Game Editing Tools

* See also Player_Created_Asset_Collaboration_System
* See also Types_of_assets
* See also Player_Creation_Contests
* See also Player Created Assets
* See also MMORPG_AI_Improvements
* NOTE - this is not Tools (things the Player's Avatar uses In-Game)s
* See also 3D_Printing
* See also Tap_into_the_Players_Creativity
--- --- --- --- ---
==A DIFFERENT KIND OF TOOL - USED TO CREATE AND EXPAND THE GAME :==
Reuse of Existing Asset Building Tools ( Saves money for other things ) :
Why Reinvent the Wheel ??? There is Enough work required just to customize/optimize them.
There Are Existing Game Data Tools - 3D Modelers, Sound/Texture Editors, Animators, Programming IDEsIntegrated Development Environment, Code Control Systems, etc ... : 
Some game data is quite simple, and existing commercial Tools' well-developed usability can be utilized ( AND with many people already Experienced in using them ). Translators for the game data can then convert data into the required MMORPG data formats ( in the game industry, data formats vary a great deal, and vary significantly in the Game Engine features/flavors/systems they support ).
Open Source resources are available for many useful operations, and can be adapted/modified to process data sets developed for the MMORPG's purposes. Specific MMORPG Customizations can be made. Some of these are even Web-Based ( like SketchUp ) with multitudes of existing users.
Plugins ( user scripted add-ons ) can be created for the more complex MMORPG data formats to combine/integrate data from different available Third Party Tools. ( Data Format Converters )
Various Web Tools and frameworks can be used to integrate transferring and tracking the data required for Player Collaboration. 
The remaining Tools, which directly interface to the Game Engine, would be created allowing the seeing and testing/test-running of the MMORPG game Assets on the game itself ( which is most needed for effectively/efficiently creating the Assets ).
-
* Various Graphical Visualization Widgets - commonly used by 'Report' generation Tools (use Open Source when possible). Useful to make various Collaboration project data understandable. ( Can also be used for in-game Chalkboard displays - script driven (changeable) '2D' Assets ).
* Texture Editors - '2D' picture importers and data modification (basic Asset data which most Players can figure out and use).
* Text Composers/Editors (fonts, etc) In-Game document generation (and grunge-degeneration) for the MMORPG's Auto Generators.
* In-game reporting to gather evidences for bug hunting and problem reporting ( demonstrating the problem is usually much better than attempting to textually describe it, and having In-built Tools to record the situation details is far easier for Players to make their report useful ). Web-based bug tracking Tools exist to be part of the whole Bug Reporting mechanism.
* Forum and Wiki mechanisms (already out there) facilitating communications crucial to the Creation Collaboration between Players.
And the list goes on and on ...
--- --- ---
NOTE - An Efficient and Useful WEB Interface (Suite) for the Online Creation Community can also be considered 'A Tool' 
A Website with Online MMORPG Tools :
Certainly there would be a distribution/download site for PC installed tools, but some tools might also simply be used directly online from an Browser-based interface ( example - the Audio Diary picture converter mentioned above ).  The Asset Creation Tool suite would be quite extensive, with many complicated functions and uses ( integrating Assets from many medias and file-types, editors, converters, validators, testing systems, tie-ins to the community publishing servers, etc ... ).  Not every Player will do ALL the variety of creation activities, but many may specialize in providing partial data to others,  thus requiring further work to have a minimized set of Tools.
--- --- ---
Game Creation Tools - Quick Edit Features To Assist Asset Creation By Players:
The Editing tools would be integrated to allow assembling/viewing the Asset immediately, instead of having to 'bake' a level (or whatever) to see the results.   Often creation includes 'tweaking' things to get them to look right, with lots of small adjustments ( in repeated cycles ).  By shortening the modification cycle ( from separate tools doing edit-change/bake/view, to better integration actually showing the object in its game form virtually immediately ) that process can be greatly sped up.   Sometimes a simplified 'placeholder' for objects is used to speed up the editing display and the users modification manipulations ( example is - to have shorter recompilation by not rendering unnecessary viewing details when placement is the crucial detail ).
