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Features

Managing An Online Game Post-Launch
The
Five Elements Necessary for Success
The
five elements are talk soup, band of brothers, the living organism,
welcome wagon, and help me!
Talk Soup
Your
PW needs many methods for players to communicate, individually and
in groups, and both in and out of the character of the game. Yes,
this is a game that will allow tens of thousands to play simultaneously;
players, however, will naturally segment themselves into smaller
community groups (guilds, teams, towns, races) for their own ease
and comfort.
If
this communication is facilitated, the communities will be able
to grow more easily and more quickly and the game will have a much
greater chance of becoming the player's primary entertainment vehicle.
This is done by ensuring that there are many easy and intuitive
means for players to contact and communicate with each other, and
making sure the community relations and player relations teams take
advantage of those tools to communicate effectively with the players.
This encompasses everything from instant messaging between individuals,
to player-configurable in-game chat channels, to special message
boards for guilds and teams, to in-game email between players and
groups of players.
This
sounds like a very common-sense element that every game should have.
However, most online games have had only minimal communications
tools at launch, and after a hue and cry from the players, were
forced to build decent communication features into the games later.
Lack
of these capabilities has also limited the ability of the live team
to communicate effectively during their support missions for the
players. The essence of supporting the player is being able to communicate
effectively. Being limited to web posts or 80 characters of text
at one time slows down support and makes it more difficult to communicate.
Band of Brothers
In
the final analysis, players don't continue to play a game because
it is cool; they continue to play because their buddies are there.
Once they join some kind of guild or team organization, the emotional
attachment to that group of friends, that band of brothers (to paraphrase
Shakespeare and HBO), makes it very difficult for them to leave
the game for a competing product.
To
facilitate this, you'll need to build in full-featured "guild"
functions, allowing players to set up, manage, and control the membership
of teams. The team element is critical; it allows friends to congregate
logically, easily, and within the context of the game.
They
will do this whether you provide this service element or not; by
providing it, however, you add to the acquisition and retention
features of the game. Only UO and AC currently have
easy and intuitive mechanisms for accomplishing this.
The
community relations and player relations teams also need to understand
how the "band of brothers" phenomenon can play into enhancing
the retention of new subscribers by providing ready-made, player-run
support mechanisms. Many guilds are willing to train new players
and recruit them into the fold to increase their own size and power
within the game. This is a powerful means of locking in loyalty.
However,
many games pay no particular attention to the needs or desires of
the teams within their product. Providing them with the tools to
create their own content, such as team events, faction wars, or
in-game parties and weddings, should be a top priority for the live
team.
The Living Organism
A
subscriber's play style will change over time. Some customers churn
out and stop playing, others move in with new ideas about how the
game should be played, and new content and features are added. The
longer someone plays, the more likely it is that his/her goals within
the game will change. Someone who started out as an explorer may
transform into a socializer, or a socializer may transform into
an achiever.
This
type of change contributes to the dynamic nature of a PW, but it
can also cause problems if the live team isn't changing pace and
objectives along with the customers.
A
responsive and flexible service philosophy takes into account the
major playing styles and how they change over time, and then adds
content and features that match.
Historically,
the opposite has happened more often; live teams have watched how
the players play and then made changes to try to force them back
into a cloistered vision of how the game should be played. Considering
that these are virtual worlds as much as anything else, this is
like Ford telling Taurus owners the car was never built for Sunday
afternoon drives in the country and the vehicles are not to be used
that way.
Inflexibility
such as this will tend to set a live team into conflict with the
players, as designers try to shoehorn players into a particular
style and players keep trying to break the chains and move on with
their virtual lives. The service philosophy should take into account
the changes that will happen and work with them, not against them.
Welcome Wagon
Online
games and other PW environments can initially be confusing for many
users.
How
many times have you entered a new online environment for the first
time and wandered around aimlessly for hours, trying to figure out
the simple basic mechanics of how to move, talk, and interact?
