Who does Game 3.0 today ? What are the good and bad examples ?
I already provided examples and talked about pros and cons.
A lot of the services you highlighted are free or cheap because they are dictated by the users not a publisher or studio or operator.
In the interest of keeping the quoting short, this addresses the above and the paragraph that followed.
Your statements here are not different from what I was saying. I wasn't arguing that you cannot make a useful service with user content (in fact, quite the opposite). My argument is specifically that the most successful applications of user-generated content is where either a) the majority of users contributing are making valuable contributions, b) without user content, the service/product would be insufficient, and/or c) there is a clear valuable proposition between time spent finding what you want and the value received.
I've already spoken to point a.
Most of the examples that you provided all fall clearly under point b. Games do not. With a game, you have (in most cases) already been provided with a significant amount of content at a very high bar. Given that most players never finish the games they buy (in fact, a distressingly low percentage ever beat games), the audience for more content is already fairly small. Compound that with the fact that of the remaining audience, many won't be interested in content that is below the bar of what came before (point a), and you can see why most games with level editors and sharing don't see them used.
Point c also lines up with your examples. The precise reason that search engines are so successful is that they allow you to make a small investment of time to find something highly relevant. This is also true for Wikipedia, Amazan, eBay, and almost any other successful web site.
Part of what makes these services able to be so successful is the vast sample sizes that they have to cull content. With a huge userbase, it takes a relatively small percentage of participation for the good stuff to bubble to the top. These are sites with millions of hits a day. Beyond that, the barrier to entry is generally cheap (no money, little time).
Where it becomes a problem in games is really a compounding of all of these issues. Let's look at a few cases:
Case 1: A game of 100% (or near 100%) user-generated content
We see things like this on the PC rather regularly. And unsurprisingly, some of them have actually been reasonably successful. There are a few things that we may be able to attribute to this.
a) Price of entry is typically free (no cost to try, no penalty for quitting if it sucks)
b) Anyone with a PC can participate (helps provide critical mass)
Case 2: A full game with mod support on a console
We've seen several examples of things like this. UT3, Band of Bugs, N+, etc. Participation here tends to be pretty low. Why?
a) To even get in the door, you have to pay money
b) Even if it were free, you need to own the console
c) Frequently, content rating doesn't even exist, so you can't sort the wheat from the chaff
d) If it did, the size of the userbase is frequently too small to provide sound ratings, which hurts the experience
e) Most of the provided content is of far inferior quality to what came out of box
Case 3: A full game with mod support on PC
This is an interesting one. Participation is wildly all over the map. Almost any RTS or FPS has mod communities around them. Some trends?
a) It's really only the blockbusters that see much real participation
b) Popular mods are usually found not by using the game, but on fansites that implement filtering of some sort
c) Participation is still really only among the hard core
I think what will be really interesting to see looking forward is not "how many games implement user-created content". It's a silly question. Tons of games have been doing it for years. The real question is, "when will someone get it right on console, and what will that solution look like?"
If I were a game developer interested in user created content on a console, my approach would be to create a system where anything you create on your console can be played only by you or shared directly with friends. Above that are two approval levels.
1. Create an "Unrated Community Content" bucket. Anyone can play stuff from there and rate it. After enough ratings, it goes into one of two buckets "Community Recommends" or a black hole.
2. In-house devs could then vet content from "Community Recommends". Things that look good can get playtested, and if they look good, they can then get pushed out in some more global way.
But that's just me. It'd be expensive to implement, and frankly, I doubt it would get enough use in 99% of games to be worth the effort. Wouldn't it be nice if Live or PSN provided that framework for you?