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So Minecraft, Roblox, Rust, and other mod-friendly and sandboxed games are close to what you are describing. Centralized games like WoW is almost like the opposite.

In order to support custom content creation and integration, the game needs to have a specific type of asset and tooling pipeline that can be community-driven, something that's more or less determined at the conception of the game.

I agree with you in that we do need more big studios stepping in this direction. It takes guts for these CEOs and CFOs to say to their investors "Yes we will have first-class mod support, LAN support, and give the players the tools necessary to alter the game with their creativities."



> So Minecraft, Roblox, Rust, and other mod-friendly and sandboxed games are close to what you are describing.

Yes they are. There are also 'total conversions' in the gaming community where a game had nearly all of its assets replaced to become a new game. The pieces are all out there, but they haven't yet combined into a single thing yet.

We often think of ideas as being these amazing things that spontaneously spring into existence, however they are more often the amalgamation of a bunch of things that have emerged on their own and then contextualized in a way that unifies them into a cohesive whole. My thinking is that distributed game economies are going to be such things.

One of the early things about WoW was the emergence of "gold farming" which exploited legitimate game tools (questing, mailing gold to other players, in game transactions) and demonstrated you could earn real money off players by selling them virtual goods. Personally, I think that was the point when game product managers said, "Hmmm, that is money we could be making" and the "freemium" model was accepted as a legit model.

They still keep 'game flow' and 'game assets' in house however, but the curated app store model has shown business people how you can let third parties make stuff and then give them a platform to sell it and skim the profits. When you combine these two models in games you get this new thing.


That's a very interesting point about WoW. I was not a hardcore WoW player but I did play on and off in my high school years (Vanilla + Burning Crusade).

I remember selling 1000g for $50 USD at some point. Then a month later the average price for 1000g dropped to $15. It seemed like the price would eventually match the absolute lowest of 3rd world labor cost (until WoW tokens were introduced). So that pretty much aligns with your point of management finally giving in to the new model.

> the curated app store model has shown business people how you can let third parties make stuff and then give them a platform to sell it and skim the profits.

After being involved in both kinds of work fields (content vs platform), I can say that it's really a grass-is-always-greener-on-the-other-side thing. When we were making in-house contents we would think how nice being a platform is (no creativity involved, just skim off other people's success). But when we made our own platform, we often felt the insecurity of not having our own contents and people jumping ships. Plus, licensing headaches and dealing with lawyers became a norm.

The only kind of platform that doesn't have this issue is one that is a near monopoly (cough App Store). Netflix, after realizing the rise of their competitors, went to town with in-house productions and declared "Content is King".




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