With Neverwinter coming soon(TM) and emphasizing user generated content as a big draw to the game, I thought it might be time to float this idea again in order to give Turbine a jump on that 'other' D&D game, taking some of the wind out of their sails (and sales
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So, here's an idea for UGC for DDO:
Way back when, the original Neverwinter Nights proved if players were given the proper tools, user generated content in a D&D video game could work (for good or bad). There were some staggeringly beautiful and fun dungeons built by players, but also some abysmally bad ones too.
User generated content is a tricky subject in any MMO. Many folks look to it not only as a means of exponentially increasing in-game material, but also as an alternate to the constant 'grind' of combat. Others despise it, citing massive exploitation and terrible quality control.
In my opinion, user generated content - or more specifically, player made quests (because 'user generated content' is a bit of a broad stroke - 'content' also includes stuff like spells, feats, new races, etc.), could be implemented in DDO under a simple set of specific criteria that would result in a winning situation for all involved.
There are essentially three key elements required to make player made quests a success: 1) High quality, 2) Exploit free, 3) Official rewards (treasure and xp)
High quality
As amazing as Keeper and company are at creating fantastic quest settings, they are limited in the amount of man (woman) hours they can work. As in any MMO, it's impossible to keep up with the voracious demand that thousands of players have. By using player made quests, Turbine could continue with its current production/release schedule for updates unhindered, but we, the player base, would also see many additional quests for ALL levels released on a monthly basis (see below).
Possibly the biggest problem is how to keep the quality of such quests on par with the amazing work we have been spoiled with, err, gotten used to from our talented Turbine team. There are two ways this could be accomplished in DDO – Competition and Rating. See ‘Oracle of Stormreach’ below for an explanation.
Exploit free
Equally as important as quality control (some would say even more important) is the need to address any possibility of quest exploitation. 100% exploit elimination could be accomplished relatively simply: no player would have the ability to place ANY treasure or assign ANY xp when building a quest.
Wait a minute. No treasure or xp??? I thought you said one of the key elements to success was having player made quests include treasure and xp rewards. I did. But to remove any exploitation, only the Devs would assign treasure and xp to a quest.
Whoa, whoa, whoa! Hold on a sec smart guy, let’s say 5000 quests just got submitted; how in Khyber are the Devs supposed to wade through all that and assign treasure and xp to each quest - let alone the massive amount of time this would take away from work on updates, etc!?!
Well, not all quests would receive Dev attention - only the highest rated quests would - having the player base do the filtering work for them.
Filtering? How?
Oracle of Stormreach (official rewards)
One of the greatest challenges to user generated content is to make it viable in real game terms with real in game rewards. In order to do so, a ‘filtering/playtesting’ system must be set up. Only the best quests, filtered by the player base and then hand chosen by the Devs, would go on to become ‘real’ quests (officially included in the game). An “Oracle of Stormreach’ would serve this purpose perfectly.
Oracles are people who can see future events through ‘visions’; though in almost all cases these visions are hazy, obscured, or riddled with inaccuracies. Each player made quest submitted would initially become a 'vision' of a possible future event that players can experience by visiting the Oracle. Players would rate each 'vision' on a scale of 1-10 when finished with it (only once per account). This rating system would free up dev time from having to review each quest individually – then only looking over what the player base thought was the very best. Those 'visions' they deem worthy of inclusion as official content become 'reality' - in other words, real quests in the game (complete with treasure and xp awards at that time). This way we get the best of both worlds: perhaps dozens of new high quality, dev approved dungeons on a monthly basis AND all regular Turbine updates without interruption as well.
The sheer number of players in the game should negate any intentional attempts at 'skewing' quest ratings; either high or low. Setting up a ratio of rating vs. number of players who have experienced the ‘vision’ would produce the best results. A rating of 9.7/10000 players would hold significantly more weight than a vision rated 10.0/2 players. The quests/visions could be organized by level and type (outdoor, indoor, combination, etc) when the player visits the Oracle for ease of selection. The Devs can then take as many or as few of these player made quests as they wish each month and turn them into official quests. They could sprinkle these new quests throughout various areas of the game they feel need it, or where a quest would be appropriate (such as a high level giant oriented quest in Gianthold, a mid level fire based quest in Searing Heights, etc.).
