aecburky02_ESO wrote: »from my experience when the community is given the ability to create.. they do AMAZING things.
I really don't like the thought of player created content. There's no quality assurance for things like staying true to the lore, etc.
This is a healthy game that continues to receive massive updates on a pretty decent schedule, so I don't feel a need for it either.
However, that's just my opinion. YMMW
Edit: That being said, I've seen this kind of thing made as an addon in other MMOs, so it might be possible to make something like this as an interface addon, so ZOS wouldn't have to spend resources on making it. It'd be more limited ofc, but still.
Player created dungeons could work well though. It doesn't have to do anything with story or whatever, just a friendly competition about who is able to create the best looking dungeon with some interesting mechanics. I'm thinking more of a really big delves, something like Public Dungeons (group).
They shouldn't be scattered all around Tamriel, more like instanced, with an interface showing the most upvoted player-made dungeons. Also option to search on your own + random pick.
Such a thing could really thrive in an MMO.
I'd say no to player created content. For ever one diamond in the rough you find, there's bound to be 100 slopped out crap ones.
Then you get all the exploiting ones with insanely high respawn or large number of enemies for grinders.
The number of glitches and bugs would just be through the roof compared to the company controlled content which is already bad enough.
You'll get funny people that have phallic dungeons and what not.
Someone would have to moderate all of this taking away from budget that could be used towards something more useful.
Of course there's the lore breaking issue that's bound to occur
I could list reasons for days why this is a terrible idea, have you looked at the mods? There are some good ones out there for sure, but on the whole. Eh.
heroofnoneb14_ESO wrote: »
I'm having a bit of trouble seeing if you're disagreeing with the content review by peer review and ZOS staff in the post and replies, or if you simply skipped it over when you saw the title and are giving a stock answer. There was even review of ways to mitigate it by only giving quest rewards and keeping it on PTS till it was reviewed.
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I think one extremely important aspect of the Elder Scrolls experience is sorely missing from ESO: the player-creation community. Enabling the community of creators that both love The Elder Scrolls and ESO would be a HUGE boon to the longevity and appeal of ESO.
While I understand it is early in ESO’s life to be considering these types of additions and there ARE more pressing issues to consider, the below suggestions would be such a robust addition to the game I think the planning would need to begin now for a release a few years down the road.
Being an MMO, ESO cannot offer the types of creation systems that have been in past TES games. This is completely understandable. ESO can, however, offer the ability for players to offer content to other players . I would like to throw a few suggestions out there to highlight how ESO could embrace some community content creation.
First and foremost the player created content will need to exist alongside all the other content of ESO. It should include both leveled and level-locked quests so the Creator can determine what kind of experience they would like to create and the system should allow for solo and group quests. This system would require the release of a Community Creator Kit that could be a separate program from ESO and would be launched from the desktop Launcher so players that have no interest in being a Community Creator wouldn’t be bothered with Creator Kit while playing ESO.
Using existing locations:
All the locations around Tamriel that require a loading screen could be instanced specifically for community-created quests. This design would enable a Creator to use existing buildings, basements, dungeons, caves, and clearings to build their quests.
If a player has accepted multiple quests for a particular area the player could be greeted with a prompt.
Which quest would you like to continue?
- Kill Glindar Jesterfoot (Guild)
- Grandfather’s Folly (Community)
- Revenge of the Dwemer (Community)
- NONE
If the player selects none, they could be sent to the normal non-questing instance of the area. If they choose a Community Quest, the area is instanced to them for the duration of their stay.
Within these pre-defined spaces, Creators should be allowed to place NPCs, enemies, loot and should even be able to clutter up the place a bit with area-specific items (piles of rock, tables, desks, weapon racks, etc.) to personalize the space for their specific quest. Creators should be allowed to send the player to multiple locations in order to complete their quest. Ambitious Creators could send players clear across Tamriel to complete their quest.
Creating new locations:
A more robust option would be to allow Creators to create, from scratch, their own areas for their quests. However, there are only three types of areas that should be able to be created from scratch.
Basements/Dungeons
Caves/clearings
Daedric Realms
Since buildings have a specific external shape, customization of building interiors should be limited to decorating the pre-defined building interiors as mentioned above. After-all, we wouldn’t want a “bigger-on-the-inside” situation on our hands.
After a Creator creates the spaces for their quest they should be able to attach the opening of their space to ANY static door, cave opening, basement hatch, etc. in the game; any place that requires a load screen that doesn’t lead into a building. This should include the multitude of entryways in the game that currently serve no function other than aesthetics and could include more doorways, cave entrances, and basement hatches. Each entrance could only allow that specific type of interior so we don’t have basements that lead directly to caves or caves that look like a wine cellar.
Daedric realms would require portals to travel to and from and since there are no set portal locations in the world the entrances to Daedric realms should be allowed to be anywhere within an already customized space being used for the Creator’s quest. In fact, any custom space should allow for entrances to other locations. A Creator could add a basement hatch to a predefined floorplan of a building interior that leads to a custom created basement that leads to a custom created cave, which leads to a pre-built dungeon that leads to a custom Daedric realm that exits into another static house whose exit spits the player out into a completely different city in which they started.
