What if everyone could make video games ?

Would used-created levels of LBP constitute a new game? They're not promising that you can modify behavior or physics are they?

It's more like creating a puzzle and the analogy to constructor sets or Legos seem pretty accurate. You still have some chance for creativity but maybe not as much potential as developers who can put together something completely novel -- can but not necessarily does.

Playing through puzzles create by other people can be interesting but not playing your own puzzle. It would be like the person who write crosswords doing his own crosswords -- there isn't anything to solve.

But maybe if someone can write game scripts and have the tools to execute it? You wouldn't think users would have the tools to do the kind of polished cut scenes and voice acting in some of today's games but maybe if you could craft the plot or trajectory of multiple levels. IOW, design not just one level but several levels, all of which form together a new game experience with a new story.

Another analogy to consider. How about when people used to set up those dominos? Would take days or weeks and you might think you know how it's going to go but they would still be interested in seeing it. More interest in their own creation than the crossword writer.

Can user tools create something like that with physics so you can be delighted in the execution (in the game context, this could be things like physics, fluid simulation, animation, flashy effects), even if there's no problem-solving or being able to follow a story unfold?

It would be interesting for instance if you had architectural components and you can say for instance create the windmill in Ico, which was needed to reach some destination. So if the tools allowed you to create elaborate platforming/architectural puzzles (like turning the light houses to reflect light at certain points in Ico).
 
I don't see any downside to everyone being able to make games. Doesn't mean that everyone will make great games,but the market will decide that.
The great devs will not be threatened by this,the crappy devs will. As it should be.
 
An interesting point regards game development is the open PC space. People now are creating games that were the professional works of a decade or two a go. it's the advance of tools and performance that have enabled this. I wonder if in twenty years time we'll get homebrew GeOW, Uncharted, etc.? It seems improbable, but it's amazing what people do achieve!
 
An interesting point regards game development is the open PC space. People now are creating games that were the professional works of a decade or two a go. it's the advance of tools and performance that have enabled this. I wonder if in twenty years time we'll get homebrew GeOW, Uncharted, etc.? It seems improbable, but it's amazing what people do achieve!

Hey, you could probably make homebrew gears of war now, the art assests used are pretty close to what's included in unreal tournament, add in some basic level design and voice acting and bingo, you've got gears of war.
 
Hey, you could probably make homebrew gears of war now, the art assests used are pretty close to what's included in unreal tournament, add in some basic level design and voice acting and bingo, you've got gears of war.

Exactly..

I don't think advancing tools are going to help much in encouraging the quality of homebrew..
I think that those who have the dedication and commitment & resources to invest in making a top quality homebrew game will be able to do so just as much now as the ever will.. The bigger factor to consider is developing such heavy resources, time & dedication to invest (which is ludacrously hard when there's no immediate incentives; i.e. a salary..)
 
If everyone also plays videogames ;), then I personally would definitely look forward to a great deal more niche titles and 'art-house' type games, as well as an enormous increase in the breadth and depth of commercially released titles. (Of course, we're already going in that direction)

I do think tools are a big factor though for the quality of homebrew. After all, a lot of mods on existing games will reach a level of polish and technical excellence that is rarely matched by a homebrew game with a custom engine. When a game does have a really good engine, it's usually compensated for by a lack of quality content. There are exceptions, but I think in general it works this way. It's very rare that a homebrew team gets this both right - but if they do, they'll typically get an offer from a publisher rather quickly, I think, and end up no longer being a homebrew team ;).
 
I do think tools are a big factor though for the quality of homebrew. After all, a lot of mods on existing games will reach a level of polish and technical excellence that is rarely matched by a homebrew game with a custom engine. When a game does have a really good engine, it's usually compensated for by a lack of quality content. There are exceptions, but I think in general it works this way. It's very rare that a homebrew team gets this both right - but if they do, they'll typically get an offer from a publisher rather quickly, I think, and end up no longer being a homebrew team ;).

Exactly..
 
There's been a fair bit of mention of LBP, but everyone seems to have missed Spore which I revisited a trailer of today and thought of this thread. One of our considerations for enabling user-generated games is the effort of creating assets, but Spore is showcasing some great tech. The player is free to piece together critters that are then animated automatically (AFAIK) and go through different animated behaviours. Last gen also had players creating creatures from 2D drawings (Graffiti Kingdom?). This points to a tech where the user only has to come up with and sculpt a design, and the skinning is handled automagically. In association with behavioural physics, this gen could, IMO and if someone wanted to create it, combine : a character creation system like EA's sports titles with their very deep customization, or image-derived modelling; automated skinning and animation; context reactive behaviour that could work with key standard control options for normal human behaviours like run, crawl, jump. Interfacing with the real world would be a lot harder. Uncharted shows that they felt it necessary to sacrifice real-world motion for responsiveness, leading to some interesting manoeuvres by the inertia-defying Nathan, so a full, natural system may be a bad thing. Essentially if you could create a natural sort of sand-box world and then assign objectives, limits and certain other parameters, you could create a reasonable range of games within the gaming macrocosm.
 
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