Posts Tagged ‘user generated content’

NCSoft’s City of Heroes hands the power of creation over to users

Monday, April 13th, 2009

Late last week NCSoft announced that they’ve now thrown the doors wide open on City of Heroes’ Mission Architect system.  The free to subscriber’s update, or Issue 14 as it’s officially titled, marks the first time in MMO history that allows players to create and share their own custom missions and story lines.  In doing so, NCSoft has presented players with an unprecedented and virtually limitless amount of user-generated content for the City of Heroes community.

city-of-heroes“We are very excited for City of Heroes to be the first-ever MMO to offer this revolutionary new system to our players,” said Brian Clayton, general manager and executive producer of the franchise. “Within two weeks of opening the beta version of Mission Architect to our community, players published an astounding 5,000 custom stories, representing up to 25,000 user-created missions. Such a steady in-flux of fresh content offers the capacity for endless adventures to City of Heroes subscribers.”

Not only will players now be able to utilize thousands of previously existing game assets but also be able to use Mission Architect to personalize their stories by creating their own characters and enemies within the City of Heroes’ Character Creator system.  And this isn’t a ‘one time and it’s over’ format, as players can create and save up to three different story arcs.  These arcs can contain up to five missions, which in turn may contain up to twenty-five individual mission objectives.  Got all that math?  3 arcs + 5 missions + 25 objectives = 375 potential actions.

These stories will then be displayed to all other players across all servers in the Mission Architect system.  The Mission Architect system will then allow players to play and rate each other’s creations.  Highest rated story arcs will then be featured, earning creators in-game rewards for creating excellent content.  Not wanting to be left out of the fun, City of Heroes game devs will also be playing users’ creations and hand selecting the best of the best and given an esteemed “Dev Choice” award.  This award then grants the creator of this story arch with an additional slot to create even more custom stories.

While I’m quite sure the technology and development work behind something like this is quite intense, but let me just throw this out there – what if something like this existed in a free-to-play title?  Secondary Market (peer-to-peer) trading is already something more and more free-to-play producers are starting to take a look at, and something like this could only further secondary market offerings.  Imagine users being able to create their own missions or quest chains, and then offer them up on the secondary market.  In this situation, I’m guessing that quality missions would spread like wildfire through viral praise, and therefore appropriately reward the creator of this quest line.

Oh, and did anyone happen to notice how NCSoft casually slipped a recruitment tool into City of Heroes?  If there are a few designers that rise to the top, wouldn’t it be a wise idea for NCSoft to contact these players directly?  If not for a job, at least a cup of coffee and a ‘Hey…ever considered storyline design as a career?’

 

Microtransactions take the cake in anticipated development survey

Tuesday, March 24th, 2009

According to a survey of approximately 160 members of the games industry, as conducted by VentureBeat, microtransactions took the number one spot in the ‘most impactful’ areas of the games industry.  Smartphones took the number two spot.

Sixty six percent of respondents voted for microtransactions as THE area to watch, while sixty one percent clocked smartphones.  The VentureBeat survey broke user generated content out into it’s own category, but this area has obvious microtransaction implications, and forty three percent gave UGC top ratings.  Without surprise, the current advertising rates freefall also factors into the survey, with only twenty one percent calling IGA the hot spot, and voice recognition rounds out the top four with an eighteen percent vote.
VentureBeat lead writer Dean Takahashi comments, “The trends match closely to what is currently being funded by the venture capital community”

When speaking of platforms with the most potential, naturally, Apple’s iPhone received kudos, receiving a massive seventy four percent vote of confidence from survey responders.  Never left out of a good party, Social Networking nabbed sixty five percent of the vote, casual, web-based platforms, sixty two percent,  and home consoles rounding out the top four in this category at fifty seven percent.

This survey was conducted as part of VentureBeat’s GamesBeat event, which kicks off today in San Francisco, literally just down the street from the GDC.

“The content of GamesBeat was designed to stimulate discussion and understanding of the current and future market trends and attendees will find each of the top trends on the agenda and under discussion both on stage and in the hallways,” says Takahashi.

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Stevie Case (aka Kill Creek) featured on Avault.com podcast

Friday, February 20th, 2009

fatfoogoo’s own Stevie Case has recently been interviewed by the Avault.com podcast team.  Speaking with Chris Micieli, Bill Bolton, and Mark Turcotte, Stevie joins the crew to talk about everything ranging from Stevie’s career as a pro gamer to micro-transaction powered games are how they are the future of gaming.

Speaking first to her role as Vice President of Business Development and Sales with fatfoogoo, Stevie lays out our technologies and how and why game development studios should be talking to fatfoogoo when they are ready to monetize their product.  Noting that microtransactions are a relatively new way to monetize gaming, Stevie goes on to explain that with the current state of the economy, combined with falling advertising rates, microtransactions are a great place to be.

“It’s a good way to get users to not only spend small amounts of money, which isn’t as intimidating, but it also makes games sticker and doesn’t really break game play,” explains Stevie.

Stevie also highlights a quintessential point of microtransactions: user generated content, “I think it’s really cool to see users be able to create their own content and then actually sell that; have it become a part of the game, and become a part of the world.”

When asked about how microtransactions and user generated content could effect the overall balance of a game (i.e. the ‘pay to pwn’ theory) Stevie comments, “It’s a valid concern; I think that the key is you’ve got to have great game design upfront, and you’ve got to take all that stuff into account.  A lot of people have tacked on this notion of a virtual economy later because it sounds like a good way to make money, but if you don’t design it in upfront, it can be challenging for those reasons.”

Coincidentally almost mirroring David Perry’s remarks at DICE 2009, Stevie says that when you create a virtual economy based game, you’re putting a large amount of power in the hands of your users, thus game design should be held to even higher standards.

Speaking briefly to microtransactions in the mobile space, specifically the iPhone, Stevie points out, “Microtransactions are prohibited within iPhone applications.”  She continues on to discuss what iMafia is doing with their unique “if you go buy our other app we will give you points in this app” approach, but “as of today microtransactions are not officially supported.”

When asked about fatfoogoo’s list of clients, Stevie talks about our European clients, our involvement with Sun Microsystems via project darkstar, and hints at our upcoming release with a major US partner, and our involvement with a European based FPS/MMO.  But more on that later….

Give the podcast a listen in it’s entirety at Avault.com (episode #20).