I dislike User Generated Content as much as the next sensible, non-New Media executive.

When it comes to videogames, it’s fine to pack in level-editing tools for would-be designers to play around with, or to include rudimentary replay editing functionality to allow players to share their lol-accidental-friendly-kill moments with the rest of Youtube.

But the main attraction should always be professionally designed levels. After all, it’s the in-house game designers who best know the intricacies of their engine and who can exploit it in the most interesting ways; at least until the super-nerd consumers get fully accustomed to what’s possible weeks and months after the game’s initial release.

UGC functionality in videogames should be there to extend the life of a product once everything else has been exhausted. If Halo 3’s Forge has demonstrated anything, it’s that for every gem of an idea there will always be ten thousand duffers to wade through, and there are scarce few people who have the time or inclination to sort the wheat from the chaff.

Every now and again a kid will hit the gameplay jackpot, toying and experimenting with the boundaries of a game editor in such a way as to open a unseen door to whole new caverns of fun, but always, always this should be a product of optional features.

In Treasure’s exquisite new DS game, Bangai-o Spirits there’s a level editor that allows players to upload their UGC levels to the publisher’s Japanese website and trade them via .mp3s played into the DS microphone. To introduce the feature, the bolshy in-game character states: “Urgh. Stage-editing is for losers”.

I like that. Treasure reveals one of the most innovative and interesting ways for people to swap UGC content with a line of dialogue pointing out how ridiculous and mostly pointless the whole thing is. This should be every developer’s attitude to UGC. Super cute characters and The Go Team on flutes will only take you so far, right Media Molecule?

Despite the growing popularity of UGC content in videogames, it’s in no way a new thing. The best examples of the console ‘create ‘em up’ are usually those which sell themselves as explicit genre editors, thus neatly defining their purpose as tools rather than games.

ASCII’s RPG Maker series has long been a popular way for genre fans to create their own Japanese-style role playing games, although the difficulty of sharing console save files has always prevented a community from really taking off. (Incidentally, in one of the PlayStation versions ASCII themselves packed in a sweet little RPG they’d designed with the tool in which you played as a stock 16-bit RPG enemy troll. Each day you’d have to go out to the fields and wait around for a hero to come along and challenge you to a fight to further his quest. In terms of the JRPG premise, this neat flip is effortlessly the most inventive idea I’ve seen before.)

Likewise, Japanese developer Athena has a series of ‘Make Your Own Shoot ‘Em Ups’ under the Dezaemon moniker. These ‘games’ are strictly tool-sets with maybe a couple of bundled-in examples from the dev team of what is possible with the building blocks therein.

The PlayStation version of Dezaemon recently became available on the PS3 Store along with the new functionality to share UGC levels across the network. With the right filters and peer review system in place the 1 in 10,000 good levels might just be worth the purchase but again, the difficulty is sorting the wheat from the chaff.

One way around this is for a tool-creator to initiate a competition in which the best level designs are highlighted and win prizes. Browsing Youtube for examples of Dezaemon levels, I came across the prize-winning effort above.

What’s interesting is the name of the creator: Daisuke Amaya, aka Pixel. Amaya-san created Japanese indie favourite, Cave Story (Dōkutsu Monogatari), a legendary freeware PC title released in 2004. It’s difficult to work out the dates of this but, as the prize-winning Dezaemon entry appeared on the Super Nintendo version of the game, it seems likely that this was a level he created in his younger developmental years.

If anything, this shows that UGC functionality in games certainly has value in providing a platform for young console players to cut their design teeth with rudimentary tools. But even with the most flexible console-based tool set, the number of possible games that can be made are necessarily few. Even if there are theoretically unlimited possiblites, all UGC levels and games from a tool like Dezaemon will be shades of one another in terms of style and core rules.

So, while I welcome UGC toolsets, I’d always take the narrow finesse of Radiant Silvergun or Ikaruga over the osentibly gigantic freedom of a UGC shoot ‘em up creator any day. Or, as Treasure themselves put it: “Urgh. Stage-editing is for losers”.