There are a few problems with the L4D community. To be blunt, it seems to be dying. Player counts are dropping only six months after release, dedicated servers are disappearing, and worthwhile custom content has been next to nonexistent. With the DLC being delayed for what looks like another month, and no relief in sight, it is reasonable to come to the conclusion that the L4D community is not sustainable.
So here are the problems:
The community is making really bad content.
Let me explain by what I mean by "bad". Take a look at L4Dmaps. If you see a problem, skip the paragraph below.
Most of the maps are terrible, unrefined, unbalanced, and stylized towards stereotypes and cliches of horror films. They take the concept of "a game with zombies" to a childish extreme. Every map is stupidly dark, and full of so many corpses that it makes a grindhouse film blush. This is a problem because L4D is not a horror game, it is a survival action game. It must follow conventional multiplayer rules for the map to be successful.
There needs to be quality control. L4Dmaps current system is a joke, any user can submit any score of their choice with no underlying objective standard. The end result is pointless noise and chaos with the end user's only means of judgement being trial and error. Either someone needs to play the art critic and argue a permanent score for each map, or an honor system and objective standard needs to be formally adopted by the community. A community full of idiot children and griefers. WONDERFUL.
Good content keeps the community alive. Valve learned early that fresh content being pumped into a community prolongs the life of a game to almost ridiculous proportions, and without that content and constant motivation, otherwise a game gradually withers and dies. Which brings up the next problem...
L4D custom content takes a long time to develop.
I dont need to say this, but L4D is unique. Mapping calls for both high replayability and the chance to impart narrative in a multiplayer environment. Final products take months to design and implement. For individuals, the process takes years with the only outlet being episodic releases and iteration. For full campaign development, the workload is far too much and ambitious projects fail even before they began. The only reasonable option is to develop smaller maps like scavenge or survival and leaving campaign development to the patient or stupid. The flaws in this are apparent, for those developing full campaigns the only option for them is to suffer in silence, or release the unrefined components they have made so far and never return.
Is there a solution? I think so. The community should focus less on making end products with full aesthetics, and focus only on barebones gameplay. This means releasing full working campaigns in preset textures and gradually establish a rule set for L4D development. Production time is spent by far on making things visually interesting and less on how the game is played. In temporarily abandoning the aesthetic side of development, better and faster campaigns can be produced. Once an optimal map is established, aesthetics development can be returned to, gameplay intact. Is this an insane solution? Probably, but at the cost of privacy and personal glory, the community can establish a respectable design library for future campaigns. That said...
Valve support is the only thing keeping L4D alive.
Although Valve has been silent over the progress of the new DLC, there are two new campaigns coming soon for L4D1 and L4D2. These will hopefully merge the communities, establish new interest, new modes, and perhaps a compelling narrative. That is the optimistic side of this problem.
The gritty and real side is that because everything is riding on the new DLC, it further implies that L4D is not a sustainable platform for mod development. L4D3 will become the only viable alternative for the franchise if that proves true.
The solution here is to offer an incentive for more community L4D support. Contests, prizes, and a community spotlight would be key for attracting more players and mappers alike. If community TF2 maps can make it into the official rotation, I dont see why L4D campaigns cannot as well.
All things considered, L4D is stuck in a vicious cycle. It takes too long to make good content, so bad content is released by default and Valve is left with nothing worth putting in a spotlight, thus making little incentive for future mappers. Naturally this cycle needs to be broken and there are three alternatives.
- A demigod mapper can make a mindblowing campaign.
- Valve will offer a more cohesive spotlight for the content that is worthwhile.
- Someone will make a L4D design contest with prizes.
The future looks bleak as always, but maybe I have my information wrong. L4D has always been fun so maybe all it needs is time for mappers to set up shop. Whatever the future holds, I'll be right here, waiting and mapping.
Update:
Valve has the formal release date of the DLC on the 22nd, with all sorts of new features. The mutators seem to be changes in general gameplay mechanics, and what I am assuming is a new supply area being "foot lockers". Even though the DLC will add a new campaign and a new level of replay value I still think my concerns remain. The community needs more quality content, the community needs a valid outlet to reach the normal L4D player, and that outlet needs to offer incentive for mappers. In any event, lots of fun to be had next week.