NPCs & Enemies:
Community Creators should be given a large library of pre-built NPCs to use in their quests as well as the ability to create their own NPCs from scratch using the character creator. The creator should be expanded with an outfitter to allow players to dress their NPCs in just about any combination of armor and clothes that can be found around Tamriel.
The NPC conversation trees, animation and movement paths should all be customizable by the Creator to give the Creator the ability to create quests as robust as those ZOS has in the main game.
Enemies should also be fully customizable, from generic creatures to fully customizable original characters with dialog and custom style.
The Creator should have a full set of tools at their disposable to create complex and interesting characters with which to populate their world.
Quest Types:
When creating the quest, the Creator could be given an option of the type of quest they are creating. These quest types could offer a variety of play that allows the Creators the freedom to create whatever types of experiences they can imagine.
Narrative Quest: These quests focus on telling a story and can involve multiple locations and can span across Tamriel.
Nefarious Quest: These are similar to Narrative quests but are darker in tone. They can include assassinations, espionage, heists, & kidnapping.
Gauntlet Quest: These quests focus on running through an area quickly and effectively. These usually involve only one instanced area with leaderboards attached. Could include single player gauntlets all the way up to 12 player gauntlets and the leaderboards could be organized by the number of players in the group.
Versus Quest: These quests pit players against one another with PVP active within the quest areas. They can involve multiple location instances and can take players clear across Tamriel. These quests can resemble a treasure hunt of sorts.
Dungeon Delves: Single Dungeon quests that require 4 players to play and are balanced as such.
Raids: Multi-area quests taking the form of a Raid, requiring 12 person groups.
How to find Community Quests:
The community created quests could be distributed in a variety of ways from bulletin boards in guild halls to asking bartenders if they’ve heard any good rumors. Quest could be organized by region, made for a specific faction, or a player could choose a quest that is clear across Tamriel. The different methods of quest delivery could be decided by the content of the quest and should correlate with the Quest type.
Bartender: Narrative quests that begin within the Zone
City Bulletin Boards: Narrative quests that begin outside of the zone but within the faction
Traveling NPC Criers or merchants: Narrative quests that begin outside of the faction
Homeless NPCs: Nefarious quests that begin within the Zone – requires coin to hear
Black Quest board: Nefarious quests that begin outside of the faction
Underground Gossip NPCs: Nefarious quests that begin outside of the zone but within the faction – requires coin to hear
Undaunted in Bars: ALL Gauntlet quests – Zone/Faction/Tamriel is dependent on Undaunted Level
Undaunted Outposts: ALL Versus quests – Zone/Faction/Tamriel is dependent on Undaunted Level
Guild Bulletin Boards: Dungeon Delve & Raids of their respective guild.
The rewards for quests… aside from more gameplay, gold (which don't really need), generic items, crafting materials, and experience (which we REALLY don’t need), players could be rewarded items that are crafted by the Creator in game. These items should be able to be renamed by the Creator for greater customizability. Hopefully by this point players can dye weapons so Creators can offer perfectly unique items. This could lead to one creator crafting a full armor set and spreading the pieces among multiple quests.
There could also be a pool of items and trophies that are only available to Creators so there is an incentive for players to play community created quests. One thought would be Community designed motifs and items could be exclusively used as rewards in Community Quests… more on that later.
The rewards for quests… aside from more gameplay, gold (which don't really need), generic items, crafting materials, and experience (which we REALLY don’t need), players could be rewarded items that are crafted by the Creator in game. These items should be able to be renamed by the Creator for greater customizability. Hopefully by this point players can dye weapons so Creators can offer perfectly unique items. This could lead to one creator crafting a full armor set and spreading the pieces among multiple quests.
There could also be a pool of items and trophies that are only available to Creators so there is an incentive for players to play community created quests. One thought would be Community designed motifs and items could be exclusively used as rewards in Community Quests… more on that later.
Community Creator Reputation & Quest Ratings:
As players complete a community quest, they should be able to submit a review for the community quests. The review score could be one of the ways the quests could be organized, along with date and by creator. Players should also be able to flag or favorite quests before they complete them.
These review scores could feed into a Community Creator Reputation and players should be able to favorite and follow specific community Creators so they can watch specifically for that creators levels.
Creators or levels that achieve a certain review score or reputation over a certain number of plays could be considered for a ZOS highlight or to be “canonized” by ZOS as an official Community Quest that would then be considered an official part of Elder Scrolls Lore (or as much as any other part of ESO is considered an official part of the Elder Scrolls).
This recognition by ZOS would encourage players to create lore-friendly quests so that the Community Quests maintain the aesthetic and tone of the rest of the game. Lore-Friendlyness could even be one of the metrics by which players could rate the Community Quests.