Our
experience in online gaming over the past decade has shown that
games that have a human greet the new player within a few minutes
of logging in for the first time have an extraordinarily low churn
rate (20% vs. 50% for the industry overall). In-game tutorials can
take up some of this slack, but nothing beats having a human drop
by and say, "Hi! Can I help you get started?"
To
get the most bang for your buck, the game should have a staff of
paid or volunteer helpers specifically to greet new players and
help them get to know the world. With the proper backend tools to
allow them to support the players and then ensure that new players
have someone to talk to and help them get started, the churn rate
will be lower than average. Supporting the GMs and new player greeters
by giving them the proper administrative tools and some leeway and
discretion to solve player problems on-the-fly will lower initial
churn faster than almost any other feature.
Help Me!
For
some strange reason, some developers and publishers who are banking
their future on games accessible from the Internet and web are failing
to use them fully for support. No game currently has dedicated chat
and message assistance available on a 24/7 basis; at best, such
assistance is available for a few hours each day.
This
ignores the 24/7 nature of the web's subscribers, who exist in all
time zones and geographic locations. The live team can solve this
problem by implementing a root structure that includes the following
elements:
-
A dedicated message board for use by the game's subscribers. In-house
and volunteer "sysops" to monitor the message board
on a 24/7 basis and respond within two hours to all questions
and inquiries
- A
dedicated chat system capable of supporting a significant portion
of the subscriber base
- In-house
and volunteer chat hosts to facilitate the chat rooms and service
the subscribers in them
- A
complete and detailed knowledge base database dedicated to the
game and available to both subscribers and volunteers on the web,
and (perhaps) within the game as well
By
implementing this structure, human beings will be available at all
hours to assist your subscribers and direct them whenever possible
and feasible to relevant portions of the web site and knowledge
base.
Community Relations: Processes
"Less
is more. What I mean by this is that communication with players
should be clear, consistent, and focused. A larger quantity of
unfocused communication is inferior to consistent delivery of
focused messages. I'm a big believer in memorializing information
in a single place that is easily accessible to the player base.
Duplicated information is error-prone."
-Gordon Walton
"Tell
them less than you are initially inclined to, but never be dishonest.
Treat them like adults. Reach out to people who will happily build
community sites and be cheerleaders for you. Be sure you let them
know when you change something due to their input. And, most of
all, be sure that you never let them feel like your communication
with them has grown stagnant."
-Damion Schubert
Managing
the expectations of players starts with and revolves around the
community relations team. They have the primary responsibility to
ensure that a consistent, focused, honest message is presented to
the community, and that the concerns of the community are relayed
back to the other members of the live team for comment and consideration.
However,
they can't do that without the cooperation of the live development
and player relations teams. In that sense, customer relations is
a consensus-builder within the live team and between the live team
and the player base. They drive the processes that keep information
flowing.
The Three Principles
The
processes of managing a game community start with the three principles
discussed in the next three sections*.
Constantly
Design for Growth and Change. If
an online game is successful in building a subscriber base, participation
in both the in-game and web communities will grow over time. Features
and support not required at launch will be required months down
the line. As much as possible, those features need to be planned
at the outset to allow for a graceful, structured growth. It also
means there have to be regular reviews of the community relations
feature set and changes made to ensure that growth and change within
the community are being met successfully.
This
also means that there has to be open communication among the player
relations team, community relations team, development team, and
the publisher, so everyone knows about and buys into the plan developed
to support the game over time.
Create
and Maintain Feedback Loops. As
discussed earlier, the communication among the players, community
relations team, developers, and the publisher needs to be carefully
managed to protect the reputation of the game and the company and
to keep even small incidents or rumors from being blown out of proportion
and creating a mess. At the same time, the players want unfettered
access and input to the game developers.
Creating
and effectively maintaining feedback loops between the players and
community relations and between community relations and the developers
and back again is vital to creating an atmosphere of contribution,
while at the same time protecting the developers from having to
answer every question or comment the players might make on message
boards or in chat.
