user-generated content Tag

I have two main thrusts for this post; first, the experience of crafting/creating in real life and how that might possibly inform the process of crafting and creating in a game, and second, the impact of tools (or lack thereof) on same.  And I am starting out with a little bit of an introduction about why this concept of Creativity should be considered to span more games than "just" MMOs, where the word crafting has direct application. Further, crafting and creation seems the most direct possible application of the concepts behind user-generated content, yet those applications have been ignored or, worse, actively thwarted (as in the case of The Sims.)
Brian Green (Psychochild) has a recent post over at his place about why he might be changing his mind about the possibilities of User-Generated Content that I think contains a very strong idea: that of [player] intent, and I think it relates strongly to something I’ve been talking about, including this post. I think here it is worth dividing up two concepts that I have been lumping together somewhat: -> dynamic or malleable content being content that is provided exclusively by the game designers and developers but which can be affected in direction or nature by the players.  An example might be the morality systems present in a few games; at its most basic level this could be represented by the kinds of choose-your-own-adventure systems we’ve seen here and there.