Could EQN:L lead to a full blown platform to make our own games? While I don’t think so, I like to be positive and for a change think “why not”.
Very blue ocean thinking but take Landmark, add in Story Bricks, and an item editor\creator and quest builder and voilà – you have many tools to make custom MMOs. From my understanding not much programming is needed. The world building tools alone in EQN:L have proven that even I could build simple town assets or landscapes that players could traverse. Programmers are making the tools better all the time, lets make them great, add some scripting and unleash the collective MMOspace’s imagination.
The best FPS I have played was community created with Project Reality (by Black Sand Studios) who have literally spent YEARS working for free, in a community across the globe in partnership. Graphics, scripting, game modes – everything!They have produced the best paced, most realistic shooter on a 10 year old engine. Rumor has it this effort will lead to a standalone title – I wish them the best and hope it happens. It has won many modding awards. Imagine if they had even better tools than were available for that old game (Battlefield 2)
Take MMO/World Building tools, and unleash them to the world. You know collectively gamers would come up with something incredible. The landscapes some alpha players have created in EQN:L rival those in published games I have played. Human beings have a desire for art, sharing, and collaboration – all things needed to create a true next gen MMO. Many would share their talents just to get creative license and experience on a project – which could lead to bigger and better things.
We crowdsource funding, why not crowdsource talent? Zooppa does this for companies. Instead of getting one solid idea from an advertising company that has been institutionalized, throw it out to the passionate creators on the planet. Put in an incentive, and watch the magic unleash. The proliferation of cheap HD cameras, computers, and editing software has pushed this renaissance – the tools. Are we really that far off?
Heck, we can build immersive, amazing games on 24 hour contests imagine what we could do with months or years. I believe all of us have a game – or part of a game – to share. Together we could make that a reality – if we only had the tools.
How could a publisher benefit? Many ways. Way back in 2008 I was arguing for different revenue models that could be beneficial for both player and developer. Licensing, % of sales, buying and selling of the creative content itself – EQN:L is building a model to support this already. Picture it on a bigger, grander scale.
Having a glass is half full kind of thought train here. I’ll return to regularly scheduled pessimism shortly.