As player made quests are initially only visions, they may or may not become reality. Obviously all quests submitted become the property of Turbine, to do with as they see fit. Each quest submission would be completely open to change, IN ANY WAY, by the Dev team should they decide to include it in the game. Oracle visions are tricky things; they may or may not be entirely accurate when, or even if, their events unfold in the 'real' world. In other words, a submitted quest that is selected may not come out exactly the same way as it was originally built.
Using this ‘Oracle’ system allows the largest possible sampling on LIVE servers for the best possible feedback for the Devs (as opposed to relegating testing of player made quests to Lamania only, where the results would be skewed by the relatively small and specialized population there). In addition, the Oracle system adds a massive amount of live ‘quasi’ content accessible to the entire player base, if they chose to experience it.
Though there is no treasure or quest xp awarded for experiencing Oracle visions, there would be, of course, no death penalty or equipment wear either. Maybe as a reward for playtesting/rating possible future official content through the ‘Oracle’ system, perhaps assign a very minor amount of xp for completion of said "possible future events" - a one time per quest 10xp per level of character for completion? (So a 5th level character would receive 50xp for experiencing each new, completed 'vision' regardless of the level of the quest), that way the player would receive something (as there is no treasure) for the effort. This minor, one time only reward would certainly eliminate any 'exploiting' of the Oracle system.
Visions are tenuous things however, and much as vendors drop items off their lists over time, the Oracle would only show each 'vision' for one month, resetting the rating system at the end of that time (allowing for additional improvement to submitted quests on a monthly basis - or they could stay with the Oracle as long as Turbine wants them to – depending on the need the data space). A monthly time frame however supports a better competition style atmosphere. In fact, this would be a huge factor in the quality of quests submitted – because there would be rewards for each winning submission each month.
Each quest chosen for official inclusion in the game would receive an award of Turbine Points. This award could possibly be based off the quality of its ratio/player ranking – the highest scoring quest (1st place) would get 2x the TP that 2nd place got, 2nd place would get 2x the TP 3rd place got, and 3rd place would get 2x the TP that any other normal quests would receive for being officially included. For example, if the standard reward was, say, 1000 TP for having a quest officially included in the game, 4th place and lower monthly 'winners' would each receive 1000 TP for getting their quest in the game. The 3rd place winner would get 2000 TP, the 2nd place winner 4000 TP, and the first place winner 8000 TP. In addition, those players who consistently had quests 'win' could possibly receive forum titles as well.
Now of course, there may be rare times when none of the quests turned in to the Oracle during a month are good enough to win/be officially included, in the development teams opinion - even if there are ratings saying that one quest is much better than another (because something bad, even if it is five times better than another awful quest, is still BAD). It is entirely at the discretion of the Dev team to chose winning quests (if any) each month - regardless of player rating results. The rating system is only to assist the Devs filter out the grain from the chaff.
Extra revenue for Turbine
Player made quests would be an additional large source of revenue for Turbine, both up front and over the long term. There would be a charge (for non-VIPs) in the DDO store for quest building ability (giving players all the tools to design any kind of quest they wish (indoor or outdoor) using all currently available quest building blocks). Then, when the winning quests were officially released each month as real content, these "player made quest" packs would also cost TP to purchase just like any other set of new quests created by Turbine. Access to the Oracle would remain free at all times however in order to facilitate the largest possible ongoing feedback on player made quests.
It's a win-win situation for both Turbine and for DDO customers. Players get many more good quests on a monthly basis (both official and vision style) and Turbine gets, in addition to a bunch of free content (because TP rewards to winning players really cost them nothing), a lot more money generated through creation tool/quest pack sales at the DDO store.
Conclusion
Player made quests, quality controlled through player rating and competition, with treasure and xp rewards applied only through Dev approval and implementation seem like an ideal solution to making our 'visions' of high quality, exploit free, rewarding user generated content become a reality.