User Generated Games; The Way of the Future or a Flash in the Pan?

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Despite the positive advents that are becoming apparent with the rise of user generated gaming and entertainment, this new phenomena will have to shield itself against charges concerning the level of expression that can be distributed to the masses. Series such as Manhunt and Grand Theft Auto are examples of experiences that deviate from consumer expectation. While this deviation has been welcomed by some, it has also been repelled by others. Grand Theft Auto’s latest iteration, San Andreas, was reviled when it was revealed that the game’s main character, Carl Johnson, could seduce female characters, with the player controlling his actions, this admission led to the game being rated AO (Adults Only) and becoming banned from major retailers.

This mistake has since been rectified, but sadly, the aftershock remains; games are now being scrutinized to a degree not seen in other forms of media, specifically movies and music. Regrettably, this controversy was revisited in Manhunt’s sequel, aptly titled Manhunt 2. Although the basic experience was unchanged from the original (which was easily distributed to retailers despite its questionable content), media and government officials found enough issues with the game to ban it from distribution. As before, the gaffe was readily remedied, but the effects remain, which include a negative shadow cast over the level of expression that can be displayed in video games.

I believe that user generated video games have a great deal of potential and will undoubtedly be able to compete directly with retail releases. However, as the creators of these games are mere individuals rather than large corporations, they are subject to that much more scrutiny. Here is hoping that user individuality triumphs over conglomerate limits.

Article by Jason Townsend-Rogers.

Aug 30, 2007
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