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GDC: Chris Hecker Discusses User-Generated Content, Etcetera

Hecker split his talk into three sections: what user-generated content is, how to use it, and why to use it. He began by setting up a partial taxonomy of axes for UGC, including aesthetic content versus behaviorial content, parameterization versus raw creation, as well as a more vague axis of accessibility.

As examples of UGC interfaces that demonstrate various combinations of these descriptions, Hecker went through a number of screenshots -- Wii Miis and City of Heroes for parameterization and aesthetics; Spore creatures and mods for aesthetics and creation; Final Fantasy XII's menu-driven battle queue system for behavior and parameterization; Banjo-Kazooie: Nuts & Bolts and the Flash game Fantastic Contraption for behavior and creation.

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