual objects that any player can download in order to
populate their virtual home. And RedOctane, publisher of the smash hit
Guitar Hero, used
a public competition to acquire original music for Guitar Hero 2 (and
of course, generate buzz for the title.)
UGC can help developers identify promising talent
It may not come as a surprise that Valve, maker of the aforementioned
Half-Life, wisely decided to offer jobs to the users who created Counter-Strike.
But this phenomenon isn't limited to such famous users – game companies
have been encouraging young, prospective designers to showcase their talent
via UGC for years. The process is often informal, but some developers
(such as Bioware) have gone so far as to build
competitions around it – identifying talent and enriching their
games in the process.
UGC can spawn new art forms – like machinima
Many people still think of video games as children's entertainment at
best, crude time-waster at worst. Common acceptance of games as an art
form – on a par with film and television – is still a work
in progress. And yet, not only is it indisputably true that games are
art (see Dr Henry Jenkins' excellent
arguments to this effect), but games have given birth to an entirely
new art form. I'm referring, of course, to the unique animated films –
created through the use of video game engines – that are known as
machinima.
What started as a fringe consumer hobby has quickly evolved into a burgeoning
art form, complete with extremely popular (and profit-generating) professional
outfits such as Rooster Teeth, creator of Red
vs. Blue. If you've never watched machinima of any kind, do yourself
a favor and check it out. Trying to understand it from verbal descriptions
is like trying to understand television without ever having seen it.
UGC can turn games into powerful academic, social, and economic
tools
Machinima is just one of many significant non-game phenomena that have
arisen from the union of video games and UGC. A host of academic, social,
and economic tools are being created by users of games – without
special encouragement or support from the video game industry. Games are
being used to create classroom
simulations, to supplement (or replace) traditional video-conferencing,
to make history
lessons interactive, and much more. And I'm not even talking about
the surprising range of "serious uses" for commercial, unmodified
games (such as weight-loss
systems); that's a topic for a whole new article.
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