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In this
lecture from this year's Serious Games Summit, Jay Watamaniuk, who runs
BioWare's community web presence, describes the benefits and drawbacks,
challenges, and rewards of running a fan-based community.
He began by suggesting some questions, which he intended to answer during his talk.
- Why run an online community?
- What do you want out of it?
- What do fans want from a community site?
There are many benefits, he told us. For instance:
- You
have a captive audience for future products. BioWare's online store is
an example. “What we wanted to get across is that you could show up and
purchase more content, such as the Pirates of the Sword Coast for Neverwinter Nights. You could download it. In this way, we reach directly to the community.”
- Demographics research… “We noted that our fan base was overwhelmingly male.”
- Marketing
research and play habits. “We conduct surveys asking what players want,
but also asking questions about their play habits… What are players
actually doing with the products? Are they playing more single player
or more multiplayer, for instance?” The results of these surveys help
in planning future products.
- The
community is a great asset for potential and future business partners.
If you have a game that's exceptionally good, but your competitor, with
a lesser game, has the names and addresses of ten thousand people, he
has a valuable asset.
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Content such as the Pirates of the Sword Coast for Neverwinter Nights can be downloaded from BioWare's online store.
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So what are the drawbacks?
- Running
a large community site requires dedicated resources, depending on its
size and activity level. But if you have a web guy in the office doing
a full-time job, he can't do it all. He talked about people who
advertise looking for an IT guy who can do marketing and Flash and
Photoshop, etc… and be the community manager. “No one person can do all
that.”
- It's ongoing. The product can be done and out the door, but the community is constant. Even after eight or so years, the Baldur's Gate community is active.
- You must have a reason for people to come back. That means dedicating resources to keeping content fresh.
- Negative
feedback can spread quickly. It's great that you allow players to
communicate with each other, but it's not so good when you get negative
feedback that spreads quickly through the forums.
- You're
dealing with an anonymous public. Watamaniuk then offered a few
examples of the really wacky emails he's received to exemplify
something of what dealing with anonymity means, such as, “You have no
soul and I will excommunicate you from the church of your choice” and,
“If your life had no meaning than that would be your life. If mine did,
or does and will. I'm awesome.”
Next,
he dealt with the subject of what fans want from a community. This is
the big question, he said, and if you don't have a specific response to
it, you may waste a lot of resources. Watamaniuk suggested that fans
want:
- To get new information on the games they're passionate about
- To be entertained
- To express themselves to people who have the same interests and to be part of a group
- To vent. It's a game, and the amount of passion displayed or how upset they get is awesome. “We deal with passionate people.”
The key tools for a successful community, according to Watamaniuk, are:
- Does
it encourage communication between members of the community and between
you and the community? Or does it obstruct or limit communication?
- Does it provide valuable content that retains existing members and attracts new ones?
- What are the resources required to create and maintain this feature?
“Anything
you consider developing to create or encourage the community to grow
needs to be screened through these three ideas,” he told us.
Moving
right along, Watamaniuk identified the key tools of successful
communities are a place to gather and regular new content. He said also
that the fans are your greatest resources, and it was critical to be
able to assess what resources you had at your disposal. And, mega
important, he said was the ability to communicate with your group. How
much communication and what form it takes depend largely on your
available resources.
Watamaniuk
moved on to talk about the various methods of communication available
for community sites, stressing that, for gamers, the content should
have a strong visual component with easy places to go and obvious
starting points.
BioWare
uses direct email under some circumstances, but with care, newsletters
that are crafted for exact messaging goals such as big announcements
and new products and forums. The newsletters, he says, are good because
they can remind inactive members of the products and possibly get them
involved again.
About
forums, he said that, love them or hate them, they are the central
no-frills method by which fans communicate with each other and the
hosts. BioWare began with a single forum, but now they host forty. “You
must provide them with a home base or they will go elsewhere.”
Forums
are good because they are dynamic, live, and provide instant
communication. They can be seeded with company messages, but the
content is mostly generated by the community itself. In addition,
everyone at your company can have a public voice and the staff can have
a lot of control. The guy with the direct knowledge of a subject can go
on the forums and answer questions.
However,
forums also have their down sides. If you throw open the doors, you
need constant policing. They are not very visual, and they need a lot
of technical maintenance. Even when they work 90 percent of the time,
when they crash, they crash dramatically. You have to be prepared for
emergencies. In addition, there is a lot of competition out there.
Another potential drawback is one of the forum's strengths – that
everyone in your company has a voice. Not everyone is good at public
relations, and they can unwittingly set off reactions with the public.
“A small vocal minority can alter the tone of the entire forum,” stated
Watamaniuk. “Even with more than eighty thousand posts each month, one
person can change the tone.”
You're
dealing with the unfiltered public. People can be unreasonable, but
with anonymity “you create a curious study in screechy madness.”