This MMORPGs design changes the way the Game World is processed, with it all being composed of Building-Block Objects.  This allows faster streamed terrain as 'directives' (data) thru the Network to the Client, and a local disk 'dictionary being maintained containing the bulk of the data.  Identities and attributes are pulled from the Server to dynamically compose the scenery - 'On-the-fly',  instead of the typical largely static 'levels' being pre-downloaded, in most games.   This allows massive world  changeability and persistent manipulations of the scenery/terrain to be affected by the Players, allowing the presentation of a more dynamic world environment.
These 'Building Blocks' are designed with common elements, which means most objects do NOT have to be  edited/created/built from scratch, and instead are modifications (mods), with much of the total work already existing, pre-done.   Systematic Templates with inherited Attributes greatly decrease what the Player has to edit (and leaves more of their effort free for creativity).
For composing groupings of Objects for a scene, Smart 'Snap In' attributes of those Objects help the user make them fit when editing - Auto-Fitting - allowing quick selective cycling of obvious/common positioning options, and Auto-detection of Invalid/Conflicting positionings.  Again, leaving more time to the User to employ their creativity, with less tedious details 'trying their patience'.
Sounds like Magic ?   Look at the way tools like Photoshop, Document Editors, and the better Game Level Editors have gone to see what improvements are possible to us with Game Creation Tools. Simply a much larger integrated set of Tools and applications that such improvements could be applied to, across the board.
--- --- ---
Modular Building of Game Terrain - 'Easy-Builder' :
For the 'ease of use' part of the Asset Creation Tools - Specifically for buildings - you want nice unitized chunks of walls and floor sections and other details to work with. Looking at Paupers Drop ( with its building fronts planted there standing inside of a concrete cavern ). Enough is there alone to make half a Batman movie - if the various parts were sliced-n-diced for recombining.
Terrain editing tools would help to do this, with process 'wizards' that lead you thru the various phases of assembling a proper/valid/complete building scene :
The enclosing building structural area is initially selected ( flexible modular blocks of area/space allowing the changing/adjustment of its shape and dimensions ). Space Details are fairly simple - usually a series of rectangles/boxes of various sizes connected together. The tools would link/join/weld them appropriately, and later auto-create the required internal structural supports and walls/utility spaces/machinery/access-ways. The initial version of these tools might have you do some of this manually, but Plug-ins by a few talented Scripters could add many very useful 'auto-magic' features. 
External 'Sea' Windows are modular 'structure' units, but are key defining details for any building. The interior area is restricted by their placement and has to fit around the windows thru the outer structural walls. Doors and portal connecting the area to the outside likewise are key features.
Laying out the floor plan comes next (within the now defined interior 'area'), Dividing/sub Wall sections are now placed ( lots of variations of pieces to select from ). Door (with frame)/entrance portals are located. Changes of floor height are specified ( allowing multi-story with floors above each other, using stairs, steps, ramps, ladders ). Some 'building' wall sections are multi storied with windows and balconies predefined (look at building fronts in Paupers Drop). Freestanding interior walls have both sides as 'interior' surfaces ( and have structural components pre-detailed inside to support them). Walls laid up against the exterior structural walls are one-sided (facing the interior). Flooring component types like bridges and catwalk mesh/grid are available to create hanging floor sections (multiple levels).
Some pre-fabricated 'room' chunks like bathroom groupings can be fitted into their locations ( They usually have their own sub-walls and may be designed as 'adjustable' in their dimensions ). Various rooms sized for standard arrangements and purpose ( bedroom/kitchen/bathroom/dining room/small shop/etc ... ) can be inserted as placeholders ( and are 'hint' tags that can be used later for an auto-generation program to place appropriate prop/furniture contents ).
A validation checker can be run to show any problems with positioning :
Preliminary 'minimum' ceiling heights/spacings are calculated and indicated ( to tell a player when the composition is too cramped ). Similarly, if wall sections are placed too close, the program would indicate a 'tight spot' that might be problematic if movement is desired through/between them. Rooms that have no access-way/are sealed off will be indicated. The user can go back and make corrections/additions.
Floorplan wall gaps will be indicated/flagged and can largely be auto-patched with generic wall sections ( selected shapes/styles can be matched by eye ). Later, if they are too plain or irregular looking (un-aesthetic) additional decorative details can be laid over them.
Voids that are walled off from the interior space will be indicated/highlighted so that additional room space or secret compartments/closets/crawlspaces might be added.
