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Features

Managing An Online Game Post-Launch
Managing
the Expectations of the Players
"What
it means is that they (the developers) are planning ahead to set
expectations with consumers such that they can meet or beat the
implied contract present with them. If you don't set player expectations,
they still have them, and often beyond the level of your ability
to deliver."
Gordon Walton
Now
that you have the right people in place and everyone knows who is
supposed to be doing what, just how do you manage this thing, anyway?
The first step is getting a handle on just what you're doing and
relaying that to the players.
This
is one of the critical issues facing any online game post-launch,
and it involves an arcane black art known as "managing the
expectations of the customers," otherwise known as your players.
It's very easy for your Marketing and Public Relations departments
and player relations, community relations, and development teams
to speak separately to the player base or online press and promise
or imply different features, fixes, and changes. There is one cardinal
rule to always remember when communicating with your players: Anything
and everything posted or mentioned in public by a member of the
team, no matter how amorphous, will be taken as gospel. Everything
said by any employee will be immediately taken by your subscribers
as being set in stone and in the development track pipeline.
Take,
for example, Ultima Online (UO). At the game's launch, there
was no coherent policy or procedure for communicating with the players.
For the most part, the developers and designers posted what they
wanted to post, whenever they wanted to. The various members all
frequented different player-run fan sites and engaged in "theoretical"
discussions on features and changes to the game and almost never
relayed these discussions in whole to the rest of the live team.
When these discussions didn't result in changes to the game, this
led to charges of unfulfilled promises and gave a black eye to the
game.
Once,
one of the designers on the live team was asked by a player online
if necromancy and alchemy could be added to this medieval fantasy
RPG. The designer, before consulting others on the team, said he
liked the idea and would bring it up with his associates. Within
24 hours, the UO fan sites were abuzz with the news that
necromancy and alchemy were coming to the game. The designer tried
to stem the tide by saying, "Hey, we're just thinking about
it," but it was already too late. Soon, it was announced that
the features were on the development list and there they sat for
years. The designer wrote a check that Origin Systems had to cash,
gave another black eye to the reputation of the game, and incidentally,
created a running joke at UO's expense that still exists
today.
The Four-Step Notification Program
So,
what is a poor live team to do? You can't not talk to the
players; open communication is a necessity in this market, not an
optional exercise. It looks a lot like a "damned if you do
and damned if you don't" situation, doesn't it? It's actually
much easier than it looks from our examples. What you need is a
cohesive internal organization that controls the flow of information
from your own people on the live team to the players and back, and
a process that allows the controlled and managed flow of information
to the players.
What
the players want to know is: What is broken, what is being fixed,
and what cool, new stuff will be added, and when? They want to get
inside the heads of the live development team and understand what
they are thinking and planning, so they can plan their own in-game
time and strategies accordingly. In other words, they want to feel
like they are a part of the process. That means they want current
information, they want to know that their opinions are being delivered
and considered by the development team, and they want some advance
notice regarding major changes.
Delivering
this kind of coherent short-, mid-, and long-term information and
coordinating player responses starts with a four-step process managed
by community relations on the web site and in the message forums.
The following process has proven successful in helping to manage
player expectations in several games:
- In
Concept (Long Range) - This web page is used to list additions
or changes that are under consideration for implementation in
the coming months, but have not yet been decided on. These are
presented as concepts only for player comment, with links to a
message board topic dedicated to the specific concepts or changes
mentioned.
There is no timetable given for possible implementation; these
are simply discussion subjects. It should be made clear to the
reader that any line item in this section that is subsequently
cleared for development work is weeks or months out from implementation,
and that some, none, or all of them might be cleared for development
at some time.
Any
concept previously discussed but later junked by the live team
should also be noted in this section.
- In
Development (Long Range) - After the live team has made a
decision to begin work on a concept, change, or feature addition,
it is noted here, along with some minimal explanation of how it
is expected to function in the game and what the overall effects
of the change will be.
Again,
no timetables for release are given.
- In
Testing (Short to Mid-Range) - Listed on this page are line
items from the "In Development" section that have been
added to the internal and/or public test server and are now being
run through the QA testing process. Each line item should have
a detailed explanation of the functionality and use of the change,
feature, or addition.
- In
the Next Patch (Short Range) - Here you'll find line items
from the "In Testing" section that have cleared the
QA process and will be installed in the next scheduled patch,
with a date and time given for that patch. The text describing
the functionality and use of each line item should be reproduced
here, along with any changes made to the line item during the
test process.
There
are several variations on this process that can be used; for example,
the "Update Center" web page from UO is shown in
Figure 1. This is a good example of a player notification system.
Using
the basics of the four-step process, the community relations team
for UO coordinates with the producer and other team members
to get information and post it on the correct web page. Then, on
the message board forums, they coordinate the discussions concerning
these posts and relay the critical discussions. Thus, they expanded
on the minimal four-step process.
Instituting
such a player notification process right from launch day will save
the live team from plenty of grief down the road. However, there
is a major caveat: All members of the live team have to buy into
the process, and that means instituting a general prohibition or
restrictions on which team members can post, when they can post,
and on what subjects.
In
other words, team members have to be willing to gag themselves and
clear all communications with the players through community relations.
