Microsoft: why no mod support; XNA, user-generated content
Ever wonder why Microsoft doesn’t allow user-modded content to be distributed over their online services? XNA‘s general manager Chris Satchell explains why. He also explains how Microsoft hopes to deliver more user-generated content in the future. Read on what Satchell has to say by following the “read more” link below.
Microsoft has always been stringent with its rules concerning Xbox Live. One rule that recently got some attention is the prohibition against user-generated content. This was brought up because of Epic Games‘ call to distribute user content for Unreal Tournament 3.
In a recent interview, Microsoft’s Chris Satchell explains why this rule is in place. According to Satchell, Microsoft places a lot of stock in security:
How do you guarantee security? That’s really where we’ve got stuck – making sure that nothing will hurt the user’s system. […] It could be really dangerous.
We’ve drawn a hard line because we very much care about security, and it seems like some other platforms don’t seem to care quite as much.
Perhaps Satchell’s remark about the security risks of user content was demonstrated when PlayStation 3 gamers experienced crashes because of the user mods they downloaded for Unreal Tournament 3.
Satchell does also remark that Microsoft understands the need for user-generated content. He cites the XNA pipeline project that Microsoft is currently working on, which would enable developers to release their games directly onto Xbox Live. He explains:
I think the pipeline really is an incredible piece of innovation that will definitely enable other scenarios, and what’s important about it is it’s really addressing some of the problems with user-generated content.
Via EuroGamer