Community Motifs:
Would this Impact ZOS’ content releases?:
While these systems would be a complex addition to ESO They could be added with little to no impact on the current game or future updates while offering players a literally limitless amount of gameplay. These Community quests wouldn’t have an impact on the ZOS created content and the content available in the Community Creation Kit could lag behind the official ZOS releases.
New environmental pallets and styles that are released by ZOS for a new zone could remain unavailable to Community Content Creators for a period of time so as to not muddy the waters or take attention away from the ZOS creation. New Zones could also be unavailable to Creators as settings for their quests for a certain period of time to give players time to play through the official ZOS content before community content becomes available.
The most dramatic way the Community Quests would differ from the ZOS releases is that the Community Quests wouldn’t have voice-overs, and I think that’s acceptable. Giving players the ability to record their own voiceovers, while feasible, would likely pale in comparison to the ZOS voiceovers… but hey, if the option to record voice WAS included, that would be cool. I’m sure we would get some top quality work from some of the Creators. Or they COULD use those janky computer voices from Beta… that’s just a joke. Heheh.
Licensure:
Lastly… To “keep out the riff-raff” these Community Creator Kits could be offered for a free 30 day trial, in which no content could be submitted for release, followed by the requirement of a Community Creator License for a small charge ($5?) on top of the $15 monthly subscription. This would help to create an exclusive and dedicated community and would weed out players that aren’t serious about content creation and would further focus the Community Creator’s efforts. This additional $5 charge wouldn’t be able to be discounted through the above suggestion that Community Creators be able to earn ESO time, so an active community Creator that earns all their time would still be paying the $5 charge.
With the above design players who never want to see or play or even be bothered with Community Created Quests or Content can pretty much ignore its existence. They wouldn’t ever have to open the tools, accept the quests or participate in the content. Those that wanted to partake in the Community Quests would find themselves with a near limitless supply of quests at their fingertips.
words and more words
The Zenimax online folder for me is 36.4GB and I don't have PTS, a third of that is 12.1Gb. We'll call this new program about that size since you'll need to have a test run environment and such.
”Gidorick” wrote:This system would require the release of a Community Creator Kit that could be a separate program from ESO and would be launched from the desktop Launcher so players that have no interest in being a Community Creator wouldn’t be bothered with Creator Kit while playing ESO.
the middle bit there, you want every time we go in somewhere, we have to be stopped and asked if we want to go to one of hundreds of random player content or at worst scroll through all this to get to none
”Gidorick” wrote:If a player has accepted multiple quests for a particular area the player could be greeted with a prompt.
Every time we hit a load screen again do we get to go through reselect or continue again? All the space between they can "clutter up the place a bit" or a lot... Also if you're sending people clear across Tamriel, are we including outdoors too pushing it up to a full 36.4Gb program?
So for the first paragraph here, you're saying we should be able to create locations, since we're talking about being as big on the outside as it is on the inside, I presume these are popping up in the regular game world, what would probably amount to tens if not hundreds of thousands of places where people make their own player created housing, RP locations, or any number of things.
Which let me pause here for a second, where exactly do you suppose all of these will be stored. Is this going to be some P2P hosting, are they getting stored on Zenimax's already clearly taxed server. Everytime you go to one of these are you having to wait for it to download? What about the huge sending us across Tamriel quest, I suspect those would be quite large.
The second paragraph confuses me a bit. So now, we're not allowed to put these player created things on any door which leads to a building, but it has to have a load screen. This pretty much narrows it down to delves, public dungeon doors, group dungeon doors, the very rare cities like Haven doors and maybe portals if we're considering those. It looks like also we want to add in doors inside of buildings but that have a load screen on them. Then further down we come to using the doors and such which don't lead anywhere, but those don't have load screens. Also this would prohibit the devs from actually adding future content to these static doors unless they completely move or get rid of things attached to it.
Speaking of portals, we come to the last paragraph. I'm not exactly sure cause I don't have an exact count, but I would say there are more portals in the game than doors with load screens that doesn't lead into buildings. Basically we're turning the ESO into Furcadia.
Compared to the rest of the abomination, I don't have a lot of complaints here. Using prebuilt parts of NPCs and such you can't really mess it up except dialog and lore. Enemies I don't think should be "Fully customizable". I don't need to fight an army of Molag Bals. I also don't need Molag Bal welcoming me to Happy Funland.
Most of this is just more organizational stuff basically turning ESO into Little Big Planet.
Player created items, armor sets, and setting quest rewards. Have you even read some of the crazy on the forums, or played games like LBP where this is a thing. Kill one fox in a maze, get 20,000 gold and this nice Wrath of Godly Smiting armor set for VR14(or lv 50 for champ system) which which has 1k armor, 1k spell resist, boost all regen to soft cap, max crit stat, and for good measure had a 20% chance to disintegrate enemies for 1k dmg. We'll throw in 2mil xp too since we know it's really hard to get those VR levels, or Champion Points rather.