Ceiling heights are next for adjustment and checking ( the primary limitations are stacked floors which may need greater separation to fit typical ceiling heights -- which in turn may require stair/ramp adjustments ). Some building sections may purposely be made cramped and the editor will allow that, but with warnings. Stacked floors need to be supported properly, and features to fulfill this would be indicated and added at this point ( pillars and such for spans of floor sections not supported by lower level walls ). Floor thickness can vary depending on the style/type of building -- Wide open floors need thicker floors to support the span and high-rise buildings have thick compression plate floors to support the walls that are being pressed in by the ocean. Many buildings have utilities in the ceilings, requiring reserved space below the structural floor above.
Once the floorplan shape of the 'area' is specified and valid, the Tools can assist in fitting floor surfaces detail ( doing much of the fitting work automatically ). Tilework, patterned wood, carpeting, concrete floor types for different wall/floor/ceiling section styles are now to be specified ( including a paint bucket 'fill', like in Photoshop ). Repeating decorative patterns can be 'slid around' to make them more aesthetic ( Sync them to other details ).
Special areas like damage, holes, floor warpage and rickety floor sections would now be added. Damage and gaps for wall and ceiling sections can also be specified ( the generic wall sections get mutated and customized to fit these changes ). Again these can act as flags for an auto-generator to vary the details of the 'damage' spot designated when the building design is used as a template (for auto-generation use).
The Editor would have a History 'undo'/'redo' ability (like Photoshop) to make mistake corrections easier/user friendly.
All kinds of Extra Details can now be added to the wall/ceiling/floor sections, many which have standard decorative 'slots' with default decorations that can be substituted or removed ( a neat feature allows you to quickly step thru available options and look at the result in-place ).
Built-in furniture like cabinets/bookcases/counters/dividing walls/viewblocks/ovens/closets/cupboards can be added and fixed into their places.
All-of-the-above could be built completely from scratch within the full toolset ( full '3D' custom editing ), but most Players don't need that when existing building block recombinations will suffice. Just glue predefined pieces together, with a little auto-patching between them to 'fit' them.
Custom 'building block' sections CAN BE built up and incorporated to the 'Easy-Builder' ( when made to fit some basic standards of compatibility ). The proper modular data is created (more wizards/validators) to make them interchangeable components, and then are 'baked' into a NEW 'building block' ( and hopefully later distributed to the Creation Community ... ).
Note that a COMPLETE 'Easy-Build' standard building block SET is required for this system to work ( all necessary parts are present/available ). Members of a SET match each other and are designed to fit together visually.
The simplest SET are objects made to match a square grid unit for the floor and a single floor height wall rectangle (panel) matching the square width. Add a doorway portal (standard size) that matches one or two squares for access. Ceiling squares match the floor size. The objects have mostly a flat surface (texture) and can have '3D' details ( trim/insets/wainscotting/upholstering/molding ). Basic room interiors can be composed with this minimal set. Additional work includes defining the objects as 'breakable parts' that can be used when damage is done, and support backing attributes to specify the type of support structure behind the surface.
Additional components for added features can be added to the SET ( stair level transitions/windows/partition walls/half-walls/support pillars/arches/screens/etc ... )
Initially 'Easy Build' components can come from existing game assets ( like the Paupers Drop level ) -- Extracted and converted to use with the new Game Engine. Entire new Sets may later be created by Players with additional numbers of interchangeable sections and details --- The more substitutable options, the more versatile it will be, to allow the Player can create what they want.
Once the building space is defined, furniture/props/wreckage/decorations can be added ( that is where much of the interesting detail and flavor really is ). Many Players will start here with someone else's building layout plan and then concentrate on filling in the rest of the details.
--- --- ---
Human Animation Creation Tool :
Lots and lots of Human Figure Animations to make use of in NPC/Avatar behavior. Imagine all the normal/common daily used movements/actions/gestures just to make NPCs look like they are saying/doing something, without constant endless repetition which we usually get in these games.
Players need a new Animation ? - They can create it and add it to the MMORPGs set. One advantage of the 'bone' animation method, is that any (relatively) human figure can reuse the "Human" animation Asset with little modification, which allows an accumulation of many varied movements being available.
Ditto for Animal Animations, Machinery Animations, Artwork Animations, etc ...
Note - the flow of individual Animations from one to the next is a whole 'nuther' Asset aspect which is required to be composed for the game. That data/scripting/logic would be PART of this Tool. 
