embrace fragile ideas, embrace flawed user-generated content, embrace multiplayer games as platforms for fleeting never-to-be-repeated moments, embrace the Hammer editor
Multiplayer is an incredibly rich space for novel experiences and I think it's healthy for people to create/play maps with shallow gimmicks. Secret doors, moving parts, surprise traps. If they create a single memorable experience before being discarded, they *are* worthwhile.
And obviously there are good reasons for that—the time it takes to bring a concept into being, the base competitiveness of players, etc—but when greeted with a massive amount of player-generated content, I think most people become more receptive to the idea of 'disposable' maps
*gestures around at the dim grimy break room*
would the baddies really live like this?
I think if you view it through a cyberpunk lens of a world wracked by wealth disparity, the shittiness of the bunker confers a warmth and honesty upon it that wouldn't be there if it was more glamorous—a short-term antidote to the forthcoming question of "are we the baddies?"
People have a vague idea of what fair use *should* look like—but it hinges on courtesy, and small communities where things can be resolved case-by-case, and a web built on foundations that aren't constantly shifting. All of which we left behind the possibility of long ago.
And... that's obviously a flawed system, right? Artists should have a say in how their work is used. But I think it speaks to people's gut feeling that if the system permits sharing of media, then media should be shared. What mattered was maintaining a link back to the source.
*sobbing* I don't have much space to work with, leave my 10:8 catwalk alone
I *WILL* refuse your offer of a handkerchief
it *WILL* be deeply uncomfortable for all parties involved
Level designer, game critic, programmer, awkward online pal | Hair disaster | 🏳️🌈 | he/him | I'm trying, okay?
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