Player Created Assets

* See also Types_of_assets
* See also Story_Telling
* See also Modular_Game_Objects
* See also Templates
* See also Object
* See also Player_Creation_Contests
* See also Game Editing Tools
* See also Flexible_Game_Terrain_Design
* See also Example_MMORPG_Missions
* See also Mask_Fun
* See also Tap_into_the_Players_Creativity
* See also Diesel_Punk_Crafts
* SEE ALSO Player_Created_Asset_Collaboration_System 
* See also Auto-Generator
* See also Rapture_MODing_Ideas
--- --- --- --- ---
"There is a Fine Line Between Good World Building, and Rambling On About Pointless Crap." - An Infinite Player's Comment
With the MMORPG's Creation Community and its Forums, one significant saying should be : "Don't just talk about it, show us."
--- --- ---
A Better Game Because of Creation Collaboration :
In this Player Created Asset enhanced MMORPG, instead of putting as much money and effort into creating Assets/Levels for 'Expansions', the Game Company can work on better game mechanics and effects and AI for the NPCs. Too many MMORPGs get new terrain and quests ( and charge for it ) which are pretty much just clones of what was done before, periodically with some significant addition to the game mechanics to try to give the Players something new 'to play with', and new ( but much the same ) 'grinds' to keep them busy.
There still will be the work of vetting/validating the new content, but a process can be devised to do much more preliminary testing and validation to minimize work required by Company Personnel. Players are willing to do that kind of activity and with the game engine itself having many tools to automate and greatly streamline that process, much more can be achieved than any Company could afford to produce by itself.
--- --- ---
Player Created Assets : A feature you see in very few MMORPGs and usually quite limited even for those.
The idea for this one would be to use it on a 'massive' scale ( embedded into the whole game production process ) to allow large numbers of Players to add content to the MMORPG in a major way
One of the major limitation of doing that is the heavy vetting process needed to test and verify and validate those assets ( which would include complex ones like quest/missions )  before they are put into the games active servers and are accessible in the game.
Another major limitation will be the massive number of competent tools which would be required for the game company to provide to make the whole Asset Creation process work.
---
== PlayerCreated Assets The Future of MMORPGs ? ==
Here is something else that might be risky but potentially a significant advancement for this kind of game (MMORPG) -- Player Created resources/assets to add to the game.  We've seen some minor aspects of this in games like LOTRO where players submitted textures for horses that were used in the game or longer ago in Neverwinter Nights, where player created clothing & prop objects/terrain-building-blocks which were then distributed en masse (via Patch), allowing (player) world builder's use in the player-controlled server games ( theoretical 64 players per server ).
The Player base is a huge resource for imagination and skills (and Time & Effort) which could help a MMORPG in one of its main difficulties -- The need for a constant stream of new content to keep long-term Players interested.
---
I see the 'Player Created Asset' mechanism as the most revolutionary part of all this. It would allow 'the Company' to start the game off with alot less 'World' than most MMORPGs require ( less $$$$ upfront, less time and minimizing costly installments/content additions $$$ ). The 'World' would grow with the Players, and it would give many Players a channel for their creativity which most MMORPGs almost totally lack. After the Creation Tools/Processes were developed, many more 'genre niche' games could likewise be offered (with much of the Tool and Server development ( and even general game mechanics ) already working/paid-for $$$$$$, and improvements on one would likely bring improvements on all the others). Some(many) of the Assets could cross over into additional games (ie- many human body animations for actions would have common use in most games, many common Objects/props/effects - ditto).
I would support (within reason) in-game rewards for Players who create useful Assets (which are quality enough to be used to improve the game world) to encourage maximizing creation of good Content additions by Players. A point/score system would encourage some 'creators', and being given public 'credit' for creation would induce others. The challenge/achievement of creating something complex/interesting ( to push the envelope and to see something you won't find in any of those other games various companies spent millions on developing ) -- THAT would attract others.
With heavy Player involvement in Asset Creation, part of the ongoing Company development work would be upgrades to the Server/Client programs to support new REQUESTED game mechanics ( or variations/improvements thereof ). Many of the interesting ideas I posted do NOT have to be part of the initial game, and many could be added over time.
Example - the ability for TVs in-game to show video feeds ( beyond the old style frame card sequences used in BioShock ) which would allow more complex 'video' Assets to be played by any TV object (IN the game). Players then could create such TV Show/Clip Assets and THESE could be viewable also on the Tablet/Smartphone interfaces... I think people would be amused to (offline) watch Rapture Advisements and Bulletin updates of events going on in-game in Rapture (relevant to their Game World), along with the various other Player created entertainments ( in that late 1940's style ).
