Ok, since I am experienced Halo modder from the old school days of 2003 I'll chime in on this. First off to above poster a few lines, comparing Halo to Unreal is idiotic. They are 2 way completely different engines that use way off the chart different formats for handling content and format encryption.
Plain and simple to the point, allowing us, the community to have in our hands not only the development tools for creating custom content, we would also be required to have several other parts of information and tools that can end up being completely disatrous for the entire community and live. Said content is as follows...
1. Pro dev tools. There is a reason we don't get them. They are unrestricted and proprietary.
2. Using dev tools to communicate with our consoles like the 360, would require us to have complete unlocked access to the nand,
hypervisor and cpu/dvd keys or any other hardware specific encryption.
3. Said dev tools would also require us to have in our possession the same Public and Private key pair, that allow game files to be properly encrypted and run, the same exact way as our purchased store disc content.
Now because we would have in our possession everything we need to make new map files or assets "legal" to the eys of tthe game engine and console, this also allows people to properly re-encrypt and replace core game files. It opens up too many cans of worms. Halo CE was a completely different beast from what you are asking. CE had knockoff tools that ressembled the pro ones, but lacked official support or any "real" non-watered down key features. Furthermore, just getting these tools would require roughly 9 months of standalone programming.
In addition, these same tools would have to be made to use the current game used graphics code. In Halo 4's case it would more than likely be DX12 or higher. Now, a majority of the community is not going to have a PC that runs DX12 or a X64 OS with enough horsepower to turn the gears of the dev tools. No developer would want to restrict the creation of assets to a mere 10% of it's core gaming community. Crytek tried this with Crysis 2, and there was a huge backlash because there was no X86 or lower spec computer support.
Lastly, lets be real honest. Most gamers think they can create, rig and animate game assets. Everyone thinks they are modding or asset creating gods. But in all honesty, most of the things I have seen or helped people with have all turned out horrible. I can count on one hand, how many actually decent rigged biped or vehicles I have seen in my near 10 years of modding Halo.
Oh and I almost forgot......if you were to have custom content on the console, how do suppose you would go about making this content memory friendly? Didn't think about that did you? Every asset in a Halo game is usually located insode of one of the 2 or three resource" maps. This is donr so the game can flow at a smooth pace without having to constantly freeze up and load unload assets in the memory buffer. Adding completely new things to a game that utiizes this archetecture would be game suicide. Load times would be excrutiating. Think about all these things first hard, then reply with a few "how I am wrongs" And just for you Eos, here is the official pro /con on it..
Pros:
- User created assets, maps, etc...
- Replay value. Yes it can provide years of variable gameplay
- Inspiration. Future titles could get ideas from what we have made.
Cons:
- Lack of sequel gaming due to re-making sequel assets. We see it CE with Reach stuff everyday.
- All your hard work becomes property of Microsoft. No cred, no rights no nothing.
- Spike in pirating of 3rd party development applications. 3dsmax and maya aint free you know?
- Cheating. Show me once, where public use of pro dev tools hasn't lead to this.
- Endless pages of utter crap to sort thru to find one or 2 good things to play.
- Hardware capable of utilizing and running a server that collects, syncs and distributes stats standalone from Live and service record
API's.
I can go on but I'm getting sleepy....