So how about devote resources to making user development tools if they don't already exist? Are they possible in Cryengine?
My example is DCS. It's a flight sim sandbox with very limited missions in the default game. But it has a mission editor and runs .Lua scripts allowing people to make incredible campaigns. Blue flag runs up to 55 people in the map plus AI units with logistics and capture systems. It is exactly what faction warfare should be like. It's incredible, and it's user made. Of all the multiplayer servers, it is the most popular.
So we have player run game modes, and the developer just worries about pumping out new aircraft modules for purchase. Sounds perfect for MWO. Players builds the content and PGI pumps out mech packs and assets (e.g. terrains, unit models). Win win.
Mazzyplz, on 30 July 2016 - 08:44 PM, said:
never gonna happen.
people cry about getting stuck in official maps.
there could be no quality control of a flood of user created maps.
and what if a user makes a little cave that only he knows about that he can take and cap the enemy base or something like that?
the maps would have to be tested by pgi so thoroughly that they may as well just stick to making the maps themselves.
Any user can go investigate maps being used with the editor, and gimmick maps would not be popular. You would obviously need a lobby system, and then players choose the type of game they wish to play, with the basic skirmish quick play still being a default option. Then, PGI looks at the missions/game modes that are most popular and works on standardizing them as official game modes.
Edited by Dino Might, 30 July 2016 - 08:49 PM.