Watamaniuk's theories are that:
- People can be crazy
- People can be crazy when confronted with logic
- People
can still manage to be crazy even when a team of scientists with
special turbo-charted electric… well you get the point. People can be
crazy…
So what are the dos and don'ts of running forums?
- Establish
guidelines for behavior – for everyone, the company and the general
public. You need something to refer to when you have to police the
forums.
- Establish separate forums for different topics.
- Locate community leaders and give them some power to help. They will show up and they are passionate.
- Have a way for members to give feedback… and listen to them!
- Have a clear channel of command in case of emergencies such as hackers, servers going down, etc.
- Exploit the advantage of having inside information on your products.
- Automate
wherever you can. BioWare has a “swear” filter than can automatically
clean up a lot problems. Words on the list have a point value, and if a
particular user exceeds a set value, they can be automatically banned
from the forums temporarily.
- Set
levels of power within the forums: general public (read only),
registered community members (read and post), “game owner” (a special
category for those who have bought and registered products, with access
to special ”game owner” forums), forum moderators (can move, lock and
manage the forums)
What not to do?
- Don't
promise anything with a specific date and time. Every second you spend
placating an enraged group of passionate people is a waste of time. If
you announced it for 11:35 and it doesn't happen, at 11:36 the
firestorms will happen on your forums. Be a little vague. “Trust me on
this. I know.”
- Don't overpolice your forums. You don't want to go too far. Keep it safe, however.
- Do not hesitate to ban someone from the forums. It works.
- Don't forget that you are always on the record. Even if you kinda trust them… don't trust them!
- Do not delete anything, even stuff deleted from forums. Save it all.
- Do
not make big policy changes based on forum feedback. This is not the
voice of the general public. Don't make policy changes based on the
ideas of angry 12-year-olds. Do listen to them, though.
On
the subject of content, Watamaniuk said, “Anything that holds value for
your community – screen shots, interviews of developer, answering
questions, news and so forth.” In the end, he stressed, community
members need to be aware that you have regular new content so that they
will keep coming back. BioWare's approach is to have all big
announcements made on Wednesdays, which means that people always know
to check the site on Wednesdays, at least, and they don't have to risk
missing something big on another day. Every Wednesday, BioWare attempts
to have some new and interesting content.
Of
course, he stressed, it's good to assess the content's perceived value
versus its resource cost. To do that, you want to be able to measure
the users' response to your content. But, he warned, don't assume that
everything you have been doing, even if successful, is enough. He
suggested that you vary the content because you may not always know
what will be popular without experimentation. You need to reevaluate on
a regular basis to keep pace with changing community needs. Ask
yourself, is what I'm doing relevant today?
Above all, don't make promises you can't keep.
Fans
are the greatest resource. “The work I do pales in comparison with what
the fans do.” Fans work as communication facilitators and content
creators. When someone rises to prominence within the forums, they make
them Advisors. Rewarding active and helpful fans not only elevates
them, but encourages other fans by showing that the company responds to
what the fans are doing. “We encourage their participation and take the
time to get to know them. Through them, we get some control over the
community. They are a microcosm of the whole, easy to talk to and a
moderately trusted part of the community. It's important that you can
trust their judgment.” Ultimately, some Advocates can become
moderators, where they have access to a special forum just for
moderators. This forum is also valuable to BioWare as it allows the
company to understand what the moderators are facing and to learn more
about how the forums are working. “It's easy for me to pop in and see
how things are going.”
Aside from feeling valued, however, Watamaniuk talked about some things you don't want to do with the forum leaders:
- Do not treat them like employees – they are not paid; they are volunteers. You can make requests, but never demands.
- Do not neglect them.
- Do not exclude them. Listen to their ideas on how to improve the community.
- Do not assume they are public relations experts.
Fans
as content creators are another asset. “If you build it, they will
build it as well…” Some members want to add to the community in very
real and meaningful ways, and some of them possess “mad skillz.” “90%
of what sustains a community,” Watamaniuk stated, “is the community
itself. You provide the framework for their work. If fans are there
creating content, it means that you don't have to create 100% of the
content yourself.”
And,
he added, this can be a way to discover significantly talented
individuals, and several “fans” have been hired by BioWare based on
their contributions to the website. This sort of thing also creates a
“powerful resonation” with others on the site, as well, and those who
started in the forums and then joined the company are excellent at
continuing to support the site communities.
How can a company help members who want to contribute?
- Support large projects the people want to collaborate on
- Give recognition to exceptional community members
- User your own communication network to offer free PR to recognize community projects
- Ask the community directly who deserves recognition
- Encourage
fans by establishing a personal connection. A short personal email to a
fan can create an instant super fan. Surprisingly, this does not lead
to a high maintenance relationship…
In
closing, Watamaniuk noted that BioWare's forums are very active, and
that at any given time there are at least three or four employees live
on the site – often more.
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