---
A major stumbling block may be trying to get such a game feature system (or all the proposed ones) to work on MULTIPLE PLATFORMS. Much of the "Player Created Assets" tool use require a PC because of the numerous associated complex tools. Some of the console platforms may not meet the game's target CPU processing requirements ( think of it being a few years ahead for this project to get working ) - even with the target hardware being in the mid-range capabilities MMORPGs usually target. Disk capacity on clients could be a problem, etc... The Player 'talking' via typing text ( talk bubbles over player heads - no keyboard or a poor one ) or mic+headset might not work on some console-esque systems. Ditto for Voice Recognition command interfaces.
One would hope the game improvements are versatile enough even if many features are 'dumbed down' for certain platforms and can still give a superior (to what we have today) game experience.
---
I would expect a Monthly subscription pay system for Players in this game. There is too much development investment tied up in such an advanced game to allow 'Free to Play' schemes, and it works against any free collaboration models to restrict distribution of player created content to some "Nickel-and-Diming" 'extra DLC payment'. ( Who would contribute if all it does is make the company richer and many Players would never buy any of the additional content ?? ).
I've found games with 'The Store' being constantly annoying and distracting with in-game advertisements, notices, reminders, 'sales' gimmicks. Also, there is the major waste of development/maintenance effort on 'store' interfaces/mechanisms -- in place of making a significantly better game. Include the many inept web-based account and money related interfaces/bother/bugs, along with the overall mercenary ($$$) 'Nickel-and-Diming' of Players for things they promised would NOT EVER be sold ( including various 'Pay to Win' unfairness ).
---
The Main Difficulties Are :
1) Legalities of ownership of things that Players create and submit to the company
2) Proper Tools being provided to players to allow them to create Assets compatible for the game engine.  Often such tools ( easy/simple to use ones ... ) can be as big a project as the game itself to produce.
3) A vetting procedure for the Assets which eliminates invalid/dysfunctional/improper/duplicate/inadequate/unbalanced items without consuming excessive company resources ($$$).  Some aspects of Asset validation can be automated.
4) Friendly mechanism to constantly send (publish) new Assets to all players ( We have alot of bandwidth these days so transparent background transmission should be doable - it just hasn't been really done yet ). Otherwise a (preferably quick) Login-time Patch of Client content has to be done.
--- --- ---
Need Perks/Incentives For 'Player Asset Creators' Within The MMORPG :
Titles are usually good, and don't modify the general game mechanics :
* Architect
* Artist
* Engineer
* Scientist
* Businessman
* Doctor
* Playwrite
* Psychiatrist
* Journalist
* Clerk
* Shoppist
* Entrepreneur
* Craftsman
* Inspector
* Vermin Hunter
* etc...
A general affirmation record ( inspectable, but not blatantly exhibited in-game in some genre breaking way ). Offline profile in much more detail for achievements/ranks/etc... (NOTE - it marks ACTUAL SERVICE to the other Players of the game by their providing of Assets to enhance the game.
In-game Titles (score/achievement ramp) for prolific Asset Creators (visible to other Players)
They ain't gonna get paid real money ( Too much legal issues in the MMORPG industry already exists, even for volunteer GMs, much to the detriment of the games ).
"City Architect" Creator/Refurbisher of known locations or template creator for Auto-Generation
etc...
A 'credits board' somewhere online ( ego and competition are significant drive motivations ... ).
All processed Assets include references to anyone modifying the Asset with some metric of 'amount' of changes/work.
-
Rankings enhance the ability to create/submit additional Assets ( of greater size and complexity and type ) would be part of the 'ramp'. You don't want 10000 newbies submitting a flood of alot of inexperienced work, which would overload the Vetting Community and cause waste ( of other peoples time and effort ) when overly ambitious 'ported' work has to be repeatedly rejected and returned to the author.
Similar ramps would exist for the role of Vettor, where their reputation would build with the good work they perform in verifying the created submissions.
Possibly have 'unique' (to title) Objects in-game.
--- --- ---
== ASSETS Are More Than Just The In-Game Objects ===
Such Asset Items Could Be :
* Clothing/body variations ( these usually don't effect game mechanics, so are easy to vet/test )
* Terrain modules/building blocks ( requires '3D' type editing, but templating can greatly speed up creation )
* Props ( freestanding '3D' objects that can be placed within the terrain and manipulated - including vehicles )
* Sound effects ( new or modifications/variations ) - maybe voice 'recordings' or basic NPC dialog snippets. Music of various sorts (copyright vetting ...) Text speaking ...
