Avon_Implosion said:
ah, but are not the greatest dev's in the world also dedicated gamers?
I don't think so. It's easy to know what you like and dislike in a game, and I think a lot of ideas gamers have come as changes they want made to an existing game or genre. Actually starting with a blank project and designing a cohesive world with story and characters etc. isn't easy. It's not easy for existing professional devs who still manage to churn out turgid rot a lot of the time, and it certainly isn't easy for the general public.
Where the idea can fall down is where you have different sections of the gaming populace wanting different things. Go onto any developer website where there's a forum for ideas, and you'll see all sorts. Some are good, many are mediocre, some or really bad. And what's a bad idea for someone can be a great idea for someone else. Some people might want an FPS that's totally realistic, where 1 shot pretty much kills, and the gameplay is in staying alive. Others on the same game forum want a game where you can cruise in indestructible and mow down the enemy. If all these values are competing to get into user-made games, it'll be a mess. Every game (and creative product, including movies, TV series, books, music...) needs a vision to work towards, as Vysez says, and that invariably needs to come from a lead figure, or a very tightly nit commitee of like-minded members.
It's also worth mentioning that a designer needs to know when to stop addng features. The best example of this I know if is the game Master of Orion 3. MOO1 was an all time classic on the PC (space strategy game). MOO2 was deeper, with excellent production qualities and micro-management. Some felt this was dragging on to be boring (plus it had serious gameplay flaws in that playing a Creative Telepathic race you'd always win...) MOO3 was years coming, with an active community (I wasn't a part of, but nosed in on once in a while) offering ideas. The devs talked up the trillions of features. And the end product was the most dull game I've ever played. To elliminate the 'grind' of micromanagement, everything was automatic. I feel, though could be mistaken, that the devs tried to appease the community rather than design the game, and the result was a major disappointment to virtually everyone. Another example of this is watch the 'deleted scenes' from a number of DVDs, and you'll often see that the editor removed some tripe from the film. Knowing what to get rid of is as important as knowing what to add, but the general public are almost certainly only going to be thinking of adding more and not concerning themselve with limits that contribute to gameplay.
Now if community developent is limited just typical MMO and mods, like adding new creature types to Morrowind, then it shouldn't bust the game, and it'd be nice if the few good writers out there not writing professionally got chance to add storylines and quests and make some money off their talent. It would provide a legitimised entry for wannabe writers without having to jump through the hoops (flaming hoops, covered with poisonous spikes and with massive axes swinging across them...) needed that other writing occupations need.