Edit: WARING WALL OF TEXT< READ IF YOU DARE!
MUAHAH!... ok, but seriously I wrote all of this because I feel it's time to say why I believe what I do about custom player content... enjoy the wall of horror text!
Yea, I get it, not saying NOT to do things you guys are asking for, but at the level people are requesting it becomes what TPS currently is. I think importing is a great idea, but an official support of it can hurt their sales (as they want to continue support of the game for years to come) and that might not sound great, but in the end it's their bottom line that will matter. To me this title is more about management and designing what is there with what we get.
While RTC3 was great and our added content was later to make it 100x better, I could see a downfall of implementing such if I was on the company payroll. As a developer myself, when I make software, I have to think of my bottom line, being what I add or how automated I make something to a point where no more income can be made. Sounds bad sure, but I need to make a living as well.
DLC and expansion add to that bottom line in the gaming industry no doubt about it, but I know titles with mass downloadable content that has helped the game last but hindered the teams that made the core game as all they can do at that point is engineer new engine features and changes. That has a deeper cost then saying adding content like a store stall in this title as an example.
There is that fine balance no doubt and I am sure there would be a way too implement player content while allowing the devs to continue as the example above, but I see that as a complaint fest down the road as well because X can't be added while Y can etc etc. To me at least I would rather see more official content release that I know will work with the game with no issues then a bunch of half done assets sitting on a download section I will never use.
I look at games like Skyrim and Space Engineers. Both titles have a TON of downloadable content that the community has made, in both however, maybe 20% is actually good quality, finish content and or compatible with the latest build while 80% is easily not. The rating system on that (steam) is just as bad as well, stuff that has a high rating had it from the launch and still hold those #'s but the content that was covered at the time doesn't work with a current build is usually the outcome.
Point being, there is so many "unknown's" to community content that over half the time it's more frustrating to mess with then it is to just use the base game. Our community in the after math of RCT3 not releasing any more expansion was a nitch community that worked with an engine that was NEVER meant to be manipulated. And the only reason we even got to mess with it after a point was a developer from frontier helping the community out with code and the understanding of how assets where implement in the engine they used. It was a very unique circumstance I have never seen that happen again in any other title.
Also at that time, most of our released content (around 80%) was top quality (It worked) because it was the only way to get it into the engine to actually use so the quality had to be good or it wouldn't show up in the game or would crash your game. There was no fumbling or half *** content that could be produced. It had to be perfect or it wouldn't run in that engine. Games with the ability to just "make it and upload it" like City Skylines and others mentioned above can have almost any quality from crappy to great uploaded. You don't need to be a perfectionists or have quality control when the engine allows for errors or lower poly counts as an example.
City Skylines as mentioned is just another example of this, you can go threw that community content and 20% is viable and or has good quality while most others are scamp re-hacks of current good quality attempting to adjust or change that content for something they prefer more.
In the end sure, it's up to the individual to decide what is good or not and many people use community content all the time, but I read just as much negative if not more so then positive on all those games that allow it. Prime examples.... "Why does my game crash sense patch 3.2?" "When we will get an update to module # 353553215235?" "Why is it when I use player content my game crashes? Your engine sucks!" ... and the list goes on. Check any forum thread of the above mentioned games, screen shot it and post it here, you won't find one page without someone complaining about compatibility or how the engine doesn't do a good job with community content.
Now I could be wrong, could be another RCT3 community content , in which case I would be 100% behind the idea, sadly most of the guys I know from that era have moved on or passed on. Not saying others wouldn't take the reigns, but I see posting here already that speaks of difficulties in other titles that are to much depth for the game play they want. Yet they want the content just made for them by others in the community. If you find a good list of people from RCT3 that developed custom content for that title, I might change my mind. I only developed 2 things during that time and it was sound implementation and the assisted 3d animations, this time around thou I won't get into that part of it nor do I have interested doing so.
I was going to do so in TPS but it's very "built in" that you don't need to do things outside the system to implement your dream ride or creations, it's all there for you. So I seen no reason to do it then and here I just want to have a cool sim I can mess with in the genre I love, so good to go! I just don't see the need for extensive custom content unless the developers didn't make the statement about continue support for years to come if the community wants it comments. To that end, that is all I ever wanted in tps3 but Atari said otherwise by not paying those it owed and not willing to support Frontier further on development. That won't be the case here, So I really don't see the need to be honest. More negatives then positives in my eyes sadly, others here obviously feel differently , but I just don't see the need.
For me at least, small minor things are fine but I again would rather see more time put into the core engine and what they have envisioned then spend a good amount of development time working on import features with security measure's and or a system development that monitors user assets. For me at least time spent on core features would be better then implementing something that may be used by a certain % of the community.