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Actions to flourish the creator ecosystem

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There is a lot of paradox in the current ecosystem. There are issues that need to be countered by a solution to at least make sense in attracting developers and producing good quality content, but I am constantly seeing the “solutions” swapped with just more issues, that need solutions on their own.

For example, UEFN is unstable, we know this. Every update massively breaks the game. However, there could be a stabilizing factor that counters this, which would bring equilibrium to the issue. In Creative 1.0, the counter solution was that we could publish in seconds, so the moment something broke, we were already on it, test quickly, publish, 15 mins to instigate to the servers, crisis averted. We adapted.

Now, moderation is the issue itself. Before we even tackle the already unstable engine, we now have to tackle an extra process that came out of nowhere, provides absolutely nothing to the creators, and instead causes content to be EVEN MORE unstable, with random rejections and lack of communication (yes, still happens, me screaming a year ago almost did nothing it seems, are the metadata detached yet? Anyhow). So, if you want equilibrium in this ecosystem, its either you make it safe and unstable, or unsafe and stable, but you can’t have both be negative because then that causes lack of good content and creators exiting the space out of frustration.

In order to tackle this, as a lot of creators said previously, moderation is NOT allowed to mod any content that has already been audited unless an internal manual claim is made either by breaking the rules or internally. But the general consensus is, you mod content 3 times more, and never do it again on updates, only the changes instead. Then you publish, and content gets approved within seconds of being seen by the moderation team, think of it like border patrol, its the circumstances that cause the extra audit. Lastly mod teams needs to be available in all shifts to cover content from all continents.

Also, add an internal karma system for creators. If they want to cheese the system fine, but all actions, even clickbaiting players, would be penalized internally with a severity factor upon mod pass. Then make a public statement that you want to keep the ecosystem safe, and add an automatic warning system that sends an email to a creator letting them know their actions caused an internal warning for their account. Also add an appeal cause some mods are very, very subjective in terms of how rules break, some even flag relations to rule breakage, or reference to them (for use of parody for example). Be fair to creators as you are fair to players.

Karma goes down with time, its an automated system. Upon 3 warnings, creator gets banned for 4 months, hard ban no alts. If a creator works around this, legal action is taken for fraudulent use of the creator platform. Be absolute and clean house.

Now, if you want to go stable route, you can also do something else. You can first detach UEFN from BR, or have UEFN also dictate BR (I see this is already happening, great move), then content needs to be solidified and well documented internally. If someone builds a feature, but then they get promoted and leave the department, another should be able to see what they did and pick it up if needed. Also for the love of what is holy, please give more resources to the Creative team, they are the core of what made this and yet their head has been cut off and its clear they only have one guy doing everything (if you fixed this already, good job!). Live edit half-depends from the creative team helping support the engine, so its not all UEFN, there has to be equilibrium within the tools and live edit support. This will also help with stability because we still launch FN and abide by the rules inside Creative to fully run the game. Once all that is in place, updates for Creative need to be cut in half and tested more pre-release with the most complex games out there.

Past that, long-term solution is to develop an AI model that gets trained on fraudulent content and can spot it fast. Same with bugs. Train AI to run maps fast, then have it run the game at 500 speed on hotfixes and spot irregularities.

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