Official
website. The game's official website is the only totally reliable
source of information for fans. Interviews in the media can be misquoted,
fan sites can be wrong or deliberately lie, but all information in your
official website must remain reliable. It is the center of your
community and the meeting point of all of your different communities
around the world.
Official boards. Some community managers choose not to have official
boards for different reasons: if you provide official boards, you have
the responsibility of their technical support, moderation, and so on.
This is very hard work, and if you're not ready to invest enough time
and resources, it could be better not to do it.
Official boards can be useful if you
want your community to remain at your website and not disperse to fan
sites. This is very important if you want to show your existing community
different products, or if your website is a vector for marketing (for
example, free-to-play online games or merchandise sales).
Official boards are also a fast and
direct way to gather your community before a real fan site network is
created. In the end, official boards also are a good way to collect
feedback and suggestions from your community, without wandering around
a huge number of fan site forums.
It's hard work, but if you have a realistic vision of your objectives
for it, it can really be worth it.
Fan site kits. These packs of downloadable files should include
every asset needed to start a proper fan site. We're talking about banners,
site designs, screenshots, artwork, and sometimes even information.
The purpose of these kits is to avoid
the problem of having 2000 empty fan sites about your game littering
the web. Don't forget that fan sites bear the image of your game, and
I'm sure any publisher would prefer to have fan sites showing proper,
high-res, official screenshots than crappy, low-res pictures that came
from who-knows-where.
Blogs. To be honest, blogs are a great tool, but very hard to
handle. If your CM or someone from the dev team wants to start a blog,
be sure it's not to talk about his life. Being a "celebrity"
among a given community can sometimes lead people to write things they
shouldn't write about -- at least not under an official position.
Blogs
allow CMs to communicate in a very different way, close to the community,
but they must not replace the official website or boards, and they must
have a special purpose and be controlled and managed properly.
Newsletters. These are useful tools to give information to your
community on a regular basis. A part of the community won't visit the
website, the official boards, or on any fan site regularly, if at all.
The newsletter is a good way to summarize what has happened within the
last week (or month) and focus on the important points. Be careful with
the frequency of the newsletter, because an empty newsletter is most
likely to go directly to the trash bin or the spam box.
Many more tools can be used by the community team, as well as by the
PR team: podcasts, wikis, social networks, community videos, and more.
I won't talk about them all here, but keep in mind these questions when
you're thinking about using one of these tools: is it relevant?
If it
is, can you correctly handle and manage it? If both answers are "yes",
you should start considering what this particular tool will bring to
your community, how much it will cost in terms of time and money, and
after all that, start using it within your communication plans.
Keep
"Control" of Your Community
First of all, you will never be able
to really control a community, but you can try to lead it the right
way -- at least, the way which is right to you.
Community rules. By establishing clear rules of conduct from
the very beginning, and making sure they're respected, you can establish
and influence the structure by which your community will live. It's
always easier to establish rules from the beginning than applying them
afterwards. When you set up the rules -- for example, the code of conduct
-- think of anything that could happen, because a code which
changes too often loses reliability.
Community education. The first adopters of a game -- the "early
adopters" in marketing terms -- are likely to set the example for
others. Teaching your community, and especially these community leaders,
what behavior you want them to adopt from the very beginning will help
you later on, because the community will manage and moderate itself.
Community managers and moderators can't
be everywhere, but if the players are involved in the process of moderation
and management of their own community, it will be much easier. I'm not
talking here about players with special powers and accreditations, like
the helpers we can see in some games; I'm talking about a community
that controls itself using social links and peer pressure as a means
for moderation. Unfortunately, this tends to stop working when the community
gets too big.
Fan site programs. Fan sites will be created and grow without
your help, but fan site programs allow you to nurture the development
of quality sites and reward the best ones. Don't forget that fan sites
about your game do contribute to the image of the game. By rewarding
quality and showing the best fan sites on your website through a community
program, you will encourage the webmasters to do their best, and thus
promote your game at their best.
Trust and reliability. The trust and respect of a community has
to be earned. If the community team doesn't earn it, don't expect it
to control anything. This is related to the "role and behavior
of a community manager" section.
Agreed good article. It's a shame it's so hard to find a good Community Manager though, the good ones are just so rare or too busy doing other jobs in the company.
Wera, given my personal knowledge of this I must say you did an excellent job covering the basics. Each section could be expanded in to full article of its own and perhaps that may come to pass.
David "Historian" DeWald
Community Manager for Acclaim Games
http://www.acclaim.com
Good reading. Actually I'm still a part of community, not a CM, but I'd love to become one once and well, lots of these things are very useful even for fansite adminitrators - especially the things about how to communicate properly with fans etc. Thanks fot this one, helped me to shape up my opinions a lot :)
David "Historian" DeWald
Community Manager for Acclaim Games
http://www.acclaim.com
César "Mortalys" Pinto
Community Manager for Seed Studios
http://www.seed-studios.com/