I call my blog "Player Versus Developer" because there is an ongoing arms race of sorts between the two sides - players want to maximize their incentives over time by whatever means necessary, while developers want to maximize subscriptions by getting the limited content they can create to last a long time.
Now, on paper, allowing players to help with the content creation might sound like a good idea to alleviate the lack of things to do. What could possibly go wrong if you let players make their own content? Let's see what players of COH did when given the opportunity via the game's new Mission Architect feature....
Uh oh. Apparently, players are making custom levels full of carefully designed foes that appear to be strong enough for their level, but have a glaring weakness that the players' class is well suited to exploit. Then they run their characters through these trivial instances, gaining 20 levels in a single run. The devs, who were ever so proud of how much content players made (more in the first 24 hours than the devs had done in all the years since the game's release), have had to shift into damage control mode.
The head designer now claims that they ANTICIPATED exploitation. Not enough to actually, I don't know, announce that exploiters would be banned BEFORE rolling out the system - wouldn't want to rain on that press release - but they totally definitely knew that this would happen, and made a rational decision that they would rather roll the system out with no exploitation policy and ban people after the fact than articulate one in advance. (Seriously, guys, you're in uncharted territory here, there's no shame in admitting that it never occurred to you.)
Maybe player-created content is the future, but the future isn't quite here just yet.