Empower
the Players over Time. Players change their own roles over time.
Some become leaders and need tools to help them lead their people;
others become opinion-makers in the out-of-game community; while
other players create roles they find interesting for themselves.
Each requires different tools and capabilities; if they have them,
they'll help you increase the size and role of your game community
over time. It is necessary to ensure that this is tracked carefully
and that players are empowered at the proper times.
*Excerpted
from the Themis
Group Online Services Overview, copyright 2001-2003 Themis
Group, Inc., used with permission.
The Cult of Personality
The
point person on these principles and processes is your community
management, specifically the lead CRM.
If
there is one thing players hate to see on message board postings,
it is a communiqué from the developers or company signed
"From the <game name> Live Team." Nothing is quite
so impersonal or non-interactive as a faceless, human-less message.
This whole industry is based on interactivity, with the game and
between the people who play it, make it, and publish it. With the
human touch so important a factor, why would anyone go out of his/her
way to de-humanize the process?
Amazingly,
that is exactly what many online game publishers and developers
do, in spite of the abundance of publicly available evidence that
it does not work and that the players dislike it. You need the human
touch.
One
effective way to keep the human touch is to set up one person as
your contact point with the community and create a cult of personality
around him/her. If you pick the right person as the lead, day-to-day
CRM, this won't be a problem; it will happen naturally. For example,
take Jonathan "Calandryl" Hanna. Jonathan began as a player
of UO and, over time, became an influential opinion-maker
in the forums. When Origin Systems began looking for someone to
come in and take over community relations for their sloppy and disliked
public face, he applied for and got the job.
Within
weeks, he had the players eating out of his hand. Not only was he
one of them, but he also made a concerted effort to take player
questions, track down the answers, and post them. He also took the
time to post chatty messages and dealt with the players with respect
and humor.
This
is the perfect type of community relations person - a gamer who
knows the player base, likes them, and considers himself/herself
their advocate to the live team, without losing sight of the fact
that he/she still works for the company. This minor kind of cult
of personality, when the right person experienced with the product
is the center of the cult, serves a number of functions:
-
It enhances player comfort and trust in the game and company.
Having a real, live person interacting with the players, instead
of a faceless corporation, creates the human connection that Internet
game players live for.
-
It makes insulating the rest of the live team from daily player
pressure easier and more amenable to both sides. Developers worry
about losing contact with the player community and understanding
their issues, and players worry that they won't get the straight
skinny from the developers. A trusted intermediary can negotiate
these waters and satisfy both sides.
-
It provides a control mechanism when problems develop. It is not
unusual for the patching and publishing process to create temporary
problems due to bugs or balancing issues. This also causes a temporary
spike in complaints and a rising swell of player dissatisfaction,
confusion, and anger. If not handled correctly and in a timely
manner, this can quickly get out of hand. A trusted and effective
CRM can ride the swell and control it, keeping the players appeased
with a constant flow of information on the web, in message forums,
and through "Letters from the Developers," and reining
in the natural inclination of the developers to get out there
and defend themselves (that is, argue with the players).
This
takes a person of particular qualities. It isn't enough to just
drag someone out of the community and throw them into place. All
too often, the loudest supporter running a fan site is picked for
this duty, in a modern-day demonstration of, "He who raises
his hand first gets the job." While this is certain to get
a loyal "wannabe" on the staff, one who will not often
question the developers, it might or might not get you the person
with the qualities you actually need.
The
qualities you need include the following:
-
A person who can see both sides of the issue and isn't afraid
to challenge the developers-Live team developers tend to get too
close to the game and forget that proposed changes won't just
alter the game, but also affect the experience of the players.
If the players are a vocal and not particularly complimentary
lot, the developers may actually come to resent the players and
unconsciously make changes designed to irritate them further.