Gidorick wrote:Many of the possible issues could be mitigated through capping systems. Caps on possible experience & gold earned from each player quest would prevent grinding exploits. Maybe each creator is given X number of gold and XP per month to use (100K xp / 10,000 gold) with each of their levels capped at a much lower level (20k xp / 2000 gold)
And seriously player created Motifs, not only is all this crazy crap going to be floating about, but we can make it and distribute it? Not to mention are we making some style stones for this only available in the one quest? Do we just wind up with hundreds of these motifs? I just.. there are not words enough for the crap storm this would cause.
So everyone up votes a phallic dungeon because it's funny, meanwhile a serious dungeon that is hard and sticks to lore gets downvoted because "it's to hard".
”Gidorick” wrote:I like the idea by @heroofnoneb14_ESO of the PTS being used as a sort of proving grounds for a creator, ensuring only the best of the best gets published in the main server and then from there the best of THOSE are considered by ZOS for canonization. I'd think maybe a 1 month lag would be good. Each month the top 20% quests are removed from the PTS and are placed in the main server for play. Sounds good!
”Gidorick” wrote:Lore friendliness could be managed through a strict system where content could be reported for many things, including Blatant Disregard of Lore. Get reported enough and the content would be removed. The creator would be given the reason it was removed and could submit an appeal to have the level reviewed by ZOS. Have too many quests removed due to reporting, the publishing capability will be revoked for a month. Have your publishing revoked more than 3 times in 1 year, your creator's license is suspended for 6 months. A strict system like that would quickly weed out those who wouldn't take the system seriously.
Just because something "encourages" players does not mean in any shape, form, or fashion mean they will oblige this. ESO is designed to "encourage" players to play together, to spread crafting out among multiple characters, do quest instead of grinding, ect. But guess how well that encouragement is working. Let's magnify that on a grand scale to player crafted stuff.
And Skyrim has been out HOW long? I feel my voting suggestion would more than cover this issue…Look at it, 3k+ Armor mods. Want to take a guess at how many are ridiculous, lore breaking, or... lack armor.
Gidorick wrote:Every motif submitted during a quarter should be available the following quarter to view and vote on as a whole set in 2D previews that would be similar to the icons that are seen when crafting. These icons should be presented in a book that will be available in each city at a station/table specifically set aside for this voting process. …
The top motifs and items (top 3/5/10/.. whatever) should then be reviewed by ZOS and the selected motif/item should then be inserted into the game as a Community Motif or Item. A motif or item that did not get chosen to be inserted into the game should be able to be resubmitted as is, or tweaked and resubmitted, at the Creators discretion.
The releases of the Motifs and Items types could be on different schedules so there could be more frequent releases of community creations. One suggestion could be that one Community item could be released each month (which could be a weapon or any piece of armor) and then one full Motif could be released every 3, 4, or 6 months.
I'm skipping the "why be a creator"
little to no impact even though every load screen would make you choose if you want to participate.
Gidorick wrote:If a player decides to fill their journal up with hundreds of community quests then I guess they would have that issue… If they only chose one quest that is through one door, they would only ever see that quest selection screen once.
No impact on ZOS created content except the extensively increased work moderating all of it, not being able to expand on current areas, and other such things.
Oh this one, record your own voiceovers, there's no way that could go wrong. Bad voiceovers can sometimes break content worse than no voiceover it all.
Now not only do we have a mess, but we get to pay extra for it too. Those bots and gold farmers at launch were clearly deterred by the monthly subscription. I can tell you for a fact $5 extra would not create an exclusive and dedicated community. Have you seen the videos where people were standing in line for day 1 ps4 then took it outside to smash it in front of people waiting in line?
Between players having to select whether or not to do one of these quest at every load screen, player created items and motifs everywhere, and so on I don't see how players could not be bothered by it.
One way it wouldn't interfere with other people's gameplay is if it was set to another server, and not PTS where official content needs to be tested. Or if all player created items were locked into these player created quest and never left into the regular game. In either case at that point you're pretty much talking about having a game within a game. It makes no sense and would be a huge drain on ZOS resources to make, maintain, and fix.
heroofnoneb14_ESO wrote: »Dungeon and home editor - Using pre-generated housing is good, but making your own is what every creative player dreams of. I think this could be done with a rudimentary editor that allows the placement of various models, dungeon sections, and more. Most community creations can be located inside oblivion realms, giving easy rabbit holes into content while cleverly designed dungeons and homes could exist in world at various locked door or by adding in new entrances.
heroofnoneb14_ESO wrote: »Animation creations - much more benign to motifs would be letting folks introduce their own animations to be voted on and passed from pts to thensure main server. There is a risk of some vulgar ones getting through, however with ZOS reviewing them and this being a mature rated game there honestly shouldn't be a problem.
heroofnoneb14_ESO wrote: »Randomized or factioned player quests - this is to help with the immersion breaking fact that everyone goes through the same story and side mission quests. This makes sense with the level progression and the amount of work it would take to make the multiple quests. Using the system suggested though, there would be an abundance of quests yo be given out randomly or as part of a specific alignment. In turn, this would give players a chance to effect changes in their story lines based on what they do. Killed off an NPC that gave a different quest? Didn't let that bad guy escape to cause more trouble? Other quests can spring up and take their place of quests that would have been there in a different timeline.
heroofnoneb14_ESO wrote: »get paid/rewarded for your work - not so much with money, but with having your subscription few reduced, get more gold, snd more loot mailed the more players use and give your content high ratings. This should encourage folks to make more interesting content.