* Textures for signs/wall/floor/liquid surfaces
* Particle/lighting effects ( water/fire/sparks/flocking/vapors/insects )
* Behavior scripting of props/NPCs/baddies/effects ( this is largely in the expert realm for the core 'scripts' but adjustable parameterization/templates can be used to allow tuning/cloning )
* Mini_Games ( game scripting code+'2D' assets -- Apps creation tools already exist to do this )
* Assemblies/installations of game scenes - combinations/clusters of props/terrain placed in relation to each other. This may be some small cluster of props or extend all the way to entire unique modules of cityscape ( think of a rival to Kashmirs... or a football stadium )
* '3D' character animations - new or variations of existing movements of figures (Avatars/NPCs/baddies/props)
* Additional Game mechanics ( this is usually very difficult but can be a matter of parameter changes instead of logic changes, and possibly recombinations of existing modular logic : ie- new machine (prop) that effects the local environment and 'connected' objects in already defined ways -- via standard Attributes )
* Auto-generation patterns for the Self-extending parts of Rapture (world map) that can grow with additional players ( or at least grow the city huge without alot of very tedious and expensive development hands-on ($$$) customization -- which the company wont be willing to pay for ).
---
One Aspect Which Is Often Missed : 
Is that some of the Assets mentioned above have 'more than one' component/aspect, for which 'more than one' person is better/skilled at creating/modifying, and so Collaboration between Players SHOULD be done to facilitate good/complete Asset creation. Thus a publishing/review mechanism would be needed to allow unfinished/polished Assets to be submitted/reviewed/critiqued/pre-vetting/tested/modified/resubmitted/voted upon -- with any component being potentially added to/modified/refined by Players having more skill.
Many of the Assets would be designed 'parameterized' so that people without programming/scripting skill would be able to modify/adjust/tune them for aesthetics/balance/polish. Retouching graphics textures is something that just about anyone can do who has Photoshop or even Gimp. Even NPC behaviors are largely controlled via flags/coefficients that tune their responses and certainly NPC dialog scripting is mostly creating appropriate text response tree-patterns.
A good part of the vetting process would be carried out by Players ( Scripting especially is one that can require specialized expertise to make sure it does what it is supposed to, but also does not have something hidden in it that is harmful or improper ). Sandbox Testing Worlds that allow viewing/manipulating/testing candidate objects INSIDE the game mechanism would need to be provided ( the tools would also pre-test alot OUT-OF-GAME ). Efforts by players in these activities could possibly be rewarded IN-GAME -- at minimum with recorded attribution of their effort for the new creations/improvements.
Some players have more fun doing the above chores/activities than actually playing the game and creative roles like this can greatly increase the Player MTBQ ( Mean Time Before Quitting ). Too many MMORPG games I've seen have multitudes of Players STARVING for something NEW to do in the game, and this kind of continuous additions ( Far beyond what game companies budget for in-house ) would also keep many people playing (AND PAYING) much longer.
---
Again, this is something not yet seen in any major game company's MMORPG products ( There is risks the investors usually flee from ), but it may in future turn out to be the way these games get done. It would take a company who really wants to be "Cutting Edge" to carry it out.
BioShock Online 'The Rise of Rapture' would already have the seed Assets to make a good initial chunk of the Game World ( playable while Players create/submit and have assets adopted ) and thus a head start as compared to an entirely new genre.
--- --- ---
Game Asset Creation Initial Objects (early stuff to get MMORPG going) :
'Alpha' phase ( Pre-release 'Player Asset Creation' ) would be extracting/recycling all the Old Content from the previous game's data --  all those machines/Objects/items seen in the old BS1/BS2+MP/DLC content. Many 'baked' into the level terrain would be chopped out and made into discrete objects.  The process would build up and extend the data for those many Object's attributes/function/interactions, so that they can be used in more interactive MMORPG game ( ie- every object will be able to be picked up/moved/destroyed/etc ... ).
There are lots of existing utility machines/equipment/regulators/others (props) with industrial/manufacturing/tool uses, which would be recombined to create/incorporate into alot of new terrain/terrain details ...   
- Late Alpha Phase - Once sufficient object types exist in the game system, they can then be used to recreated many of the  BS1/BS2 locations (ie- Neptunes Bounty). 
- Beta Phase - Once all these building block objects exist the games Auto-Generate Templates will be used to build/compose unique 'on-the-fly' game terrain ( all those areas we never went to - start filling in the rest of the City ).
Many objects will have 'style' attributes, which give hints to Auto-placement/Auto-Generate system to maintain some aesthetic theme for a particular location  ( ie- a building using all the same utility hardware throughout, or the same decorative 'style'... ).   Objects would locally 'inherit' such details by default as part of the system and thus would mutate from place to place.
Much of the raw 'baked' level data from the previous games ( including Infinite now I guess ) can also have basic detail (like texture patterns) extracted to build up a palette of graphics resources to be re-used by Players to compose all-new Assets.