--- --- ---
Stageplay Editor :
Editor for pre-canned 'scripted' Machinima Assets ( '3D' presentation using actual Game Characters/Props ) used for Flashbacks, mission/quest interactions, Dialog-tree branches, and in-game Media presentations ( like all those advertisements we saw ). One advantage of the collaboration model is that Players can see/play with/edit existing presentations and can submit improvements/variants which can later be incorporated into the Servers active game assets.
Another use is as part of tutorials to add a visual presentation/demonstration - game playing tutorials and Asset creation tool tutorials and documentation. Some Asset submissions could include scripted 'Plays' which show off the object's features. The same mechanism would be shared/integrated into the 'test rig' system that is used to command an object to act out its behaviors for Testing/debugging. Testing 'scripts' would normally be provided with a submitted Asset to save time/effort for the people who review/inspect/test them for acceptance.
Features :
* Timeline editing interface (to correlate/coordinate different components/agents)
* Sound and action synchronization (many objects actions cause their own inherent sound effects)
* Scripting for keying off gestures/emotes (activating already existing motions/sounds)
* Can be used to force move Player's Avatars/Team NPC's to fit 'canned' interactions/dialog ( Quest starter scenes )
* Branching Tree-logic can allow different sequences to be played depending on situational factors or Player responses ( or even random subsequences to vary the content some ).
* Various Particle Effects can be incorporated and effect the overlays (like funny sub titles ?)
* Speech Generation ( we are 'getting there' now with available Programming ) would allow easier to provide generated speech rather than requiring pre-recorded audio clips ( which are limiting and more work to create and distribute ).
--- --- --- 
NPC AI Building Tools :
The Game Industry desperately need to get out of the rut they are in with the simplistic AI. As in the Publishing Industry where PC-based programs were added, proper AI programming tools could make building AI on the MMORPG happen far easier.
Problem : Games where NPC usually stand like mannequins oblivious to actions you take ( or often only activating when you are 20 feet away ) or they do something irrelevant because the NPCs were not programmed to handle You doing *THAT* ( excuse - the programming cost too much, too much trouble to bother with it, no play will EVER do that, etc ... ).
Problem : Games that run EXACTLY the same way every time because they are heavily choreographed - the situations cannot be mutatable ( nice to give additional replay value ) because it breaks the expensively hand-crafted very-specific behavior logic created for those heavily choreographed situation/scenes. Similarly, the number of unique 'situations' in any particular game is getting fewer because of the cost is so high for each 'mission' scenario.
Solution : A Tool to assist the building/programming of situation analysis logic, which would be run thru real game situations to build generalized NPC behavior logic.  It would be highly automated to eliminate many of the very tedious operations that can make this process so slow ( and costly and require very high expertise ).
Basically it presents a Test User 'Trainer' with real game situations and asks what factors were important for the decision (in that situation), and then what an appropriate (re)action was proper to the state of those factors.  After a while, similarity of situation would have the system (generalizing) telling you what it estimates the important factors to be and its proposed reaction -- for the test user to confirm or make corrections ( to elaborate the logic for a special/additional endcase ).  A possible extension of such a system is 'observing the Player' and noting the actions taken in normal play ( to build cases for an NPCs 'proper reactions' ).
That 'learning system' could speed up the logic building by many (many) times (cost $$$ effective over hand coding and testing ). That generalized logic would be accumulated and applied to all game 'scene' situations ( eliminating alot/most scene-custom logic - at some point the built-up general logic has a cross-over point of cost effectiveness, over using custom-built logic ). Something like that is already done with common combat NPC scripting logic, but this goes beyond those simplistic scripts in versatility. Existing/current scripting is expensively hand crafted, when a good tool would streamline that whole process.
An associated assistant tool would traverse the existing 'factoring/reacting' logic to see where gaps exist, to guide 'situation selection' to achieve sufficient coverage of all the possible situational cases.  ( This system suggests combinations it still needs base on what 'factors' have been identified in the game. )
Another tool would help create needed in-game 'situations' - some kind of arena composer to easily/quickly drop desired game elements together to test ( including Players avatar state ).  Optimizing this part of the process speeds things up ( finding 'likely' situations can be via extracting them from recordings of Real Players test playing the game ).