Gidorick wrote:It would also be ideal for a Creator to be able to earn in-game time with their efforts so that an active and popular creator could actually end up not having to pay for their main monthly ESO subscription. This would be a powerful incentive, in addition to the fun and bragging rights, to try to be an effective Creator within ESO.
heroofnoneb14_ESO wrote: »writs and job orders - why not include some job requests from various npcs snd include delivery to them? You can make writ quests to make swords, staves, food, etc. And deliver it to npcs on battle missions, research or folks in town. This could give inspiration and maybe a few different rewards.
"Power to the people" doesnt apply to online gaming. The more tools you give the players the more exploits you will get.
@HeishiGlad you enjoyed it. The in-depth discussion of of the topic is great. Truthfully I hate doing pick-a-parts as it's a very tedious way to cover material. Only reason I really did is because you were right in that I only expressed my opinion based on the first few paragraphs and didn't read the long break down.
In order to make sure I gave it a fair shake, I figured going a bit at a time I could read it and cover my opinion on each part. Reading your pick-a-part of the pick-a-part was great and did clarify something but it wasn't quite enough to persuade me. Major kudos on taking the time to put the name with each quote. Admittedly as I got about halfway into the post I started rushing a bit.
Random note, note sure if you're curious, in a word doc the last pick-a-part is 10 pages long (3,457 words).
There were a couple points I wanted to go over again.
Using a separate program for for the creation kit would be a good idea, but you also want it to include virtually every texture, 3-D model, ect from the game. The way the MMO works is pretty much all of the content is stored on your PC. The servers basically shoot out all the directions telling the program what to do with all the content.
This is more of a modern convention so that less load screens are needed. I don't know if you're run into this, but if you get disconnected from the internet a certain way, you can run the whole map and beyond. Enemies won't spawn, events won't trigger like health and such but all the textures are there. One of this events being the devouring fishiesbut that's a whole different story.
The way the ESO folder is, There are 8 audio files it looks like 4 of which are about 1.6Gb each. Probably 1 music, 1 voice over, 1 sound effects, and one that is an additional voice or music. There are 216 data files in a folder called depot, probably all your textures and models. This depot folder makes up 30Gb of it.
There MAY be a way to have a program reuse these like Skyrim's creation kit but I can't imagine it. Skyrim you could overwrite files and change/manipulate them. You can't really do that with an MMO, but those files would have to be made available some how and the simplest way is to bundle them with the program.
A lot of the problem here comes in with the stuff like pulling files into a 3-D editor and making armor sets and such. You have to be able to pull it out of the packed file to edit it. Skyrim has all the files already out and accessible.
A bit of the misconception I think got cleared up about the implementation. So what I gather is through some implementation you will go and select from all the player created quests and add the ones you want to your journal then be directed to that spot with a waypoint like normal quest but upon reaching spot be asked if you want X quest or the normal area. I'm imagining something like an expanded version of the new Undaunted stuff. I could see that being fairly unobtrusive, but would lead a big pot of a bunch of quests to search through even broken up by zone.
As far as the storing it goes, downloading it when you want it then wiping it when you're done could work theoretically. However if you wanted to revisit a place you would have to redownload. There's also the question of how big are these files. GW1 when they had some of the patches, you'd have to redownload each area you went into and it could be a bother at times, especially if the download was big. Certain things like the Playstation Network's home thing let you download areas in the background while you continued to do stuff. Maybe download when you accept the quest then delete it when you finish the quest which you turn in outside of the place or something.
I might come back and comment on more, but like I said I don't like doing a pick-a-part, it doesn't have a natural conversation flow to it.
DISCLAIMER: this is pretty long.
I think one extremely important aspect of the Elder Scrolls experience is sorely missing from ESO: the player-creation community. Enabling the community of creators that both love The Elder Scrolls and ESO would be a HUGE boon to the longevity and appeal of ESO.
While I understand it is early in ESO’s life to be considering these types of additions and there ARE more pressing issues to consider, the below suggestions would be such a robust addition to the game I think the planning would need to begin now for a release a few years down the road.
Being an MMO, ESO cannot offer the types of creation systems that have been in past TES games. This is completely understandable. ESO can, however, offer the ability for players to offer content to other players . I would like to throw a few suggestions out there to highlight how ESO could embrace some community content creation.
First and foremost the player created content will need to exist alongside all the other content of ESO. It should include both leveled and level-locked quests so the Creator can determine what kind of experience they would like to create and the system should allow for solo and group quests. This system would require the release of a Community Creator Kit that could be a separate program from ESO and would be launched from the desktop Launcher so players that have no interest in being a Community Creator wouldn’t be bothered with Creator Kit while playing ESO.
