User-generated content in games is a blend of play experiences and performances, shaping online communities and player experiences.
Bartle's taxonomy categorizes players based on gameplay styles, providing insights into player behavior and preferences in various game environments.
Minecraft revolutionized sandbox gaming with user-generated content, leveraging YouTube to enhance player engagement and community growth.
Deep dives
User-Generated Content in Games
User-generated content modding has been a significant force in the gaming industry since the 1990s, leading to the success of games like Counter Strike and League of Legends. The broad definition of user-generated content now includes any creative act by players within a game, with the concepts of the 'playground' and 'stage' highlighting how users create play experiences and performances. The influence of user-generated content can be seen in the rise of online communities around games, shaping player experiences and game success.
Bartle's Taxonomy and Gaming Styles
Richard Bartle's taxonomy categorizes players into achievers, explorers, socializers, and killers based on their gameplay styles. This taxonomy reflects how players derive pleasure from games, whether through accumulating points or interacting with others. Gaming styles like PvP versus PvE can align with these categories, showcasing the diverse motivations players have in gaming. Bartle's insights provide a framework for understanding player behavior and preferences in various game environments.
Minecraft as a Sandbox Game and YouTube Phenomenon
Minecraft, created by Markus Person, revolutionized sandbox gaming and achieved immense commercial success. The game's open-ended nature allowed players to define their goals and foster creativity, becoming a platform for user-generated content. The advent of YouTube enabled Minecraft players to share their gameplay experiences, tutorials, parodies, and narratives, creating a massive viewership and spawning a new era of content creation. Minecraft's integration with YouTube exemplifies how user-generated content and online platforms can synergistically enhance player engagement and community growth.
The Rise of Starcraft Tournaments on Korean TV and Evolution to YouTube
Starcraft tournaments became hugely popular in Korea, leading to millions of viewers tuning in to watch the competitive gameplay. With the emergence of YouTube-like services, these tournaments found a new platform for global exposure. Initially skeptic viewers witnessed the skill of professional Starcraft players, revolutionizing the perception of watching games. Subsequently, Korean Starcraft tournaments on YouTube gained significant traction, setting the stage for the growth of eSports and competitive gaming.
Twitch's Influence on eSports and User-Generated Content
Twitch played a pivotal role in the rise of eSports, particularly with games like League of Legends. The platform's network effect with the gaming community and streamers created a powerful synergy, boosting viewership and engagement. The emphasis shifted from the game itself to the entertainer, highlighting the importance of personality and engagement for streamers. As Twitch evolved, it transformed into a primary entertainment platform, rivaling traditional television and offering a new level of viewer interaction and immersion.
Mitch and Blake propose a framework for understanding user-generated content in games based on two central metaphors -- the playground and the stage -- representing the two ways users "create" content in games through play and performance. They discuss the rise of sandbox games, The Sims, GTA3, Runescape, Second Life, EVE Online, and Minecraft. Mitch explains the evolution of games as performance spaces, beginning with early machinima and progressing to YouTube videos and Twitch streaming. They conclude with a brief look at Roblox and Discord as two "third places" that people hang out online, and the influence of games on the future of social networks.