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I'm David Fono, and I'm a pervasive gaming consultant. That means I develop unconventional games that surround people and bring them together. I am also quite handy with the internet. More!

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    The Political Economy of Player Generated Content

    A couple of posts got me thinking about the issue of player generated content recently. Tony Walsh writes generally about players as storytellers as a trend in multiplayer games. Meanwhile (well, a few months ago), Brian Clark writes about his plans for Eldritch Errors, which include a panoply of media products (book, comics, films, etc.) based on the events which are currently unfolding in the immersive narrative. Brian talks about the players of the game as effectively “starring” in the retellings, or at least being largely responsible for their eventual content. Of course, that’s a bit of an overstatement. Most of the creative sweat is being put in by the professional writers, designers, etc. behind the property. But it does represent a significant shift from the way games and entertainment generally is developed — it’s becoming a collaborative process, and the lines between the producer and the consumer are being blurred.

    I’m pretty much a fan of this. And superficially, it’s all well and good. But there are some quandaries you get into when a significant portion of your content is materially attributable to an unpaid, uncredited player base. Specifically: Why aren’t they being paid? Why aren’t they being credited? Are the players being taken advantage of? If so, why do they let it happen? And if not, what safeguards can we put in place to avoid declining the slippery slope into outright exploitation?

    Of course, player generated content is nothing new. But in most cases, this content is mainly incidental, and not comparable to the larger body of work. Generally, we’re talking about the output from a fairly limited functionality that allows self-expression. In any MMO, you can create and operate a character/guild/organization/etc, and this certainly goes a long way to building the experience for other players. An MMO would simply not exist without a wide range of player generated entities to interact with. But it would be tough (albeit possible) to argue that these entities represent significant content on their own, because (a) they are generally irrelevant outside of the game, (b) each one is generally only experienced by a tiny percentage of the player base, and (c) the capacity for truly creative expression is severely limited.

    There are also games that are built specifically to be tools for storytelling or content development, like Neverwinter Nights and RPG Maker. But these are largely the same as other development tools, an essential property of which is the fact that what you create with them becomes your property. There’s a crucial point here: creating the expression engine is important work, and the expression itself is equally important work; both are valid and rewardable forms of labour.

    Looking elsewhere, user-generated content is the talk of the town in the whole web 2.0, social web thing. The “next great revolution” is the “cult of amateur”, etc. And it’s quite obvious that Youtube wouldn’t be worth much without the videos, and Facebook wouldn’t be worth much without your annoying high school friends. Unlike the case of the MMO, there would be no content left whatsoever. However, it’s worth noting that (a) at least the content is explicitly attributed to the creators, who can use their page/profile/etc. to further their own ends, and (b) we are beginning to witness a backlash against terms of service which grant highly liberal licenses over user contributed media. In my opinion, this issue, and the broader issue of the commodification of individuals to make billions for investors, are issues ripe for some scrutiny. Luckily, some people are taking the task to hand.

    Although these sorts of sites represent the clearest appropriation of user-generated content, they are a lot closer in this respect to MMOs then the sorts of situations that I envision when I read Tony’s and Brian’s comments; content-generation on these sites is usually either incidental or highly disparate. For me, Tony and Brian are predicting a future of games that looks a lot more like Second Life, where highly creative expression and consumption of that expression is at the heart of the experience, and where that products of that expression are recognized as goods that ought to confer the same benefits they would if created outside of the game.

    Will the games that arise from Tony’s and Brian’s visions follow the example set by Second Life? Although SL represents the closest parallel for me, they’re still quite different things. Media in SL is still quite disparate, while ARGs/chaotic fiction/whatever tries to present a cohesive experience. I can imagine that it would be quite problematic if a player decided to try and sell some part of the story that they were highly involved with at some point — or simply deny the producers they ability to use what they had contributed.

    It’s important to note that these guys are in a whole different class from the people behind Youtube and Facebook. The latter are merely [gross generalization] cynical capitalists [/gross generalization], while the former are well-intentioned designers exploring the frontiers of collaborative storytelling. In general, people in this community are super nice and frequently idealistic (I’d like to think I’m a super nice idealist myself!) What I fear though, is that this niceness and idealism will perpetuate an already nascent assumption that the relationship between producers and players will forever be blanketed by a layer of happy warmness that precludes exploitation. In fact, this is not terribly unreasonable. We are talking about very nice people, in most cases, here. But the reality exists that you can be the nicest developers in the world, yet still end up screwing over your players quite unintentionally. Business tends to have that effect. (Much respect for EE, but it’s a good example of what I’m talking about.)

    My hope is that game developers who take up this vision, and turn it into reality, will take this issue to heart. And I hope that players will realize what they’re contributions are worth, and take developers to task when they don’t show the proper respect. I am consistently amazed by the amount of creativity, resourcefulness, and plain old tenacity that exists amongst the player-base for these games. Games frequently succeed because these qualities. But I’m also consistently amazed that these same players spend most of their time working despised day jobs, without really thinking about they could do with these skills. They’re having fun, of course, and that’s important; not all unpaid labour is “unpaid labour”; that is, not all of it is bad. But we are talking about a completely new dynamic here, and that comes with the need to ask some hard questions.

    One Response to “The Political Economy of Player Generated Content”

    1. Tony Walsh Says:

      Thanks for the thoughts, David. I agree with many of your ideas and points, and thought I’d respond to some of them.

      Personally, I don’t find worlds like Second Life a natural environment for players as co-creators of a cohesive narrative. Maybe if a user ran her own private island. Otherwise, it’s just a big open playground where anything goes. No one narrative holds up.

      I don’t think it’s important to credit a player base when the work product generated through gameplay can’t be usefully exploited. In small multiplayer games, say with a group of a dozen or so players, all players and the game operator benefit from story co-creation. I am thinking of Neverwinter Nights as a good example here (having ran a 3-year story-driven campaign using NWN). The operator of a game session typically puts in up to ten times the effort of the players into making operable play spaces, designing for a degree of player authorship. The relationship here is that everyone puts some work in, and everyone benefits from that work.

      In MMOs, as with social networks such as Facebook, or worlds like Second Life, there’s a higher risk of exploitation. If enough players/users generate content/data, the operator’s workload can be drastically reduced. These systems are arguably exploitative by design: dangle a carrot in front of your user base, save or make money off the work product.

      Incidentally, unless the EULA for Neverwinter Nights has been changed, users do not own what they make with the game’s tool set. Initially, all UGC was owned by the publisher. I spoke up about this during the beta [http://www.wired.com/gaming/gamingreviews/multimedia/2002/06/53352] and the rules were slightly relaxed (not attributing this to me, btw).

      The backlash against bad end-user agreements or ToS agreements is nothing new. I’ve personally been complaining about it for about 7 years now:

      http://www.secretlair.com/index.php?/clickableculture/entry/the-conditions-of-corporate-community/
      http://www.secretlair.com/index.php?/clickableculture/entry/diary-orkut-grabby/
      http://www.secretlair.com/index.php?/clickableculture/entry/milking_gamers_for_content/
      http://www.secretlair.com/index.php?/clickableculture/entry/youtube_gets_grabby/
      http://www.secretlair.com/index.php?/clickableculture/entry/the_non_grabby_terms_of_gaia_online/
      http://www.secretlair.com/index.php?/clickableculture/entry/the_moviesuser_created_content/
      http://www.secretlair.com/index.php?/clickableculture/entry/all_your_movies_are_belong_to_activision/

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