Using existing locations:
All the locations around Tamriel that require a loading screen could be instanced specifically for community-created quests. This design would enable a Creator to use existing buildings, basements, dungeons, caves, and clearings to build their quests.
If a player has accepted multiple quests for a particular area the player could be greeted with a prompt.
Which quest would you like to continue?If the player selects none, they could be sent to the normal non-questing instance of the area. If they choose a Community Quest, the area is instanced to them for the duration of their stay.
- - Kill Glindar Jesterfoot (Guild)
- - Grandfather’s Folly (Community)
- - Revenge of the Dwemer (Community)
- - NONE
Within these pre-defined spaces, Creators should be allowed to place NPCs, enemies, loot and should even be able to clutter up the place a bit with area-specific items (piles of rock, tables, desks, weapon racks, etc.) to personalize the space for their specific quest. Creators should be allowed to send the player to multiple locations in order to complete their quest. Ambitious Creators could send players clear across Tamriel to complete their quest.
Creating new locations:
A more robust option would be to allow Creators to create, from scratch, their own areas for their quests. However, there are only three types of areas that should be able to be created from scratch.Since buildings have a specific external shape, customization of building interiors should be limited to decorating the pre-defined building interiors as mentioned above. After-all, we wouldn’t want a “bigger-on-the-inside” situation on our hands.
- Basements/Dungeons
- Caves/clearings
- Daedric Realms
After a Creator creates the spaces for their quest they should be able to attach the opening of their space to ANY static door, cave opening, basement hatch, etc. in the game; any place that requires a load screen that doesn’t lead into a building. This should include the multitude of entryways in the game that currently serve no function other than aesthetics and could include more doorways, cave entrances, and basement hatches. Each entrance could only allow that specific type of interior so we don’t have basements that lead directly to caves or caves that look like a wine cellar.
Daedric realms would require portals to travel to and from and since there are no set portal locations in the world the entrances to Daedric realms should be allowed to be anywhere within an already customized space being used for the Creator’s quest. In fact, any custom space should allow for entrances to other locations. A Creator could add a basement hatch to a predefined floorplan of a building interior that leads to a custom created basement that leads to a custom created cave, which leads to a pre-built dungeon that leads to a custom Daedric realm that exits into another static house whose exit spits the player out into a completely different city in which they started.
NPCs & Enemies:
Community Creators should be given a large library of pre-built NPCs to use in their quests as well as the ability to create their own NPCs from scratch using the character creator. The creator should be expanded with an outfitter to allow players to dress their NPCs in just about any combination of armor and clothes that can be found around Tamriel.
The NPC conversation trees, animation and movement paths should all be customizable by the Creator to give the Creator the ability to create quests as robust as those ZOS has in the main game.
Enemies should also be fully customizable, from generic creatures to fully customizable original characters with dialog and custom style.
The Creator should have a full set of tools at their disposable to create complex and interesting characters with which to populate their world.
Quest Types:
When creating the quest, the Creator could be given an option of the type of quest they are creating. These quest types could offer a variety of play that allows the Creators the freedom to create whatever types of experiences they can imagine.How to find Community Quests:
- Narrative Quest: These quests focus on telling a story and can involve multiple locations and can span across Tamriel.
- Nefarious Quest: These are similar to Narrative quests but are darker in tone. They can include assassinations, espionage, heists, & kidnapping.
- Gauntlet Quest: These quests focus on running through an area quickly and effectively. These usually involve only one instanced area with leaderboards attached. Could include single player gauntlets all the way up to 12 player gauntlets and the leaderboards could be organized by the number of players in the group.
- Versus Quest: These quests pit players against one another with PVP active within the quest areas. They can involve multiple location instances and can take players clear across Tamriel. These quests can resemble a treasure hunt of sorts.
- Dungeon Delves: Single Dungeon quests that require 4 players to play and are balanced as such.
- Raids: Multi-area quests taking the form of a Raid, requiring 12 person groups.
The community created quests could be distributed in a variety of ways from bulletin boards in guild halls to asking bartenders if they’ve heard any good rumors. Quest could be organized by region, made for a specific faction, or a player could choose a quest that is clear across Tamriel. The different methods of quest delivery could be decided by the content of the quest and should correlate with the Quest type.The rewards for quests… aside from more gameplay, gold (which don't really need), generic items, crafting materials, and experience (which we REALLY don’t need), players could be rewarded items that are crafted by the Creator in game. These items should be able to be renamed by the Creator for greater customizability. Hopefully by this point players can dye weapons so Creators can offer perfectly unique items. This could lead to one creator crafting a full armor set and spreading the pieces among multiple quests.
