Feed the Beast: Inform
and Entertain
Like any other social organism, a community
has to be fed to go on living. The people have to have something to
talk about -- otherwise, what's the purpose of communication tools like
boards or even chat systems? There are two ways to feed it: information
and entertainment.
Information. The purpose of any fan site or fan forum is to gather
information about the fans' favorite game, and it's the community manager's
job to dole that information out, in cooperation with PR. Frequent updates
and information broadcasts will regularly feed the community, keep the
fan sites up to date and give people something to talk about in the
forums.
Be aware that everything you say to
any media can be relayed directly to your community. If you answer
the questions of a Spanish or German fan site, those questions can be
translated into any language published on a French or English website.
Be aware of the distance you have from
your players. If you maintain a habit of being very close to them, forget
about media exclusives -- because if they learn something important
in a magazine or a famous website instead of your websites and forums,
they'll denounce it as treason.
Entertainment. Special events or contests will also give the
community something to talk about for weeks and months, while gathering
the players in a unique and common subject -- which is very useful to
strengthen the links between them.
Don't forget that players want or
need to feel part of something; they want to be important in the community,
and contests are good ways to foster that, by rewarding their creative
talent. Having a big community is good, but having an active and productive
community is much better.
Community and
Game Development
Now, it's time to turn our attention
to how you can harness the power of your community to affect the way
in which your development team can interact with the game's fans.
Community management and customer
support
In lots of big companies, the community
team is part of the customer support department, and the community managers
are also very often involved with support. As we said earlier, community
management is located between customer support and communication.
By their actions, and their communication, the community managers provide
support to the players, and have to work very closely with the support
team.
The game can't run any more after the
last patch has been installed? Even if the CS will gather the information
via e-mail or other support tools, the community managers will be busy
communicating on the forums, explaining to the players what information
they need to send in order for the devs to find out where the bug comes
from, keeping them up-to-date about what the technical team is doing
to solve the problem, calming the community down by moderating the forums
and keeping them informed.
Can't play on patch day, after you
announced servers would be back up at 2 PM? The community managers will
ask the devs for technical information and estimations, translate it
into language understandable for people with no programming background,
estimate their own deadline from all available information, and then
inform the players of their conclusions.
Working on a critical issue but can't
solve it yet? Again, the community managers will do their best to inform
the community, and the players will be much more reassured to know that
the devs are working on it -- instead of not knowing anything.
There are too many examples of the use of community management in customer
support to write them all here, but the idea is that CMs pave the road
to communication for the support staff.
Feedback and Suggestions
When developers create a
game, they have their own ideas of what will work and what won't, and
they know what they want to put into their game. Most of the time, their
plans are also based on experience, marketing studies and polls, and
the opinions of many people from the PR, marketing, sales, and QA departments.
But remember that in the end, the only people who will judge your game
will be the players, so why not directly ask them what they want? Gathering
and directing players' feedback and suggestions can be a very difficult
task, but it can also be very rewarding.
First of all, you need to provide your community the tools to usefully
communicate their feedback. Many tools exist for this purpose, but two
important ones may be website-based customer support ticket software,
and of course your official boards. Using the board, the players will
not only communicate to you, but also discuss with each other
in a big online brainstorm that can be very productive in terms of ideas...
but also in terms of useless things.
After you have provided your community with the tools it needs to provide
you feedback, you'll have to gather all the ideas and advice of your
players. As it can take a very long time, I recommend doing it on a
regular basis.
Keep in mind that developers don't have the time to read
1500 suggestions -- even if they are all very good. It's the job of
the community manager to pick which suggestions are genuinely relevant
and forget the others. Once she's picked the 10 or 20 best suggestions
she could find, her job will to translate the ideas of excited players
into words that make sense for both the development and the business
parts of the company. A good suggestion report should at least include:
- A short and precise description
of the suggestion
- The target (is this improvement
made for hardcore gamers, players that have not yet bought the game,
casual gamers, business partners?)
- The positive impact it could
have (on sales, marketing, customer support, community management, or
anything relevant)
- The impact on the development
team (what will they have to do?)
- The impact on the business
(will it cost you money?)
After that, the report is sent to a dedicated person within the development
team, and is used to improve the current game, prepare the following
one, and so on.
As these reports are not always read by the dev team
or anyone on the business side, it can be good to regularly merge all
the reports you have, make a selection, and then send it to the dev
team again. For example, if you sent a report with 10 suggestions every
month for the past six month, just select the 20 best suggestions from
these six reports and send them again as a digest.
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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/