Rule III: Be Honest
This rule is simple: if you're not
honest, you're not reliable, and if you're not reliable, everything
you say has no value at all. If a community manager doesn't earn the
trust of her community, or loses it by lying or favoring certain players
over others, then it's useless to communicate, because her own community
will prefer trusting other sources -- most of the time unofficial --
instead of the official one.
If you're thinking about lying about
an unpopular patch applied into the game, or hiding it, realize that
you're better off communicating about it than risking losing the trust
of your community. The companies who lie to their customers are the
ones that underestimate the power of community, and it never brings
anything good.
Rule IV: Don't
Underestimate Your Community
The power of a community is both huge
and impressive. A common mistake is to underestimate what a community
can do for you or against you, and therefore not invest enough
in community tools and community personnel.
Making this mistake can
lead you to miss some of your biggest support when it comes to media,
testing, moderation, and many other things. It can also lead to an angry
community. You don't want to see 5,000 angry players posting in all
the gaming forums they know that you don't care about your community.
Underestimating community also means underestimating players, which
can lead to other mistakes, like hiding some of your game's modifications
because you think the players won't see it, giving information to a
foreign magazine and thinking that the European players won't hear about
it, not protecting your game files enough because you think the players
won't be able to view (and modify) them, and a number of other problems.
The history of video game development is full of mistakes made by people
who underestimated their players.
If something is possible, then there will be at least one player within
your community who will do it.
Conclusion
A gaming community is a wonderful thing.
It's living, growing, changing. It can help you by providing bug reports,
feedback, and suggestions about your products. It can help you by spreading
your word around the world through the internet, and even more. But
it can also react in a manner you won't like.
To help it grow it in
a good and productive way, the job of a community manager is to provide
tools, entertainment and information to feed the beast, and then keep
it alive and active by constant attention.
Everyone realizes that traditional marketing and public relations have
changed thanks to the internet. Even so, community management is a newcomer
in the media relations family, and all companies will have to adapt.
The community phenomenon is growing and changing with the arrival of
new tools and social networks, and online communities have become more
and more organized. I won't be surprised when we see a gaming community
file a class action on a publisher in a few years.
Placed in the middle of customer support and public relations, community
management should be part of all media and marketing plans in the gaming
industry. Unfortunately, it's a fact that a lot of the marketing managers
who went to business school in the '80s don't take community seriously
or realize its usefulness.
After having worked on community management
and public relations, I think that cooperation between these three ways
of communications -- marketing, PR and community management -- is the
next step to having really effective communication, and leading a game
to the top. After all, could a game based on player's needs and communicating
with its fan base really miss its goals?
[NOTE: You've probably noted that I talk about "players"
and "community" in this article. Linguistic specialists give
a lot of importance to the meaning of words, and so do I. Marketing
executives talk about targets. PR executives talk about the public (and
very often also about targets, but that's because lots of PR reps are
marketing people in disguise).
Commercials talk about customers. Community
managers talk about players, or community members. The difference isn't
so big, but all these words all have particular meanings which are quite
representative of what people may think about the players and how different
these positions are.]
|
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/