Grungification of Objects also would be done automatically ( once the created objects are setup with the needed attribute data ) adding dirt and wear ontop of other details to vary the specific objects even more.
Creation of new assets - New features in the more complex game mechanics would require additional objects.  These would be identified, and entirely new Assets planned for creation.   A Request Object List would be published, and work farmed out to a growing Player Creation Community.    Existing (recycled) objects would be used as initial placeholders until later improved/diversified variants become available.  When the Creation Community becomes fully functional then multitudes of additional/new Object Types would be added.
--- --- --- --- ---
== Reuse - Maximizing Player Creations : ==
Such new 'assemblies' become building blocks which can be customized by other players and reapplied/modified to other locations ( some fall into generic categories that can be used by the Auto-Generation of the vast city ). Some would be very large and very specific/unique ( example- a rival restaurant to the upscale Kashmir's ) which would be designed as a key city ('landmark') feature and should not be duplicated again on that Server World map. That, versus a small food shop pattern which with minor attribute changes could be a Pizza-stand/BBQ/Hotdog stand/Coffee shop/small bar/etc. Generic 'template' businesses that could be frequently reused and customized according to some players preferences (and imagination) and plopped down (semi-randomly ??) in appropriate locations ( using the Auto-Generators placement rules ). As players create/customize more of these little locations, more of those 'locked/blocked doors' we saw in Rapture would no longer locked/blocked and NOW have something behind them
NOTE - when that Key city 'landmark' feature is added to the map, it would be added to ALL World Servers, the benefits created by one or more Asset Creating players is thus multiplied. Of course such key features have specific fitting requirements into the 'World' ( You wouldn't find Kashmirs located in a place like Pauper's Drop ... ) and thus placement would be coordinated thru the company Game Masters to reserve an appropriate location ( which may vary between Server Worlds ). Redundant competing (similar) creations would have to be handled ---- But the city IS huge and it is just a matter of matching another site (until some design limit for "5 Star" restaurants in Rapture is reached).
NOTE-2 - this new key location 'feature' location/building is supposed to START in a wrecked state that will be reclaimed by the players actions. It is upto the players in each Server World whether they ever want to go there or take on the Tasks to rebuild/repair that place ( and spend their money/resources ). ALL building 'assemblies' are designed ( in the creation tools ) with a base 'proper'/clean state and then is mutated to start 'dirtied up' --- With layers of wreckage(bodies?), resident 'wild' Splicers or squatters, vermin, burst pipes, damaged/stolen machinery, destroyed infrastructure, garbage, flooding -- which the players (if they choose) will work to restore it to that base (clean) state. Maintenance then needs to be done or entropy will slowly deteriorate it again. Maybe some player will decide HE wants to run that restaurant ( or do something else nefarious with it ) and will convince/induce/coerce other players into helping him rebuild it ( or just do it using his own resources. )
--- --- --- --- ---
Unique (fitted/appropriate) NPC Character Development. -- Specifics of what roles they fulfill 
Example- Hotdog Stand Guy :
* By what they say in their interaction dialogues ( implied accents and slang/terminology ).
* It might have a Speech lead-in (sound clip), or sales barking/drumming snippets ( "Get Your Hotdogs Here !!" ).
* Customization includes how they interact with Players/NPCs ( grumpy/friendly New York City rude ).
* What set of props they interact with ( like that hotdog-stand + cash-register and the hotdogs he sells, and that frightening condiment selection )
* How they interact socially and commercially ( Who he buys stuff/supplies from, and where his money goes -- does he go somewhere to sleep ??? Fill in the character more ... NPC Lives : Not just some NPC who stands immovable at the SAME place 'day and night', with the SAME menu options of interactions, who isn't smart enuf to 'Duck' when Splicers start throwing Fire Balls around ... or does nothing when the Player takes all the money from their cash-register, etc...)
* How they react when a wild Splicer is on the loose near them ... ( "!! Damn Splicer Ain't Gonna Steal MY Hotdogs !!!!" )
It does not have to get too intricate, and many of the behaviors are standard attributes selected from a menu ( ie- When Threatened - Run away; If someone wants to Buy and you have that thing 'to sell' - Sell it for Money; Vacate the stand for 8 hours a day, and put up the "Closed" sign, and empty the cash-register ...).
Notice that this 'Logic' of a NPC vendor is largely common to most such small sales locations/vendors/shops. Reusing it on some other kind of store does not require too many changes, mostly just some specific details, different props around the NPC, etc ... Maybe variant # 17 will put up a sign on the walls nearby leading to his business spot with its unique name and pointing the way ( just another part of this specific 'Assembly' made out of commonly reused building blocks ). The 'Sign-Put-Up' behavior is just another 'building block' used when the default 'business' instance is to be installed ( added to the Game World ), and some appropriate signs are placed in 'wall spots' pre-designated for typical sign placements. Random 'Generic' signs can be used, but the creator can make nice looking ones as part of their own customized 'Assembly'.
