149321-foundry-in-game

== Content ==
			
To the devs and anyone interested in talking about it. I know that this is an "iffy" topic and may have been mentioned in the past. But why not to allow players to create missions using a system similar to the one in STO via Foundry?
 
By allowing the players to create missions you are opening a flow gate of immense potential for future missions, competitions where the best mission could be incorporated to the game, etc.
 
Players minds can provide the developers with an almost infinite source of ideas and missions and even future expansions.
 
Can any dev chime in or any player who may be against or for this suggestion? 	
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			Add to that a suggestion for player created cash shop items (all proceeds to go to Carbine/NCsoft), and you’ll get the attention of the devs.  Lock the player created items in a RNG lock box, purchasable only on the cash shop, and you’ll get the attention of management.	
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I've posted about this before recently but I'll go into it a bit again.
 
Player-created content can be a very fun way of introducing new content, and it's not that we're against it. However, there are a number of systems around player-created content that take a great deal of time and manpower to develop -- it's great if you've shaped things like that from the beginning (some games launch with that as a core focus of their design) but adding such systems after the fact isn't easy. Here's what you'd need:
 
A set of tools accessible to players. Whatever form they take, there must be some sort of toolset allowing players to shape the content. Developer toolsets are typically not designed around public consumption, and thus a specialized set of tools would be needed. While some have mentioned that the housing toolset is at the least a good start, it would need to be expanded immensely to allow for true content creation, even in a limited way.
Its own infrastructure. Ideally you want multiple people to be able to play through the same piece of created content at the same time, which rules out using housing as a base (as each player only has one, and most people probably want to use that for, y'know, their house). Thus a whole host of things must be built around the system - instance structure, reward systems, UI, etc.
Some form of curation. Both developer and ideally player curation should be in place to cull out content that violates our terms of service and allow players to rate the experience.
This is not a small task by any stretch of the imagination. I've been developing content for MMOs since 2000 in some capacity and the process of making content is one I know well.
 
Our development focus is currently in other areas, but I do appreciate the suggestion! :)	
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Mmm, as much as I'd love PGC, it would also be a significant risk for Carbine. What would happen if the content produced was largely not good? Or what if there was simply little interested in PGC from the broad base of players?
 
Piggybacking on Caydiem's comment, it seems like something you'd do with a new IP— and would likely be marketed as a community-created game, like that Everquest Landscaping game (probably not the real title :P ).
 
I figure, at best, Carbine might be able to think up more ways to get players interacting on plots and/or ways for CRB-designed quests and events to take place on plots. Which would still be pretty awesome and could prove to be excellent incentives for builders to keep making plots. :)	
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			idk about player missions and quests, but I would die for some moviemaking tools like those in tf2. Everything is so cartoony and I miss seeing it used for storytelling like the wonderfully animated trailers.	
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Mmm, as much as I'd love PGC, it would also be a significant risk for Carbine. What would happen if the content produced was largely not good?
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