Player generated content is the concept of video game content being created by the players of the game, as opposed to being created by a game's publisher or author.
Player generated content is common in tabletop role playing games where a game master creates a narrative or adventure for the other players to encounter. Interfaces for player generated content has been attempted in various PC games such as Neverwinter Nights and Counter-Strike with some success, though the editors to create usable levels are often difficult for the average user.
Under Siege (2011 video game) places "special emphasis" on user-generated content and in-game battles, according to the official website.
Minecraft allows collaboration between users building structures on its multiplayer servers.
Vendetta Online, an indie space sim MMO, allows players to apply to join the Player Contribution Corps, a group that uses a browser-based mission editor to create additional mission content for the game.
Ryzom, a French science-fantasy MMO also known as the Saga of Ryzom, features a scenario editor that lets players design their own areas to be uploaded and played on the official server, albeit under limited conditions.
Steam (software), a digital distribution platform for games developed by Valve Corporation, introduced the user-generated content platform Steam Workshop in early 2012. As of October 2012, it has 13 games plus Steam Greenlight, which allows developers to submit betas and updates for their games on Greenlight. Steam Workshop was originally used for the team-based first-person shooter Team Fortress 2, and now has over 4,900 entries for that game alone. These entries include special items, hats, and weapons.
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Famous quotes containing the words player, generated and/or content:
“The chess-board is the world; the pieces are the phenomena of the universe; the rules of the game are what we call the laws of Nature. The player on the other side is hidden from us. We know that his play is always fair, just, and patient. But also we know, to our cost, that he never overlooks a mistake, or makes the smallest allowance for ignorance.”
—Thomas Henry Huxley (18251895)
“Here [in London, history] ... seemed the very fabric of things, as if the city were a single growth of stone and brick, uncounted strata of message and meaning, age upon age, generated over the centuries to the dictates of some now all-but-unreadable DNA of commerce and empire.”
—William Gibson (b. 1948)
“It is still not enough for language to have clarity and content ... it must also have a goal and an imperative. Otherwise from language we descend to chatter, from chatter to babble and from babble to confusion.”
—René Daumal (19081944)