- Bartender: Narrative quests that begin within the Zone
- City Bulletin Boards: Narrative quests that begin outside of the zone but within the faction
- Traveling NPC Criers or merchants: Narrative quests that begin outside of the faction
- Homeless NPCs: Nefarious quests that begin within the Zone – requires coin to hear
- Black Quest board: Nefarious quests that begin outside of the faction
- Underground Gossip NPCs: Nefarious quests that begin outside of the zone but within the faction – requires coin to hear
- Undaunted in Bars: ALL Gauntlet quests – Zone/Faction/Tamriel is dependent on Undaunted Level
- Undaunted Outposts: ALL Versus quests – Zone/Faction/Tamriel is dependent on Undaunted Level
- Guild Bulletin Boards: Dungeon Delve & Raids of their respective guild.
There could also be a pool of items and trophies that are only available to Creators so there is an incentive for players to play community created quests. One thought would be Community designed motifs and items could be exclusively used as rewards in Community Quests… more on that later.
Community Creator Reputation & Quest Ratings:
As players complete a community quest, they should be able to submit a review for the community quests. The review score could be one of the ways the quests could be organized, along with date and by creator. Players should also be able to flag or favorite quests before they complete them.
These review scores could feed into a Community Creator Reputation and players should be able to favorite and follow specific community Creators so they can watch specifically for that creators levels.
Creators or levels that achieve a certain review score or reputation over a certain number of plays could be considered for a ZOS highlight or to be “canonized” by ZOS as an official Community Quest that would then be considered an official part of Elder Scrolls Lore (or as much as any other part of ESO is considered an official part of the Elder Scrolls).
This recognition by ZOS would encourage players to create lore-friendly quests so that the Community Quests maintain the aesthetic and tone of the rest of the game. Lore-Friendlyness could even be one of the metrics by which players could rate the Community Quests.
Community Motifs:
While I do not think it would be wise, to allow Creators to design armor from scratch to wear around ESO, I do think there is a mechanic that could be introduced that could allow for Community Creators to design Motifs for in-game use. There are throngs of artists that enjoy the Elder Scrolls and they have shown that they can produce beautiful and intricate armor if given the opportunity and I think ESO could support this type of creation.
Within the Community Creation Kit could be an outfitter that could allow players to export a “blank” template in a variety of formats to open in an external 3d modeling program. The same program would also have the ability to import those same formats of the Creator’s finished pieces. I do not think ZOS should put the effort into developing their own 3d modeling program for this Community Creator Kit; there are plenty of free/inexpensive tools out there that are perfectly serviceable.
Once the Creator finishes their armor, they should be able to upload their files to the Community Creator Kit to place their armor on a moving “mannequin” with selectable motions that could include walking, running, sprinting, attacking, on horseback and any “/” emote. This would allow Creators to test their armor pieces on a moving model to find any unforeseen clipping issues.
Once they have finished creating an entire Motif (including the three armor types and all weapon types) they can submit their Motif to be voted on by the community. Every motif submitted during a quarter should be available the following quarter to view and vote on as a whole set in 2D previews that would be similar to the icons that are seen when crafting. These icons should be presented in a book that will be available in each city at a station/table specifically set aside for this voting process.
Alternatively, ZOS could implement a the Community Motifs in a similar way that they have implemented the Dwemer Motifs with each piece of the Motif being independent and released in pages. If this were the way they were to handle community Motifs, there would need to be multiple books on the voter’s table to organize the submissions by item type.
Having the ability to submit designs for individual items in a motif would allow Creators who want to only create weapons, to only create weapons. There would, however, be the issue of how to appease Creators who want to create entire Motifs and not just individual pieces. The solution could be to offer both. Periodically, one full community Motif, one community weapon (or one of each type), and one community armor piece (or one of each type) could be selected to be released into the wild based on community voting.
Voting players should be able to browse the book and vote for their favorite motif and items. The top motifs and items (top 3/5/10/.. whatever) should then be reviewed by ZOS and the selected motif/item should then be inserted into the game as a Community Motif or Item. A motif or item that did not get chosen to be inserted into the game should be able to be resubmitted as is, or tweaked and resubmitted, at the Creators discretion.
The releases of the Motifs and Items types could be on different schedules so there could be more frequent releases of community creations. One suggestion could be that one Community item could be released each month (which could be a weapon or any piece of armor) and then one full Motif could be released every 3, 4, or 6 months.
The individual items could be released as actual wearable items that could be placed within the Community Creation Kit for use as a community quest rewards and the Motifs could only be available as quest rewards for Creators of a certain rating or reputation, keeping the motifs themselves rare.
This creation/voting system could be used to add any number of things to the game from Pets to Lore Books to Emotes to Costumes.
The key is that each community creation of this type needs to be approved by ZOS (or ultimately Bethesda) so that there is never anything that would go against the aesthetic or Lore of the game.
Why be a Community Creator?:
With all these tools, it would be quite a bit of work to be an active Community Creator. One might ask why a player would want to be a Creator. Why put in the extra effort?