-
The "Hotdog Stand Guy" Of Course Needs a Hotdog Stand :
This Instance "Joe's Hotdog Stand", would be designed by a Player ( or maybe by company Asset Creators ). It will go in one location slot in the Game World -- as a freestanding vendor stand in some semi-random clear spot in some street in the civilized part of New Rapture. Some significantly modified variants of it might be decided to be placed in several other city locations ( "Ludwig's Bratwurst Kiosk" ) with sufficient differences to not be noticeably repetitive (ie- a leanto). The MMORPG's modular Template system makes it easy enough to clone and customize ( and imaginative Asset Creator Players can expend lots of fun time making it special/specific, and themed and logical ).
Similar behaviors and actions exist (Templated) for most 'shops' to handle the usual situation types. Most of the cases being basic menu-type Fallthru Logic. There may need to be some special Control Logic added matching 'what is sold' -- Especially situations when no 'hotdogs' are yet available, or are 'out of supply' for a while. ( Hmm, hotdogs made out of 'fish' or 'barnacles' -- that would be specified in the supply chain part of the options ). 
The specific NPC running this 'assembly', and all the necessary props' - all are coordinated together ( Why it is called an 'assembly'?? - Because it is all cohesively constructed together ... ). Together they make a grouping which can be placed in any compatible spot (an 'Instance'). Once created, this unique 'Hotdog Stand' assembly item then can be cloned and placed in all the parallel running Game Worlds.
This example 'hotdog stand' does not have to become some Epic-Super-Plot item, as it fulfils basic 'people needs', but it DOES fill in needed detail in some place in the Game World ( We are attempting to be different from most MMORPGs you see -- which are virtually ghost towns. ) The combinations of several equally simple 'Assemblies' (made of simple Props placed together) will make that location 'unique enough', without some expensive choreographing/hand-building that we now see in Solo games ( which cost so much for the game companies and their level designers to produce ).
-
There is a term "Emergent Behavior" which is used in the technical world of simulation, where many simple objects interacting in simple ways, bring about the appearance/execution of much more complexity. This MMORPG scheme is alot like that. Objects with a tiny bit of self-installing adaptability to their environment make it even more effective.
An interesting thing about a Hotdog 'Stand' is : it is generally portable and generic in where it can properly be placed in a 'City' environment ( to be utilized in this modular Game World ). 
-
For elaborations : 
There could be a Player Boss (owner) command system for this type of 'Business' Asset, thru which the Player in the game tells his NPC 'employee' to move the stand closer to where the Player's resources are ( to improve convenience for his NPC lackeys - as a nearby place to eat ) ... That process would be some 'endcase' for which logic is created for this 'assembly'. It need not be shown moving (animations etc...), but could just appear - setup and properly FITTING the new location - that auto-placement could be done while no one is there to see ( As it is already part of the functionality of this type of Templated assembly used in the games Auto-Generator system. )
For independent (automatic) NPC 'Owner', the logic might have the NPC move his stand to a better location, or even sell it to a Player ( and the NPC might become one of his minions ... ). Another 'logic' might be : After the stand 'is a success', to build/setup another (expand his business) inside the game --- Joe's Hotdog Stand #2 -- and attract/hire/partner a second NPC to man it. The conditions where that might be done would have to make sense, and the logic to do it be created accordingly.
-
Alot of the Game World detail fillers (vendors at least) probably won't be much more complicated than the above example. Using 'Templates' provided ( by the company or expert player creators ), with the scripted AI 'guts' being already done, it is made fairly easy to do. Most creators ( who are creating a custom 'child' instance of the template ) would mostly utilize the standard options/attributes/logic/etc ..., and THEN append the additional details which make the thing unique.
There would be lots of preexisting little options to choose from ( signs, names, decoration textures, etc ... ) -- and such simple sub-Assets can be custom modified (mod'd) by the Player ( like a custom sign using the Sign-Making Tool ). The same could be then done later by a collaborator creating his own variant.
--- --- ---
== World Expansion is Continuous : ==
When an 'instance' of one of these assemblies is finalized and placed in the Game World, it becomes a source of interactions/services for the Players and their Team of NPCs. Ex-splicers still have to eat and a convenient (restored) hot dog stand with a Server controlled NPC (or players) occupying it. It becomes a source of supply (food) and of revenue and details that make the player think he is in a real city ( Yes, civilized inhabitants will actually use all the city facilities -- and will probably complain if you don't have the restrooms fixed ). The NPC behavior would be programmed with more detail than your ordinary MMORPG to achieve this ( and players will continuously add more with improvements ).