All of these tools would be designed to take 'hints' to start off the logic knowledge base, with the system becoming more and more automated as the data becomes mature, to the point where the user is only tweaking' the logic when needed ( to add another special case the logic doesn't handle yet ).
A Game's development would have the NPCs logic progressively changing and growing as the entire process moves forward ( as the game mechanics and the NPC logic evolves ).  In complicated games, NPCs react to each other, as well as react to a Player's actions - Thus the NPC logic will have to adjust as all NPCs logic progresses ( gets smarter/more versatile ).  You would have iterations to evolve all the NPCs game logic as each one got better.  The system also build up a set of test cases (situations) that can short-cut rebuilding the logic when other developers suddenly decide to drastically change the game mechanic logic. The automated system would have the existing AI run thru all the recorded situations to see if any adjustment is required ( as decided by the human tester ).
A further 'intelligence' is for NPCs 'cooperating' against the Player or assisting the Player ( a real source of belief breaking mal-behavior in current games -- the utterly stupid sidekicks ). It would be a real improvement to have this AI ability better handled. It is actually a complicated task to make an AI do that - but now the Company would have more resources available to do so.
In Addition -- the above tools could be available to the Player's Asset Creations Community to be used to improve the game's AI many-fold ( There are MANY talented Players who could use this process and go far beyond what the Company is capable of ).
---
TUTORIALS TUTORIALS TUTORIALS ... : 
AI is a well understood programming problem where the BULK of the work/effort is the in specific logic for the desired 'Intelligent' Task, and with the actual program methodology being TRIVIAL by comparison. SO much of the programming would be utilizing/applying LIBRARYs of AI code and organizing and filling in the huge amount of required data/logic. Thus the Player Creators have to LEARN how to use those code Libraries effectively so that they can get on with their actual goal. YOU DON'T HAVE TO REINVENT THE WHEEL. ( You my have to know how to put it on ... )
Tools to fill in the data/logic should be provided to streamline that task. 
--- --- ---
Mini-Scenario Speed-Builder :
Players use editor to define a Splicer lair/hideout/base with deployed/placed assets, which will be run on automatic by the Server. A standard scenery block (defined area) would be used to be easily substituted in many possible locations -- as needed by the auto-generator. They become Mini-scenario to be used randomly in-game as small 'situations' in Quests or just "random encounters" to subject Players to.
Players can usually do a better more creative/clever job of setting up things than an auto-generator can - more coordinated/cohesive/inventive/creative ... potentially more challenging. The mini-scenario/scene should not be too gimmicky/unrealistic ( example - a boobytrapped door is supposed to be passable by the booby-trapper without too much effort to deactivate/pass/reactivate and it should have a believable reason to exist ).
Patrol/activity patterns - creation of logical waypoint paths for NPCs and machines and tasks to do at different locations -- the MMORPG's better NPC control logic makes this easy.
Varying elements to be used - Surveillance points, boobytraps, hidden paths, code-protected controls, Splicer NPC mix ...
AI scripting appropriate to control a flavor of behavior for non-static NPCs/machines ( 'programming' is more often choosing from available behavior modes and setting some control attributes/priorities, etc ... ). Example- the NPC defending his turf might be set to abandon it after a certain amount of fighting or run off but return unexpectedly, or trigger something nasty. If the Splicer is 'at home' it should be doing normal activities when the player comes upon it, etc ...
Lots of 'Splicer Tech' type props to make use of for that 'Splicey-goodness' ambiance. All kinds of things that can be on substitution lists to be 'fitted' in when the instance is auto-generated ( making each one different at least in appearance, but with more significant variation if the substitutions are made fancier ).
Uses one of many Faction group identities for 'local theme' filler ( Graffiti, Splicer gang colors, characteristic items based on the 'tech-level' of the faction and the NPCs role, etc ... )
A Scenario Creator Ramp ( creation experience based ) progresses up thru larger assemblages of additionally available resources ( with some kind of 'Asset Point' 'Asset Points' - Metric of complexity of a game Asset creation. scenario limit ) -- Increased as the Player proves their ability to first create simpler scenes.
Possibility (MMORPG feature) of a 'recording' when THAT scenario is executed ( Players play against it ), and later the Creation Author can watch the interactions of real Players playing their scenario ( recorded as a symbolic log of movements and actions instead of a video - to save data space ). The Scenario Creating Player can watch and get tips as to what works or might be gaps in their tactical setup (too obvious/easy) and can then revise and resubmit a modified upgraded/improved scenario (learn/adapt/improve).