This can be as drastic as requiring all team members to refrain
from posting without first clearing it with the community relations
team or as loose as community relations establishing strict rules
and guidelines to be followed when posting and working with the
team members over time to refine the process. Whatever is instituted,
it must be acknowledged that community relations is in charge of
this aspect of player expectation management and that what they
say goes.
The Rules of Managing Player Expectations
PW
gamers have a wild and wooly streak to them and are quite capable
of being caustic and rude in posts. This most often happens when
they perceive that a live team has treated them, as a class, with
disrespect and dishonesty. Nothing will inflame players more than
an unannounced change in a game mechanic or character ability that
erases dozens or hundreds of hours of playing time. Lying or being
evasive about it before or afterwards only compounds the problem.
The whole concept of unannounced and/or hidden changes is considered
disrespectful, as if the time a player puts into a game means nothing
to the company and can be wasted at a whim.
For
some reason, many developers feel the need to hide takeaway changes.
Much of this is probably to avoid predictable player outrage before
the change takes effect.
They'd
much rather just face one huge blast of pain than have to discuss
it for several days or weeks with the players. The problem with
this method of making changes is that each instance causes the players
to lose some trust in the game and the developers, and that trust
is the most important asset any team has.
Building
trust means building loyalty, and loyal players become loyal subscribers
for months and years. It builds patience, and patient players will
work with you on just about any change you want to make. It is a
karma bank; the more good karma you deposit, the more you can pull
out when you need to make really drastic changes.
In
that sense, building trust by managing player expectations simply
means following these rules:
-
Always be 100% honest in all communications you choose to make
with your players. Don't "hide" nerfs or anything that
will be seen by the players as taking away capabilities or features
from them. The players will discover them and feel betrayed. Discuss
any takeaway, or any change that could be perceived as a takeaway,
openly and at length before it is actually installed in the game.
-
Never promise a feature or create an action item you can't deliver
or which hasn't been 100% cleared for addition to the game by
the live team.
-
Never promise or even speculate about game mechanics, features,
or anything without discussing it with your own people first.
-
Enforce a policy of an integrated, "single official voice,"
so that only designated community relations individuals may post
freely on the web or in a chat and others may post only with prior
approval or by following the rules and guidelines that community
relations sets down and under their supervision.
- Ensure
that the live team producer and head of community relations review
all official postings and communications before they are made
available to the public.
- Keep
the player base continually informed of what the live development
team is currently working on by means of the web and message boards.
- Never
promise a "due date" for a fix, feature, or other content
until it has been thoroughly tested and is scheduled for a specific
patch.
- Insulate
your developers from nonofficial communications with the players.
Knowing
when to come down on development team members for breaking the
"single voice" rule is a key-and they will break it;
you can bank on that.
Developers
love to communicate with players because the players make a point
of conferring the status of gods on them. It is an almost irresistible
temptation for them to get out there and bask in the glow. What
they don't realize is that the players are playing them, in hopes
of gaining favors down the road. This is one of the toughest problems
the community relations team will face in the live phase of the
game because developers love to gab with the players.
- Know
when to sit on the marketing/public relations folks and keep them
from getting too far out in front of development's actual feature
additions and other content enhancement efforts.
- Remember:
You can't win an argument with a paying customer. Even when you
win on points, you lose in the court of public opinion. The lesson
to be learned is not to argue. When you have something to say,
say it and don't get drawn into a long argument about the supposed
merits.
Not
all these rules will work in all situations. In general, however,
they are a good baseline for helping to manage the players' expectations.
The Service Philosophy: Acquiring and Retaining
Subscribers
Nearly
every online game developed by a retail computer game publisher
to date has made one error during design and launch: They have treated
the game as if it were any other computer game.
That
has been their experience and forte: building a game, launching
it, patching it a couple times, and then moving on to the next project.
This is akin to Safeway or Albertson's opening a new grocery store,
stocking the shelves once or twice, and then ignoring the store
and moving on to the next town. Eventually, the shelves will become
empty and shoppers will stop going there.
Unlike
other computer entertainment products, however, massively multiplayer
role-playing games (MMRPGs) require more forethought during design
and more work after launch. Knowing this now, your game has (we
hope) been designed and developed with two cardinal rules in mind:
- This
isn't just a product; it is also a service. Just as much work
goes into the game after the launch as before the launch.
-
The game itself is a vehicle that allows existing communities
to congregate and socialize. Therefore, both acquisition and retention
features have to be built into it, just like any other service.
Most
MMRPG developers don't build out their game following these rules
and end up paying for it later on. For example, take volunteer organizations.
Until recently, these were a standard part of every PW and most
games launched with a volunteer group in place. However, three of
the top four MMRPGs - EverQuest, UO, and Asheron's
Call - all launched without adequate tools or organizations
built for recruiting, training, and monitoring/logging the actions
of their volunteer support corps, which are good retention tools.
They have paid for this error in sometimes very slow response times
to player help requests. Players can wait hours for a request to
be attended to. They are all playing catch-up in this regard.
Understanding
from the start that you are providing a service, you need to keep
in mind both acquisition and retention features, you need to build
the tools and features necessary to support the five critical elements
necessary for the success of any online PW, and post-launch, the
team needs to pay attention to these tools and use them. The following
elements are interlinked necessities for any MMRPG. They can each
be built separately, but they work best when all are built into
a game and inter-react with each other.
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