There could be specific perks and incentives for Creators that have achieved certain milestones within ESO. While Creators should have access to a completely separate tool set in the Community Creation Kit for interacting with ESO, they could even be given access to a completely different skill tree and perks within ESO itself as players. Perhaps there are special motifs, mounts and pets that only Creators can access. There could even be a Community Creator Forum or an in-game Guild created by ZOS for those that achieve a particular status as a Creator. This could allow those Creators to build a rapport amongst themselves as well as with the developers.
This rapport could be a step toward ZOS initiating a program in which a limited number of trusted Creators could be given tool sets similar to those that were suggested in the ZOS Developer Event post, allowing a select few to be able to generate Daedric attacks on Tamriel in real-time. This would allow active Creators to create dynamic events for ESO players.
It would also be ideal for a Creator to be able to earn in-game time with their efforts so that an active and popular creator could actually end up not having to pay for their main monthly ESO subscription. This would be a powerful incentive, in addition to the fun and bragging rights, to try to be an effective Creator within ESO.
Would this Impact ZOS’ content releases?:
While these systems would be a complex addition to ESO They could be added with little to no impact on the current game or future updates while offering players a literally limitless amount of gameplay. These Community quests wouldn’t have an impact on the ZOS created content and the content available in the Community Creation Kit could lag behind the official ZOS releases.
New environmental pallets and styles that are released by ZOS for a new zone could remain unavailable to Community Content Creators for a period of time so as to not muddy the waters or take attention away from the ZOS creation. New Zones could also be unavailable to Creators as settings for their quests for a certain period of time to give players time to play through the official ZOS content before community content becomes available.
The most dramatic way the Community Quests would differ from the ZOS releases is that the Community Quests wouldn’t have voice-overs, and I think that’s acceptable. Giving players the ability to record their own voiceovers, while feasible, would likely pale in comparison to the ZOS voiceovers… but hey, if the option to record voice WAS included, that would be cool. I’m sure we would get some top quality work from some of the Creators. Or they COULD use those janky computer voices from Beta… that’s just a joke. Heheh.
Licensure:
Lastly… To “keep out the riff-raff” these Community Creator Kits could be offered for a free 30 day trial, in which no content could be submitted for release, followed by the requirement of a Community Creator License for a small charge ($5?) on top of the $15 monthly subscription. This would help to create an exclusive and dedicated community and would weed out players that aren’t serious about content creation and would further focus the Community Creator’s efforts. This additional $5 charge wouldn’t be able to be discounted through the above suggestion that Community Creators be able to earn ESO time, so an active community Creator that earns all their time would still be paying the $5 charge.
What would this accomplish?
Aside from opening up ESO to a universe of stories, the release of a Community Creator Kit and the ability to set quests clear across Tamriel would give players a reason to revisit areas they have already completely cleared out of content. There could literally be and endless supply of gameplay and quests for ESO subscribers. Guilds would create guild specific trials as initiation rites, RP-ers would create story quests, friends would create quests much in the way a DM would create a campaign for their friends to play through, and there would be new, unforeseen game-experiences that would be created by the community that would benefit the longevity of ESO as an MMO.
I truly believe a Community Creation Kit would be a leap in the right direction for ESO and offer the Elder Scrolls community some of the creative freedom they have come to expect from and Elder Scrolls game as well making ESO a more attractive MMO to players both subscribed and non-subscribed. Players would no longer be looking for “more things to do” in ESO and the pressure would be taken off of ZOS to push new content out the door so they can focus on polishing the content they do release and improving the game systems and immersion systems (such as underwater swimming and ships).
One of the benefits of the above concept is it could be rolled out over multiple releases. The different Quest Types could be released separately, the motif creation could be a separate release, and even separately launched program, from the quest creation, even the ability to use pre-existing locations could be released before the ability for Creators to build locations from scratch.
With the above design players who never want to see or play or even be bothered with Community Created Quests or Content can pretty much ignore its existence. They wouldn’t ever have to open the tools, accept the quests or participate in the content. Those that wanted to partake in the Community Quests would find themselves with a near limitless supply of quests at their fingertips.
Thoughts?
NOTE: If you like this idea, comment and keep this visible on the first page! Thanks!
alainjbrennanb16_ESO wrote: »it would be a good idea to have player content or mods like all elder scrolls game, but and this is a big but, the content would need to through zos checked double checked and triple checked to see if anything other than extra content is there. you might say bull but it is very easy to hide bots, spyware or trojans inside software that looks like something else, if it passed the checks then by all means it should go in and give the game a life of its own
heroofnoneb14_ESO wrote: »@Gidorick
I was think more if you were a member of the thieves guild in one town you could get one set of quests, but the guards faction might get another. Or as you say, when visitin daggerfall you could find a quest for your faction. If you chose to let someone live as well maybe you could get more quests as well, but choose to let them die and others might open up. This would give your actions more value in game, but not totally cutting you out of quests. Maybe you could go down a darker path instead of the noble one. Maybe be a bit more greedy which precludes you from certain quests because the town hates you. With player created quests, the advantage of more quests and a variety of ideas helps foster branching story lines
Skullemainia wrote: »woaw, how long did it take to type this? but I think it's a great idea