Possessed
with one of the more daunting jobs in the games industry, as Community
Relations Manager for Star Wars Galaxies at Sony Online Entertainment,
Kevin O'Hara is tasked with balancing the needs of many thousands of vocal
prospective Jedi in a PC MMO title which, while extremely popular, has
certainly seen its share of post-launch controversy. He talked to us about
listening to the community, dealing with miscreants, and even picked some
of his favorites from the current crop of upcoming MMO titles.
Q:
How do you balance the voice of the power gamer and the casual gamer in
a game like Star Wars Galaxies?
A:
The majority of your forum-based online community are going to be your
hardcore players - some might claim that they're casual players, but a
casual player, almost by definition, never visits a forum. You have to
be cogniscent that what they're screaming loudest for might not really
be what 80 percent of your players really want out of the game. You should
listen to what the people on the forums say, and it's important, but it's
not the end all be all - there are other methods of getting information
out of the community, such as in-game polling, anecdotal evidence, and
so on. Exit polls are really good for us, because when we ask people why
they left the game, their top issues often don't match up with the top
issues of the forum people. But forum people are generally not only your
hardcore players, but your biggest community leaders and PR people for
you, so you definitely don't want to ignore them or treat them like a
minority, even if they technically are.
Q:
Star Wars Galaxies has been through a number of open/closed stages
with regard to public messageboard access - can you explain those?
A:
We have gone through many phases. Before we launched the game, we were
completely open, then we went to Beta, and we had closed forums just for
the people in our Beta program, and also, we were under NDA so we had
to do that. When we launched we decided that only subscribers of the game
could post, and initially, anybody could look at the forums. And it turned
out that our launch wasn't as good as we had hoped, and the community
was hard to manage at that point - it was very volatile. So we made a
decision that we would close it off so that the outside people would see
our marketing sites, and not necessarily our community site, which wasn't
indicative of the majority of players' gameplay - it was the hardcore
people who had bypassed the medium level content, and were already up
to the high level content and were getting frustrated. In retrospect,
I don't know if that was the right decision. Recently, we re-opened them
so anyone can read the forums, since the community has got a lot better,
and the game is in good shape now. We're understanding that if we don't
have something people can read, then they're either going to go to other
forums to get their information, or we're going to get misquoted off our
on forums in other places, and it's not defensible for us, because we
can't point to it and say 'No, see - we said this.' I think we've ended
up open for anyone to read, because that can draw you into the community,
or give you the information you want, but still closed to subscribers
posting, because in order to manage a good community, we still want to
have the accountability in saying that if you're really just a griefer
and causing problems, we can get rid of you and you can't come back -
or, at least, you can't come back unless you re-buy the game.
Q:
How do you deal with separating out the griefers in your community from
those who are just, say, mean-spirited?
A:
It's a hard line to put in the sand. I generally give people the benefit
of the doubt. The Internet is a nasty place overall. We are a licensed
product and therefore we have to run a family-friendly forum. So if people
are not adhering to our community standards, our first thing is to give
them a basic warning. The second time we warn, we tell them that they
may not have paid attention, but we are serious about it - we want a good
friendly place. If the third time, if they're really intent on causing
problems, we may realize that they're not getting better, and we give
them a third and final warning. The big thing with forums, like in-game,
is that your other players don't want to play with [griefers]. On the
forums, you may want to say that this person is being mean, but freedom
of speech and everything, but your good people come to the forums, and
say this isn't a good place to be, and they're not happy there. So you
want to clean out the worst stuff so people feel comfortable coming there.
It's always our policy that people can say things against our game, and
don't like the way we've implemented something - we need that feedback.
It's just the ones that are totally unconstructive.
Q:
Do you think you can encourage people to be constructive on messageboards
by making people less anonymous?
A:
From a community management point of view, you don't want people to be
anonymous. The more they have an identity, the more that they are either
respected or tut-tut-ed by community members for what they say and how
they act. Back when I worked on Meridian 59, I think we had a great
community, and that's one of the things that people took out of it, because
the game was only 200 people per server, and they all knew each other.
Since they all knew who the people that would cause problems were, and
wouldn't group with them and help them, it really was self-policed, and
made it a friendly place to play, and a constructive place, even though
there were plenty of opportunities to gank [kill] each other. I'm all
in favor of smaller, less anonymous communities. Unfortunately the industry
calls for larger and large communities, and consumers want to feel they
don't have to be themselves when they go online. So It's at odds with
each other. But from a community perspective, it's a good thing to have
some way to be attached to your comments.
Q:
Do you think the online press got on top of Star Wars Galaxies
a little at launch and gave it worse press than it might otherwise have
merited?
A:
I think that's the case with almost every massively multiplayer game.
I have seen a few instances where they haven't hammered on an MMO, but
I kinda expected, going out the door, that no matter how successful we
were, there's a certain percentage of the press that's going to judge
us by different standards. It's all about maintaining expectations, and
when you start out with the Star Wars franchise, your expectation
bar is too high to begin with anyway. On top of that, when you win E3
Game Of The Year awards twice in a row, even a year before you ship, then
expectations are just out of the door, without the developers really saying
much at that point. We kinda realized it would be a hard sell out of the
door, but we've done alright with it.
Q:
How do you handle the idea of volunteer GMs or admins for Star Wars
Galaxies?
A:
On Galaxies we are very concerned about the potential legal ramifications
of it, so we are trying to stay away from unpaid employees - we don't
want to say you can volunteer for us, here's your schedule, we expect
you to do this, this, and this for us, and you'll get this in-game item,
because that's in the same sense as saying you're an employee of the company.
As much as possible, though, we want to encourage people who are able
to volunteer, and show them as an example - 'Hey, this guy is really great
because he hosted this player event'. But at the same time, we can't make
it official.
Q:
How do you deal with community feedback when integrating new features
into the game?
A:
We've changed our community pipeline, where if we have an idea of something
we'll want to do, we'll put it to the community first. After it goes through
that, and we actually start working on it, it goes into our 'In Development'
section, then it gets to the 'Testing' section, and each step we let the
community give their feedback on. And there's been several times where
we'd said 'Here's a good idea, it's going to be great!', and the community
has said: 'You're on crack!'. I think our dev team are great , and they
make lots of great decisions, but there are a couple of decisions that
they're on crack, and it's great to have the community to be able to kick
that out early without us finding out the day we go live with it.
Star
Wars Galaxies
Q:
Do you think consoles will be increasingly popular venues for MMOs, as
opposed to the PC?
A:
I believe it's going to happen, and it's going to happen in a big way,
but the issues with communication will have to be solved first. Current
keyboard peripherals or software keyboards aren't cutting it for anyone,
and voice communication hasn't quite been proven yet, so once those challenges
get solved, then we can move forward with console MMOs. But right now,
a massively multiplayer game without the means to communicate with someone
is not really a massively multiplayer game, at least not what we're used
to.
Q:
What do you personally get excited about with the current set of MMO titles?
A:
I'm really personally looking forward to City Of Heroes. It looks
like a fun, direct experience. Mostly I'm looking forward so I can play
with my friends and they don't say 'Hey, you gotta fix my class!' World
Of Warcraft certainly looks interesting. Not to plug my own stuff,
but EverQuest II, from playing inside Betas - it's pretty incredible.
Generally, my opinion, and I hope it doesn't make Sony unhappy, is that
the more we widen this market the better. I really am looking forward
to quality products coming out from companies, although I do think there's
a little bit of a glut, and we're seeing too many released, and more fail
than we want.