The result product (a scene Asset) of this Tool can also be used for situations to test Team NPC AI scripts ( Arena Battle Scenarios ). The same shared mechanism can also be used to create Quest/Mission situations. I would have one Tool to do all these to avoid 'reinventing the wheel', and to more efficiently produce/facilitate a COMMON useful 'Easy to Use' interface - 'Flattening' the Learning Curve, and lessening the required Documentation and Tutorials effort. Ditto for setting up the choreographed 'Canned' situations for Flashbacks and 'Dreams' and ghost memories.
This tool also overlaps on the Terrain Creation Tool - to create groupings of props with substitutions/options for generating widely varying auto-detailing ( ontop/within a 'standard' block profile -- The common part that cant change to allow easy placement into the Server World ). ( Example- a 8 X 8 standard 'closet' for a residence setting that has something private (and probably odd) that a Splicer keeps for themself -- Trophies ? Their own private barnacle deep-frier ?? A collection of Sammy-the-Seaslug figurines ?? A Ryan shrine ?? One of those Sander Cohen Bunny Mask mobiles ??? Or just a esoteric collection of more mundane objects ... )
-
A variation of this same idea is being able to compose alternate scenarios for the many Mini-games ( pretty much the idea from the start was for players to be able to do this ). Different Mini-Game frameworks have their own data (many very different) but the editors will exist for them as for everything else. There could be competitions for creating some adversarial mini-game situations/scenarios, where some allowance of standard opponent points ( for boobytraps, nasties, obstacles ) is used to build the scenario. The Mini-Game Players try to beat it and the difficulty (time taken or damage inflicted) is scored as a measure of the authors skill of creating a challenging scenario. Of course a typical problem is HOW to come up with standard points for different game elements' which have to be handled by uneven/asymmetric game mechanics.
--- --- ---
The MMORPGs Tools Could Be Used For Evil ... :
Or at least used to create unsavory things that might potentially cause various legal problems or Player complaints.
Question is : How much protection should there be for the Tools,  Assets and conglomerations of Assets which could produce uncontrolled content, to be subsequently distributed in a general way ( openly published on the Internet outside of the game ).
It 'Hinges on' whether parts of the game system could be used as an unrestricted 'Player' outside of the game.  Can a game content 'Player' be a stand-alone ".EXE"EXE - Computer Program Executable File that could be distributed unauthorized outside company channels ( and Legal Player Agreements ), or could tool Sources Code allow plugins to emulate and function as a Player.   Static extraction ( screenshots/video capture of objects or scenes in-game/in-tools ) in other formats which can be viewed on independent data Tools should not be an issue, as that happens endlessly on the Internet.
Such a  'Player' would be fairly complex because of the dynamic way viewable content is stored -- requiring rendering '3D' from some proprietary data formats, scripted content requiring the games complex script drivers, and generic behavior scripting templates (extensive game data).  Much of the Client display system would have to be installed to make it operate.
Transfer of intermediate content (raw Assets) should be open to facilitate Collaboration between Players using the Asset Creation System (simple open file transfer), but if needed a server-side mechanism could be used as an exclusive clearinghouse  - required to transfer the Asset's data between Players ( Inspectable : where inappropriate materials could be noticed/reported, intercepted and where active EULAEULA - End User Legal Agreement enforcement could be made. )
Likewise the extended Collaboration process ( I've outlined previously ) allows creation and improvements of Tools used for the game which would expose much data and code used to implement the Gamemaking Tools ( and facilitate outside building of new tools compatible with game data ).   The highest level MMORPG Tools which simulate operation of the server/client so that creations can be properly viewed ( such as running Quests/Missions with fullgame mechanics ) would have most of the elements to make this potential unrestricted 'Player'.   Restrictions could be made requiring interfacing to a company owned server component for this 'simulation' operation, but that increases complexity and lowers versatility and adds extra server resources required to be paid for.
The idea of these Tools is to easily make creations for others to view/interact with in-game, but that means also that it will be easy to create content that might be illegal ( Copyright infringement, or worse ), which would be something to be prevented.   A separate issue would be the tools to be stolen and used without permission by other companies/individuals not associate with the game for financial gain - another thing to be prevented.
