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.
Does Game 3.0 mean more content, or more relevant/personalized content ? The large number of submissions do not mean everyone has to see or play them. It means everyone may be able to find something they like and they can hook up with people with the same interests.
Given that most people don't finish games, wouldn't shallow games be more relevant to busy folks ? If users can whip it up quickly for others on a PS3 and distribute to cellphones, what's so bad about it ? Does Pong have sophisticated/quality graphics ? The point about limited audience for user created games could be due to the poor tools, lousy selection of content due to targeting the wrong people. Doesn't mean Game 3.0 cannot be appealing.
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.
It means that Game 3.0 needs a better infrastructure/platform to be successful ? As you mentioned, the success of a Game 3.0 title may rely on how fast you can find relevant content. The total number of contributed content may not matter. Search is one way to do it, but user referer (like many youtube videos), user ratings, or even publisher selected ones are all powerful and effective ways to surface the gems.
It may mean MORE work need to be done here to reach its full potential.
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)
What's the issue here ? It doesn't have to be PC only though. Cellphones, PSPs, iPods can also participate.
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
To overcome these business model issues, just redefine the platform and business model. Do it on PC/PS3 and make it accessible to all cellphones and iPods. Perhaps there is a reason why Phil demoed Home on cellphones (Lua on cellphones ?). What will happen if I can export SackBoy to my cellphone ? My kid will hog the damn thing and I'll have a hard time getting it back.
I already have a difficult time getting my PSP back because of Patapon. Now that's another game where Game 3.0 make sense. Create custom rhythms, songs, level, Patapons, ringtones, etc.
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
UT3, Halo Forge and Case 3 examples above are the same. They are built for niche FPS audience.
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?
These are starting points. There are tons of other possibilities. And it certainly is not restricted to consoles only, although it can start there due to the critical mass of gamers.
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