Reconstructing this post primarily from memory.
I started off by linking to a particular article that I had come across recently. It wasn’t this article, but it was similar. The focus was on profiling artists who had moved from being amateur designers in the MMO Second Life to being paid for their work.
Naturally the starting point for any discussion of this should start with The Sims. I love The Sims game and hate The Sims’ community, or lack thereof. I don’t know how or why this happened, but sometime in lifetime of The Sims, one of the game’s fans decided to start charging money for her pixels. Others saw that she was (presumably) making money from creating content for The Sims and followed suit. Eventually the so-called community became segregated into a million little enclaves, all wanting your money before you could download content.
Meanwhile in the land of Unreal Tournament, no such petty profiteering reigns. People regularly release professional quality 3D models, animations, textures, environments, music, sounds, and even entire games — For free. In Simsland, you’d better scrounge up $1 if you want to download my neo-Victorian clock bitmap. The contrast couldn’t be more striking to me, and it astounds me to see how corrupt The Sims community is. Not surprisingly, Electronic Arts has adopted this model itself, instead of releasing free content as Epic Games regularly does, they release “bonus packs” — every four months? I can’t even keep track of the bonus packs any longer, there are so many.
The connection should be fairly obvious — The commercialization of user-made content in the game Second Life will likely parallel what happened to The Sims. For some reason I feel slightly less outrage over this. Is it because I’ve never played Second Life and thus have no particular investment in its community? Likely. Still, I have to wonder under what circumstances I find charging for content acceptable. It seems like I should have some clearly established principle for this, but it just comes down to a feeling about the value of what’s being provided.
The intriguing thing about Second Life is its model of allowing users to create their own content. My understanding, not having played it, is limited, but I yearn for the ability to make my own content in an MMO. Guild Wars provides a selection of approximately 50 or so bitmaps as icons that can be placed on a character’s cape, indicating their guild. Although there are some logistical issues that would need to be resolved, it seems like rather than having a limited number of predefined icons that Guild Wars ought to allow the guild leader to assign their own icon. I’d even go so far as to suggest that people should be able to create their own armor skins. There’s really no reason why these things shouldn’t be possible.
A week or so ago I found the website MMODIG and took some time to read the posts there. I can’t recall which post it was exactly, but Unbeliever was coming to grips with the idea of user-created content in MMOs as well. The excellent counterargument to allowing people to create their own content is that most people are idiots. Allowing guilds to create their own guild icons would mean that most guilds would probably choose a phallus as their icon, and allowing people to skin their own armor would result in horrors worse than even they could imagine.
To take a slight tangential turn here — What’s wrong with people using the phallus as a symbol? It might seem slightly immature to us, but from a historical perspective it was pretty common. The Greeks were known to march through towns carrying large phalloi, and from what I know of it they didn’t consider this to be some teenage boy’s prank. The Hindus use it as a symbol to this day. Given most MMOs seem to be in a pseudohistorical past, it seems perfectly in-character for characters to use it. I have to wonder, too, whether the roots of the practices are the same. Can we really draw this distinction between immature and mature uses?