The 'Hotdog Stand' might have a Newspaper Rack ( New Rapture Tribune ?? ) included, and now can be a source for that kind of interaction for the player (buying a daily newspaper). A player can look at the news/want-ads which come from some Newspaper Company ( run by some other player/NPC as a simple business -- using Server generated news feeds -- the newspaper 'owner' doesn't have to do all the tedious/endless grunt work ).
" ***FLASH*** Atlantic Express connection to Agamemnon Towers Restored !!!!
--- --- ---
Three Tiers For The Programmers for Whom Logic is King :
I've been considering a similar issue for a MMORPG game where the Players eventually create the bulk of the game assets (complex AND simple) - It is "Creating" outside of the 'Playing' (though 'customizing' some objects by selecting/adjusting Options and control parameters could happen in-game as part of the Fabrication part of the game).
Anyway, I came up with 3 Tiers of activity for the 'Programmers' :
1) High Level - which is mostly taking Templated Objects which are previously defined, which then have options to select from ( Wizard type interface method ...), and detail control Attributes to adjust available options/fixed attributes/parameters/coefficients. Most Players would be able to do this 'programming'. They just need good Tools to exist to make it 'easy' ( those Tools actually being a BIG project in itself to make ). The in-game customization of objects also uses a minimized version of this system. The 'Templates' would (pre)include logic to auto-validate 'easy' selection settings done within the High Level Editing Interface. Vetting_of_Assets is usual largely checking for inappropriate material (obscenities/copyrights/cheats) being included.
A example I usually give is : A chair Object with allowed physical behavior under the games Simulation Mechanics, but various attributes which can be changed : size/shape/color/textures/mechanical adjustments/materials ... 
A more complex Object is : a 'form letter' type 'Mission', with minimal detailed logic 'PARAMETERS' required to be specified ( all done basically using selections from pre-xisting options and some simple parameterization of selected options ). 
-
2) Mid Level - scripting which defines the logic for behaviors ( using an extensive library of building blocks ), and templated object types to fill in a bulk of the details/forms ( hierarchical templates with inherited defaults/stubs ). Templates for the High Level 'creations' are defined at this level. Many fewer Players have the skills needed to do this programming properly ( BUT those who do create 'tweakable' things used by many other Players ). The scripted logic fits into predefined attachments within the possible behavior of Objects ( with lots of defaulting to 'typical' behavior preset ). These would make up a large selection of 'Templates' predefined for various Object types, and then further specific ones for flavors within the types -- Why reinvent the whole wheel when you are modifying only part ? Some validation of this programming can be automatic, but proper review before script distribution/availability is needed. Templates for 'Completeness Checking' would assist the Tools using this scripting - to enable as much automatic testing as possible, so as to NOT waste human time/effort. The Script chunks created are most likely compiled (machine code) for efficient execution.
-
3) Low level - actual programming (native code) which implements game mechanics and defines Templates at a low level ( which are employed by the Tiers above ). Very specialized and specific design knowledge is required of the programmer ( probably only handfuls of Players are capable of any major modifications - most work likely originally done by the company staff, and then extensions added to the basic game engine as the need is discovered ).
Major design/testing review is required before publishing to the game ( first to test servers for EXTENSIVE testing ). Incremental improvements are allowed for/facilitated ( the whole design is modular from top to bottom so a modification need change only one independent part of the full game component ). This Tier includes programming of the 'programming' Tools ( and external program additions which operate on the well-defined data structures ), and the library building blocks used by everything else ( Tier 2 and thus indirectly to Tier 1 usage ). 
-
Implementing all of these 3 Tiers would require a sophisticated 'Creation' Community which facilitates 'easy' Collaboration of additions to the complex workings of the game (tasks of proposing/commenting/help/coordinating ).
A vetting process for the mid and low level 'programming' would need to be an integral feature. Simulators/Test-Servers to allow 'running the Object thru its paces' would be available for Pretesting and final evaluation. 
A publishing model to facilitate frequent updates of ALL the 'Assets' ( and quick backing out of late discovered problematic additions -- which somehow got past the test/vetting processes ).
As you might expect, the production of ALL the mentioned Tools becomes as BIG a project as the game mechanics.
A level between Tier_2 and Tier_3 probably exists for 'plugins' for the Player's Game Client programming, which might be manipulating/facilitating alot of standard information display and input ( all Server validated of course to disallow cheating ). This is to allow fairly heavyweight custom programming for Player and slave (Team) NPC AI ( which runs on the Players Client machine ). 