--- --- ---
Choreographing 'Cutscene' Editor ( Using the thing should not be tedious and painful ) :
http://en.wikipedia.org/wiki/Machinema
Camera control - movements of the camera eye (first person view).   Edit on-the-fly recording the POV (point of View) progressively for playback.   Records your movement/facing within the scene ( moving as you would in the First Person game as the props/NPCs play their scripted dialog/actions ).   Also allows you to look at the scene/playthru and see if it looks right ( like in a stage production, alot of things need not be there behind you as they are never seen ... )
I recall the "NeverWinter Nights" level editor having a very clumsy terrain editor view of the scene you were composing.  Moving around on the scene surface as you would in the game (they didn't have it) would have been SO useful to visualize the composition  ( chunks of pre-canned scenery with many optional variations linked together, and possible large number of added props ).
It would be desirable for all the MMORPG editors to have 'real views' ( from the intended Players viewing perspective ) to see how the scene/assembly/prop/presentation Assets actually would look like in the real Presentation.
Fancier Flashbacks allow the Player to interact within them, allowing views of the scene from different locations, to manipulate objects, carry out tasks/actions along a scripted plot to get more of a feeling of taking part.  You would want to test alot to make sure everything worked the way you planned it to.
You could be in the Kashmir Restaurant at the time of the bombing incident, and try to fight off the swarm of Splicers attacking the party-goers,  perhaps as one of Ryan's security men.   The outcome is history, but you feel it much more if you played as if you were actually there ...   NPC AI making it more than a bunch of clockwork pawns moved about by a giant hand -- which is what we usually get in most games 'combat situations' and Boss Fights.
Various sections of Quests have a presentation phase which is largely static ( but it could be less static than a true rote Cutscene ).   The game engine acts out the situation using real renderings of Assets and could be highly interactive with the Player/props/NPCs/Players Team-Lackeys/etc ...
--- --- ---
A Canon/Lore Organizing Hypernet :
I could see a whole Hypernet diagram/chart of interrelations and references to existing MMORPG Assets to help prevent duplication - and worse, conflicting information.   Such a Tool would help spot gaps in the sub-stories and be used to post raw data waiting for fleshing out and conversion to in-game Assets.   Submissions would be subject to the usual vetting and comments process.  Embedded interfaces leading to 'Form letter' creation 'Wizards' (simplified interfaces) with many style Templates would then assist in making the actual Assets ( Heh, and then various 'Grungifications' which can be applied ).
--- --- ---
Jive Text Converter/Generator :
(Programming) Produces Genetic Gibberish content to fill documents (unimportant filler), etc ... Flavors of types : Newspaper/Magazine articles for filler in old newspapers, Official documents, Books, Technical Papers.
Players (Creators) expand the mutation patterns/rules and verbiage so the stuff isn't as repetitive.
Uses the Current Content from the game situation ( like recent 'New Rapture City News' ) can be employed and then mutated sufficiently.
Probably some highlighting scheme to tell the Player it is only 'filler'.
--- --- ---
AUTO-TEST EXAMPLE - Some Of The Securis Doors BOTCHED by Level Developers :
Look for locations ( the Securis doors come down when they close, up to open ) where there is not sufficient interior ( inside adjacent wall/ceiling/floor ) space for the mechanism or even the door itself ( Remember : it is supposed to be a door that seals against 600 ft - 280 psi pressure of water - and would be very substantial, so in NEEDS to be properly embedded in the supporting wall/floor/ceiling - and that being of sufficient strength ).
This would preferably be done AT THE TIME OF EDITING ( but the Test Servers would rerun equivalent tests and possibly catch endcases missed before the Objects were integrated together )
pix in Minervas Den ( DLC ) one in MD_0
Considering that Game Level Developers have deadlines too ( one wonders if they had a proper Emulator of the Game Engine to even see that they made a mistake ( A MISTAKE THE MMORPG EDITING SYSTEM WOULD NOT ALLOW TO BE MADE - as scripted placement logic for door objects would include the proper criteria - and Reject and Flag improper placement ).
In GameMaking, like all programming type work : THE EARLIER YOU CATCH A MISTAKE, THE LESS IT WILL COST TO FIX IT. (( "Make a Better Product" == "Make Better Tools to make it with" ... ))
--- --- --- --- --- 
.
.