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Features

Managing An Online Game Post-Launch
Now
the real work begins.
Okay,
you've launched; now what? It may surprise you to learn that, if
you're to be a success, 90% of the work to be done on this game
is still ahead of you. Anyone can build a persistent world (PW);
maintaining technical stability and managing it effectively are
the hard tasks. Just ask any developer who has launched a game since
1996 which was harder - development or post-launch management.
If
you ask most developers with experience on an online game about
launch and game management scenarios, you're likely to hear about
a scenario similar to the following:
-
Millions of dollars of development money have been flowing out
of the company coffers for two, three, or four years.
- The
announced launch date has come and gone between one and three
times meaning the game is already six months to a year overdue.
- The
people who write the checks and would like to see a return on
their money are putting pressure on the development team to get
the damn thing out the door already.
- The
developers decide to cut a bunch of features that have been promised
to the players, including features already listed on the back
or inside cover of the retail box.
- Even
by cutting a bunch of features, there are hundreds of bugs still
to be fixed, but the money guys order the box shipped and the
game launched.
- The
game is hugely unstable, the servers and client crash constantly,
features are missing or don't work as promised, and the team is
working 20-hour days to try to catch up.
- The
players are up in arms and ready to hand the developers in effigy.
- Bad
word of mouth circulates about the game, killing subscriptions
and sales.
- The
development team members start printing resumes on the company
printers and faxing them to the competition on the company fax
machines.
Once
the launch period has come and gone, it is time to settle in for
the long haul of managing the game. That starts with understanding
the players.
Barbarians, Tribesmen, and Citizens
One
of the biggest issues you'll have to contend with is the players
or, rather your relationship with them. This issue is unavoidable.
You must manage player expectations, have respect for your players,
and listen to them as well. You can and should care deeply about
them, too. After all, these are your customers. Every time they
log into your game, they make a decision. With a few clicks of the
mouse, they choose to continue supporting you.
The
player issue will cause an unsuspecting developer more grief than
anything else he or she can imagine. This is definitely not for
the faint of heart. You may pay for, design, and create a world,
but at the end of the day, if you want people to pay you their dollars,
yen, and francs to play in it, sear this fact into your brain:
It
isn't your game; it's the player's game.
Developers
spend years focused on making a game. If they're not careful, this
will breed certain assumptions, such as the world they created will
remain their world and the players will play the game the way the
creators want it played.
That
will not happen. Players have their own motivations and objectives.
We're talking about hundreds of thousands of people with different
personalities-yet there are only 30 or so people who make a game.
When a game goes live, the developers have to view it as a new game
and a partnership with the players to make that world thrive. To
do this, the developers need to understand who the players are,
why they show up, and what makes them stay.
Who Am I?
The
psychological makeup of hundreds of thousands of players could be
broken down into any number of groupings and categories to help
explain behavior and objectives.
For the purposes of this book, we'll simplify and break it into
three broad categories.
Players
who don't fall into one of these three areas are usually considered
"general" players. General players are fairly neutral.
They obey the rules, play the game, and might help out when they
see someone who needs help. They aren't nasty and they aren't pillars
of your community. They're regular "Joes." It's important
to note that there is gray area between these types. The categories
that follow are generalizations. Please don't expect all your players
to neatly line up into the areas we've listed. It won't happen that
neatly, we promise.
Barbarians
The
barbarians are the "problem children" of online gaming.
Their objectives vary, but one thing is consistent: They don't care
what you or anyone else thinks.
Barbarians
don't care about your intricately conceived game mechanics or your
well thought-out player justice and accountability systems, or whether
or not exploiting a bug is cheating. These are the "griefers,"
players who love the anonymity of the Internet and whose main enjoyment
comes from ruining other players' experiences.
They
are the bug exploiters who don't care if duplicating gold, weapons,
armor, or whatever requires them to flood attack your routers and
crash a server. It doesn't bother them that thousands of others
have their game interrupted.
Barbarians
are the cheaters, script kiddies, account hackers, client hackers,
and "k&wl d00ds," whose objectives are not socialization
with friends in a game, but making sure they and their small group
of other social misfits can giggle behind their hands as they stare
at the monitor, happy to have caused heartache and pain to someone
else.
Identifying
barbarians is a critical task, one easier said than done. PWs, or
those with servers under company control, have the advantage of
logging activity. Problems can be verified and dealt with at a later
time. In free-play peer-to-peer games, such as Diablo II or Age
of Empires, it is almost impossible. The collective intelligence
of client hackers and the anonymity of the Internet make it difficult
for a developer to take action. This is why peer-to-peer games have
such poor attendance online compared to sales; when the client hacks
show up, the honest players give up in disgust. The same is true
for PWs when bad behavior goes unchecked.
For
some, the raw intensity of the "virtual psychopath" that
many barbarians represent can be refreshing in its novelty. At first,
some who encounter them react as though they are cute online versions
of Hannibal Lecter. Soon after meeting barbarians, they notice what
is missing from the comparison: education, erudition, and the ability
to function in society. In fiction, Dr. Lecter's victims had some
reason for becoming his entrees. Barbarians will eat your customers
without any provocation or remorse. They are more akin to the mass
murderer in the Richard Pryor movie who, when asked why he murdered
all those people, replied, "They was home." Barbarians
are a statistically small group. However, they do a lot of damage
to games.