--- --- ---
All you(sic) Assets belongs to Us :
The EULA (End User License Agreement) states that any Assets created within the Game's Tools belongs to the game company.  Ideas might be taken elsewhere AS IDEAs, just not any created game Data composed using the game/company's tools.
Later, possibly, ( if and when the game companies can get their heads out )  there will be shared, even Open Source, tools to do things like what I've described.  ( Standards for data formats is often the stumbling block. Ex - for over a decade the '3D' graphics industry has resisted any significant Standards for graphics/animation data formats ).   
The Computer Publishing Revolution can serve as a model of what systemic secondary uses could be found for these kinds of tools.
--- --- ---
Keeping the Weirdness Under Control :
Splicers can't get too alien looking - the BioShock games didn't stray to far from anthropomorphic forms (avoided tentacles and such) to keep the animations manageable. It also allowed them to share common bone animation patterns for the many maneuvers/movements. But if any Player wants to go to all the work needed ( a large very different animation set and changes to the behavior code ), no doubt some use could be found for their creations even if only in Nightmare sequences ( and Splicer delusions ).
--- --- ---
Example of Creating a 'Test-Rig' For Asset Testing :
A 'Test' is defined to exercise a particular interaction/reaction/behavior of a Object ( NPC/prop/weapon/whatever ) in the game and may be broken up into 'sub-tests' that will exercise a variation of the aspect being tested.
The Tools that allow a Player to create 'staged' choreographed 'plays' for the game ( Like those Ghost incidents in BS1 ) can create 'Scripts' to make 'actors' (NPC or Player Avatar) interact with terrain/props/each other in an exact fashion, thus exercise functionality and behavioral logic. Scripts can activate standard actions which all Objects of their type perform. ( Ex- activate a 'greeting' to another NPC or for a 'machine' to have its player activation button presses or for an NPC to 'runaway' from an enemy ).
Testing using a 'scripted' setup (Test-rig script) takes alot of tediousness out of recreating the desired test -- You write the Script once and run it over and over with little extra effort. You can clone it and make small changes to test slightly different things with very little effort.
For the Test, a simple situation in a 'Sandbox' arena would be created with all the necessary Objects placed (via Script). Part of the 'staging' tools that create these 'Play' scripts will be editors similar to game level creation tools which already exist in the game industry. The 'scenes' being created will be small and simple and made with a USER-FRINDLY interface - With 'pulldown lists' to select options/Objects, and a '3D' view of the 'scene' with drag-n-drop used as you edit. The tool will record the identities of the Objects the Player sets-up on his 'stage' and creates a 'Script' of directives that can reproduce the exact situation the player created. Those Scripts can then be replayed in the same tool to recreate the staged scene.
The 'staging' tool integrates with a simulator that runs the Object's behaviors, so that the player can hit a 'execute' button and the Objects in the 'play' will act as if in the real game ( and react to each other accordingly ). The player then watches to verify the behavior they are testing. Due to the complexities of the 'simulation' the tool will actually tie-in to a Test Server which will perform the actual execution.
If the Asset is an 'auto-generated' asset, then the auto-generation would be run thru the Test Server to create it, but with Parameters specified for the current Test's circumstances ( all variations of 'parameters' have a separate set of Tests that should exist for the Asset Type in question ). If the auto-generation Asset is designed for random variations, the Script might be run over and over to see if valid Objects are consistently produced. All variations are described in the Assets design documentation.
The Objects created to interact in the Test would be set into a correct state required by the "Test's" circumstances ( example- a Splicer would have its 'hitpoints' set to near death to cause it to do a 'retreat' type of behavior and an enemy would be placed near it that it would likely try to run away from or use some other tactic ).
Once the 'stage' is set, the Tester may take the role of a player Avatar to MANUALLY test varying actions -- To easily try variations against the tested Object ( variations in actions, timing, position, sequence ) and do it over and over to look for correct consistent behavior ( many time the reactions may be randomized or behavior tactics with multiple options ). Complicated NPC behaviors require this manual testing ( semi-automatic if you count that the situation was setup by a Script ).
Debug tools allow looking into the internal state of Objects so the tester (Author at least) can make sure that those attributes are what they are expected to be ( and watch them change as the 'Test' situation unfolds ). The tools allow tracing progress thru execution of the Objects logic so the Tester can see the expected calculations are being run.
Scripts can invoke other scripts, so a common 'stage' setting could be written (Scripted) once and then used repeatedly in many other Tests.
The Author of the Asset should create a number of these 'Tests' as part of their proving that their Asset behaves correctly ( Authors are supposed to test their creation ). The scripts they would produce are then attached to the Asset Project for retesting later. Common testing 'scenes' would be pre-provided as examples by the Community.
