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User Generated Content, Sandbox Elements, & STO's Future

SystemSystem Member, NoReporting Posts: 178,019 Arc User
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dstahl wrote: »
Cryptic has been very intrigued by the idea of User Generated Content and there is a vision that what you are describing in this thread isn't too far off in the future. We are watching what other companies are doing with User Generated Missions very closely.

User generated content can be defined in a few different ways, at least in the way I think of it. I'm not wanting to get into an argument over semantics, but please hear me out...

User generated content in the fashion of what you mentioned in your post "User generated MISSIONS" really shouldn't be a top priority, unless you can make it something amazing. I've played CoX for about 3 months or so, and really just couldn't get into the game, even with the "user generated content". It was much of the "same old stuff".

If you are wanting to explore the territory of "User Generated Content"... I strongly suggest you take EVE's approach in allowing for more sandbox oriented play. User generated missions consist of quest text, and scripted objectives... not very different from your own PvE content. At the end of the day, given the current system... it will consist of going to this or that system/planet and either hitting the space bar or "f" buttons. That is not what this game needs right now.

A sandbox environment on the other hand allows for much more. Granted there needs to be a framework in place to help foster it... but desperately this game NEEDS elements that foster community, because there is very little reason to interact with others at this point.

How Sandbox Gameplay contributes to last user generated content:

Player Driven Economy - Supply and demand are affected by player involvement. Like Vanilla WoW's epic faction/server based objectives (An Qi'raj war efforts), a player driven economy creates a purpose and objective for which the whole STO community can strive for. I know it may sound tacky for me to suggest implementing harvesting (such as mining) and may be akin to ripping off EVE... but something a little more... involved than scanning anomolies could really be cool (or fine tune the anomaly system).

Player Governed Territory/Player Initiated World Projects-
Having things like a true player driven economy, player owned territory, starbases, fleet assets, mega projects... etc... are aspects of EVE which contributes as a positive force in developing strong, engrossing communities. Right now, STO is not engrossing. The only reason why I am still enjoying this game is because I play on a much more casual schedule (as in, one every few days, for a few hours at a time). This isn't meant as a slam, but rather as a statement of how I found out, I could enjoy STO long term.


Thoughts:

STO is a shallow game that does not feel like I am making any kind of investment. EVE is not everyone's cup of tea, but for those who can handle (or appreciate) its complexities, and can suffer the brutal PvP... EVE offers a type of game play that is engrossing. The time you spend in that game (both in gameplay AND the longer you subscribe), it feels like an investment. You are gathering resources to build grand and meaningful items that are actually in demand. You hold territory, and MUST work with others to defend it... strategize on expanding, coordinate defense, and manage the day to day running of your corp (fleet/house in STO's case).

I've read some of your other posts Dstahl. And I can understand you all are working hard on improving the game, and giving us something that is rich, deep, and actually worth a subscription fee. I just hope that Atari is providing the funds and resources necessary to meet your grand scope. I'm not sure why, but I can't enjoy STO for long periods of time. I get burned out. Someone could yell at me saying "l2p" and maybe they are right, but it just feels empty and slightly listless. And no offense, but walls of quest text are a little too out dated for me in terms of an immersion factor. Dragon Age and Mass Effect have kind of altered my view of where MMORPG's should be heading in terms of progression and fun factor.

Anyway, I'm sticking around and hoping for the best. My final reason for this post... is not to disagree with those that purported User Generated Missions. I think it could be a neat little thing to have... but if it ends up being anything like what CoX has... then it may not necessarily have a fabulously positive ROI. In terms of priorities... if ever... Sandbox elements and privateering is something that should be at the top of the lists... (and fixing exploration too. )....

Lastly... if what I suggest is utterly impossible. My expectations wouldn't be dashed, and anyone reading this should take note of what I have to say. Even though sandbox elements, and perhaps even privateering might sound like great ideas... it might be difficult to implement given the structure of the game. What with its heavy instancing... it's hard to see how player controlled areas would work (it could of course, i just have preconceived notions due to EVE and i'll admit that).

Perhaps we could help Cryptic along by formulating designs, or ideas of how these could be successfully implemented in a Star Trek universe. post on.

Oh and lastly, thanks for your latest responses Dan. cheers.
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