Reroute
them or get them out of the game. It's that simple. The only players
who will shed a tear at the banishment of griefers are other griefers.
The
bottom line: Barbarians will drive customers away faster than Attila
could jump on his horse.
Tribesmen
The
objective of the tribesmen is to ensure that they and their personal
micro-community (guild, team, squadron, clan, or Saturday morning
coffee and killing club) have a great time. They are very team-oriented;
it is not unusual for them to call each other in the early morning
hours to get the tribe online for some objective. They help each
other out, and at times, are pillars of the community, helping new
players and generally trying to be a resource.
They
can still cause problems in-game. For example, tribesmen have no
trouble organizing "camping" parties. This is much like
the big kids staking out the basketball court and not letting anyone
else play. They put groups of players in an area and prevent others
from utilizing it. This way, only the tribe reaps the benefits.
If
another tribe or player annoys them, they can organize quickly and
for long periods to attempt to drive that tribe or player out of
the game. The tribe may use a variety of intimidation tactics. The
goal: Make the game unplayable for the group or person they are
angry with; in other words, drive them out.
Group
dynamics can cause people to view rules differently. What players
might not think is acceptable as individuals can change when it's
for the good of the tribe. There can be a bit of mob mentality.
If something is seen as an affront to the tribe, you could wind
up with an entire group retaliating against the game, breaking rules
as a way of fighting back, or the whole group may decide to pack
up and move to another game.
There
is beneficial power to the tribe as well. When happy, the entire
tribe stays where it is. Listen to your tribes. Give them tools
to facilitate group management and communication.
Keep
in mind that your tribe leaders are your political lifeblood in
the game. They influence large groups. If you disrespect them, you
can turn entire tribes into barbarians.
Citizens
The
citizen is the crown jewel of any online game. Think of these players
as the good people you know in the real world. In a game setting,
these are the people most likely to take new players under their
wing, take part in role-playing events, lend their in-game cash
and resources to a greater cause, and always have a civil word for
passersby.
Moreover,
they are willing to obey the rules and play the game "realistically"
(according to your vision) and in-character and encourage others
to do so as well. Their objectives are to create a legend for themselves,
but not at the expense of the game or other players. They want the
whole game and all the players to survive and thrive within the
world you've created.
The
citizen usually strives to become a community leader. If there is
no political or diplomatic portion to the game, they'll create one
from whole cloth and convince others to participate. They become
player advocates, game advocates, and at times, can create around
themselves a cult of personality that becomes more vibrant and important
than the game itself.
Citizens
are pure gold. They keep others in the game. Please remember that
the citizens deserve your attention. They aren't your squeaky wheels
(like your problem children), and it's easy to overlook them. Attention
given to the citizens has a huge impact on the world. It benefits
the entire community. Do not fall into the trap we've faced before
where you spend so much time responding to the fires caused by your
problem players that your good players feel neglected. Over time,
the neglected good players become barbarians themselves.
We've
been there and we've done it. It hurts the game. Learn from our
mistakes.
Now What?
Now
that you know the three broad categories, what do you do about them?
When it comes to barbarians and upstart tribes, two words are key:
logs and reports.
Create
logs for everything you can. Log player transactions and transfers
above a certain size, character traveling speeds, player inventories,
you name it. This is the best method you have for catching cheaters,
dupers, speed hackers, and other exploiters.
As
an illustration of how this can save you plenty of time and heartache,
Damion Schubert, former lead designer for the groundbreaking M59,
tells this story from his 1996 experiences:
"I
had coded guilds into M59 over the weekend, shortly before we
were supposed to go gold. It was a rush job, but I took uncommon
care and felt pretty confident that I had implemented something
that was fairly bug-free. So imagine my consternation when a group
of players told me something was totally broken."
"One
aspect of guilds was the guild halls. Players could conquer another
player's guild hall by sneaking into the guild hall and flipping
a switch. If it wasn't unflipped inside of 10 minutes, that guild
hall was considered conquered. The key - the only way to sneak
in was if you snuck in the front door behind a player who belonged
to the guild. Once inside, it was trivial to open the door, allowing
the rest of your guild in. This simple design was such to ensure
that players could only conquer guild halls while the defenders
were actually online."
"Except
that the guild members yelling at me were swearing up and down
that no one was online when their hall was taken over."
"The
way they figured it, the math was simple. They had 10 members;
all 10 of them swore up and down that they hadn't entered the
hall in the last day, nor had they gotten the ominous "Your
guild hall is being raided!" message. I began to crack open
code, pore over logs, and try to calm them down. Unfortunately,
none of them showed me anything wrong."
"Until
one of the guild members, one who had been quiet up until this
point, took pity on me. She sent me a private message saying,
"It's not broken." She went on to explain that she had
waited until the rest of the guild was offline, then she opened
the door for another guild. I understand she got 30 pieces of
silver for her trouble."
"With
that news, I coughed and told the assembled angry mob that I had
explored all available information and discerned that the takeover
was in fact legal and that there was no bug. I refused to give
more information than that. I never found out if they discovered
the Judas in their ranks."
"As
for me, I learned my lesson: LOG EVERYTHING, and offer a robust
system for reviewing the logs. When hunting down bugs and/or reviewing
player cries of foul, nothing makes the job of the GM easier than
knowing that he/she has perfect information and can state with
100% accuracy when a player isn't telling the whole truth."
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