Many people may have trouble using the Tools to write these 'Test Scripts', but with good Examples and Tutorials and being able to easily modify them ( to do what is needed ), many more players can make use of this methodology.
MMORPG Creation FAQs will exist with lots of advice about how proper testing should be done and the IDE will have checklists for the 'Tests' and 'Examples' normally expected to be provided for submissions. If all else fails, there are Experts in the Community who can assist (via collaboration) to write proper Tests ( at least the minimum automatic Tests ). Unfortunately if too many people 'beg off' and don't create their own tests then the 'Experts' will be swamped, so its important that the testing and Test-rig script creation is as easy as possible.
One important side-effect of the Authors knowing how to use these scripting tools is that the very same methods are used to create the 'Plays' (forced acting) embedded in Dialog Trees and Quests and the 'staging' used for Quests and for Auto-Generation of terrain.
--- --- ---
Creation of Tests Itself Is a Collaboration. 
Many Objects are similar to other existing Object-Types, and can use most THOSE Object's Tests for the 'new' Object.
Example- a 'Chair' has a bunch of expected in-game reactions/behaviors and anything classified as a 'chair' should Pass these 'Chair' (Type Template) Tests. If the new 'Chair' being created has something different about it ( maybe it is a 'Recliner' ) then that additional functionality would have to be separately tested -- IN Addition to the standard 'Chair' tests. It would be likely that a new Taxonomy' (classification) would be created for this new 'Recliner Chair', listed underneath the more generic 'Chair' classification. The Object Author would be expected to define some Tests to demonstrate the new abilities/use of this 'Recliner Chair' and THOSE Tests ( after some later review ) would become 'standard' Template tests for subsequent 'Recliner Chairs' ( and be used by the next person who wanted to create one of those ).
--- --- ---
Cliches In Assets Produced By Players :
Originality is not universal. Players will be employing alot of similar concepts/mini-plots/ideas from other sources ( as they say : every possible story was already told long ago... ). Fortunately there is in this game a near (enough) infinite capacity for more content and it will be inevitable that recognizable cliches get used. Direct dialog stealing will be dissuaded ( Copyright infringements and such ) but as long as it fits the Lore/Canon of Rapture such 'cliche' things wont hurt ( and finding a good idea is almost as hard as producing something from that idea ).
Be prepared for missions/other things resembling :
* 'Treasure of the Sierra Madre' with good ole 'crazy' Dobbs ...
* Infinite variations of the Mark Meltzer story
* "SO a Splicer walks into a bar and says ..."
* Cursed Pirate Treasure ... Yarrrrrrr !!!
* Various Cagney/Bogart/Robinson impersonations.
* I'm your long lost brother ...
* Pandora opening the forbidden box.
* Scarface meets Die Hard
* THIS IS NEW RAPTURRRE !!! (300 scene clone)
* The guy trapped in the bunker with Nazi Zombies ( like that popular CoD mini-game )
* Duplication of similar flavors of Big Daddies/Weapons/Plasmids and Tonics, Softdrink Products, and Sander Cohen
--- --- ---
Mechanical Thingees (Ideas from Reality) :
http://507movements.com/index01.html
Lots of ideas from this website for various mechanisms/machines for Players to create. 
Ditto for the fabrication/built-it puzzles ( many can be '2D' and still be interesting, while the '3D' can be far into challenging ).
--- --- ---
Usual Odd Stuff Player Make (NSFW Player Creativity) :
(( Note - "Not Safe For Work" includes any kind of images/speech/philosophy which is not 'Politically Correct' -- even if used for historic illustrations. Today's intolerance is worse than the 'evil old days' Infinite BS was supposed to portray. ))
IE - Elizabeth winding up in rather strange places/situations through Tears ( or things coming through Tears ).
This all never has to be seen in-game ( or be connected with the Company Servers ) - Just the odd things people create for a laugh ( frequently pretty weird and disturbing things ).
There would be All the Legal Issues beyond simple Copyright, for which the games company has to be isolated ( thus not posted on Company Asset Distribution Servers - Players have to distribute the things themselves ).
--- --- ---
Amazing the Things People Used That Game Idea For
The block resolution though is not the most versatile to create anything intricate. Consider that's why "Legos(tm)" decades ago started making specific models with numerous VERY customized/unique pieces for a far closer replication of so many popular objects ( Making CA$H will always surpass purism as a motivation ). 
Font Block Minecraft boxes ( attribute for ONE letter/symbol each ) - They never tried that ?? 'Signs' would have been so much easier. ( A 6 x 5 point pixel array (at minimum) is needed for even a shitty huge letter ).
--- --- --- --- ---
.
.