GENOSAD
...or something equally edgy.
The tagline "Play, Create, Share" came with MediaMolecule's 2008 game LittleBigPlanet. I won't bother explaining the ingenuity and design philosophy behind it because you already know it. You've already lived through it, and you know that the sequel, along with Modnation Racers, solidified this design philosophy in gaming. Anything I say relating to these two games would just be parroting what's already been said.
But personally, I think that attributing this trend of games based on user-generated content to Sony is ignorant to the trend of creativity that was going on at the time when these games were released. I'm saying this off of three glasses of wine and some sips of bourbon, so I'm not likely to make sense, but if you'll stick with me you might see the point I'm trying to make. In addition to Sony's flagship PS3 games, Nintendo had also released Flipnote at the time, which of course was the blood of Flipnote Hatena and the endless stream of animations that came from it. In fact, the DS as a console was made for creativity, as was evident in the immature Pictochat scribblings we sent back and forth between each other as kids. In this sense, gaming in the late 2000s/early 2010s had creativity as a value, whether it was intentional or not. If the hardware wasn't made for the sake of creativity like the DS, then software would almost always have some kind of tool for creativity; whether it was an elaborate level designer or a simple character customizer.
This value, I believe, isn't held by gaming nowadays, at least not on console. Level designers are a thing of the past, and if we're being honest with ourselves, the only reason character customization still exists is because of the appeal of power fantasies where the player inserts themselves into the protagonist's shoes. What better way to do that than making a main character out of the player themself? No, creative tools are a PC-only thing, and even then they always require some sort of knowledge of modding and programming. The creative potential of a game's modding scene is always going to be limited by the requirements of programming knowledge and the difficulty of modding for any sort of game. Starbound comes to mind, as it's a game with hundreds of mods yet is an incredibly difficult game to modify. The only reason we have mods for it at all is because of its popularity and how stark the base game actually is. But when a game has some sort of creative software built into it, the amount of user-made content rises and leads to a more widespread value of creativity.
I feel like I'm about to run into a "quality vs. quantity" argument when I say that, so let me elaborate on why I think the amount of user-made content is important: It acts as a stepping stool towards more complex creative projects. The ease of making a platforming level in LittleBigPlanet could open a kid up to game design, which might lead to a more complex understanding of game design or push that kid towards learning programming or other computer-based fields of study. And of course, creativity is one of humanity's greatest strengths. What society was born without someone's creative adaptations of others' words and works? What story was told without creating an intriguing premise?
Hence my personal gripe with le society: Creativity is lost, and that's evident from the lack of popular games with creative tools. Thanks for coming to the TED Talk; I know you and I learned absolutely nothing from it, but at least I got to share what was on my mind.
But personally, I think that attributing this trend of games based on user-generated content to Sony is ignorant to the trend of creativity that was going on at the time when these games were released. I'm saying this off of three glasses of wine and some sips of bourbon, so I'm not likely to make sense, but if you'll stick with me you might see the point I'm trying to make. In addition to Sony's flagship PS3 games, Nintendo had also released Flipnote at the time, which of course was the blood of Flipnote Hatena and the endless stream of animations that came from it. In fact, the DS as a console was made for creativity, as was evident in the immature Pictochat scribblings we sent back and forth between each other as kids. In this sense, gaming in the late 2000s/early 2010s had creativity as a value, whether it was intentional or not. If the hardware wasn't made for the sake of creativity like the DS, then software would almost always have some kind of tool for creativity; whether it was an elaborate level designer or a simple character customizer.
This value, I believe, isn't held by gaming nowadays, at least not on console. Level designers are a thing of the past, and if we're being honest with ourselves, the only reason character customization still exists is because of the appeal of power fantasies where the player inserts themselves into the protagonist's shoes. What better way to do that than making a main character out of the player themself? No, creative tools are a PC-only thing, and even then they always require some sort of knowledge of modding and programming. The creative potential of a game's modding scene is always going to be limited by the requirements of programming knowledge and the difficulty of modding for any sort of game. Starbound comes to mind, as it's a game with hundreds of mods yet is an incredibly difficult game to modify. The only reason we have mods for it at all is because of its popularity and how stark the base game actually is. But when a game has some sort of creative software built into it, the amount of user-made content rises and leads to a more widespread value of creativity.
I feel like I'm about to run into a "quality vs. quantity" argument when I say that, so let me elaborate on why I think the amount of user-made content is important: It acts as a stepping stool towards more complex creative projects. The ease of making a platforming level in LittleBigPlanet could open a kid up to game design, which might lead to a more complex understanding of game design or push that kid towards learning programming or other computer-based fields of study. And of course, creativity is one of humanity's greatest strengths. What society was born without someone's creative adaptations of others' words and works? What story was told without creating an intriguing premise?
Hence my personal gripe with le society: Creativity is lost, and that's evident from the lack of popular games with creative tools. Thanks for coming to the TED Talk; I know you and I learned absolutely nothing from it, but at least I got to share what was on my mind.
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