-
A good CRM knows the game inside and out and is willing to take
a stand for or against changes that will affect gameplay, both
publicly to the players and privately to the live team. This doesn't
mean the CRM denigrates the live team to the players; it does
mean the CRM is willing to be vocal privately about proposed changes
and, if overruled, still "owns" the change publicly
with the players.
-
Someone who understands the unique sense of humor of online gamers-Players
have a somewhat twisted and dark sense of humor, full of sarcasm
and double innuendo. If your frontline CRM doesn't understand
the humor, it will be impossible to make a connection with the
players.
-
Someone who understands the power of the word "us" -
The players want to be involved in the game as members of the
community, not just as anonymous players who send in $10 each
month to get access. As such, they want inclusion, and responding
to them with the word "we," meaning the live team, just
draws a line in the sand that some of them are more than willing
to cross. A CRM who can include the whole player base by making
the whole into "us" already has half of the potential
"bad actor" problems solved.
-
A person who understands that you don't argue or get snappy with
the players - Some players are barracks-house lawyers and will
endlessly debate the fine points, if you let them. To them, this
is just part of the game and part of the fun. Nothing pleases
them more than trolling for a CRM on the message boards, getting
the CRM to take the bait, and then making a fool out of him/her
by frustrating him/her to the point where he/she snaps.
-
The CRM should be a person who maintains an even keel, remains
polite in the face of the most horrid or derogatory posts, and
knows when and when not to continue a debate and how to close
one off gracefully. This is someone who understands that expressing
disappointment over a rude message and apologizing for not being
able to satisfy the offender sends a far stronger message than
lashing out and getting into a fight.
-
Someone who understands the player bias on issues and can sort
his/her player contacts accordingly-The vocal minority of any
PW tends to come with built-in biases. Some are self-serving;
everything they say or do will be focused on improving their personal
role in the game. Others are subject matter experts; they know
the subject (the game) in minute detail and will continually argue
for more hard-core game mechanics and options at the expense of
other players.
A
CRM needs to be able to identify and track the bias in discussions
and posts and weigh and respond to them accordingly.
Obviously,
good CRMs don't fall off trees. Finding one and keeping him or her
on your team is one of those vital necessities that developers often
miss or ignore.
Daily Activities
The
daily activities of the community relations team will revolve around
the message boards, email, and maintaining the community relations
portion of the web site.
Message
Boards
Message
boards, often called forums, are a vital part of the community relations
team's online presence. Much of the team's daily interaction with
the players comes through this medium. There are pros and cons to
offering open message boards to your subscriber base. On the pro
side, having open forums gives the team access to a broad range
of player opinions and affords them the opportunity to build compromises
and consensus around sticky issues.
On
the con side, fewer than 15% of a subscriber base ever posts on
forums, and that <15% represents the vocal minority of the game.
They have their own agenda and, by answering their concerns publicly,
you tend to get more of the same, a sort of vicious positive feedback
loop on the concerns of the biased few.
Even
facing these potential pitfalls, if you don't have open forums,
how can you expect to communicate effectively with the players or
correctly manage their expectations? Even rude or uncomplimentary
message posts can contain a grain of truth; it is important to acknowledge
those and make certain they get into the right hands on the live
team for consideration.
The
community relations team's daily activity surrounding the message
boards mainly consists of reading the new messages, responding to
them, and collating and forwarding interesting or important threads
to the various members of the team for answers to questions or clarifications.
At
some point, the community relations team collates those answers
from the live team and posts them in the proper message board threads.
Unless you want the live development team spending a couple hours
a day just responding to posts, you'll want to establish a regular
routine of one or two days per week in which those answers to player
inquiries are posted. If the response days are clearly noted, the
players' expectations of answers will be managed to those days.
It also makes sense to have a dedicated forum category or thread
titled "Answers from the Team" or something similar, so
players know where to go to get the responses.
The
community relations team should not necessarily limit itself to
just those message board activities. Players like to banter with
team members and know that they are human and have senses of humor.
Indulging in some of this goes a long way toward keeping the vocal
minority under wraps.
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