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Building Social Communities For Your Game: A Primer
 
 
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Features
  Building Social Communities For Your Game: A Primer
by Peter Ryan
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October 22, 2008 Article Start Page 1 of 5 Next
 

[Trying to create a roadmap to delivering an engaging community experience within your game? Here, Peter Ryan, VP at community site creators Agora Games -- responsible for Activision's Guitar Hero community site, among others -- takes apart these complex web and crossmedia experiences, examining in detail not only the benefit they bring to your games, but what considerations must be examined when approaching, creating, and maintaining them.]

The state of the art in community sites

The current state-of-the-art community website built specifically for a game can be seen at Turn 10's Forza Motorsport 2 and Bungie's Halo 3 community sites. Each site provides an experience that is an extension of the game through the clever use of in-game data and the provision of a framework to support social interaction around a shared set of active goals.

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The Forza 2 trading system enables users to swap cars they've made in game for in-game currency. Trading systems are not new to gaming, but a publisher providing a marketplace which empowers users with rights to their in-game assets in relation to others is.

This externalization of the game experience enables individuals to connect around their common in-game experience, and provides a framework around which a culture and community can thrive.

Bungie.net is a technical marvel. The developers on this project clearly worked very closely with the game code early on during the development cycle. The depth and richness of data is truly stunning, the presentation of data is outstanding and the overall experience is good.

The user has very deep access to their entire Halo 3 play history for both campaign and multiplayer modes. The user can drill down to specific weapons, maps and match types, enabling a level of analysis and comparison previously not possible. 

The real commonality between these two sites is the clearly visible depth of planning and coordination that existed between the game developers and the web developers to produce the synergies between the game and the web. 

What is the community experience for the user?

The majority of web users today expect a lot from a website. Facebook and MySpace have fostered the standards of social networking to a level difficult to duplicate by most. The requirements for a social site are based on the size of the network, the functionality of the features available, and the externalization capabilities of the network.

Facebook allows developers to create applications which connect to elements external to Facebook. This is critical to the growth and success of Facebook and in line with the expectations of Metcalf's Law.

In order for a specialized and closed community like Bungie.net to succeed, the user must have a reason to go to Bungie.net instead of Facebook. The value proposition of the online game community is the expertise of the player network, the shared interest and passion of the core community members, and the game data.

Of those three elements, the game data is far and away the most valuable and the most difficult to duplicate, and understanding what elements of data has value is critical to building compelling data-driven features.

Looking again at Bungie.net, the user has access to a wealth of information about the game, about their gameplay history and about their characteristics as a player. Heat maps enable the user to view their historical kill and death by geography.

Weapon statistics enable the user to see which weapon they use most effectively and which weapons the community uses most efficiently. Users desire in-depth gameplay analysis in order to study their tendencies, strengths and weaknesses as individual players. As game competition increases with time the level of analysis will deepen and at some point will match that of professional sports analysis.

In addition to requiring substantial amounts of data, users require sophisticated filtration of data down to their specific interests. Each user has a different element of the game that they want to track, and each user has different set of reasons why they want to track those elements. In the case of both cooperative and competitive players, the desired data is based on the need to know ranking in relation to others. 

The difference, though subtle, comes down to ranking in relation to what others. To one player it may be compelling to know they have moved from 10,675 to 10,215 in the global ranking.

However, to another player it may be better to know that out of their group of friends they have moved from fifth to second, out of a small group of 10 players. Enabling customization of data display is important to fostering a broad level of user interest in following leaderboards.

Assuming that you have some interesting features based on your game data, you need to ask whether you have linked those features together in a way that the community site is engaging enough to compel a user to spend time on the site instead of in the game, or on a larger social networking site (again, Facebook).

The opportunity costs for any user to spend time on your highly-focused and product-based community site are very high. What are you giving them that keeps them around? Data alone doesn't make a compelling site.

You need to provide a socially interactive experience that is based on the gameplay data, yet which is self-contained and self-sustaining. In order to do so the community needs its own game mechanic.

 
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Comments

Andrew Dovichi
22 Oct 2008 at 8:56 am PST
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Interesting analysis of the entire process, you can be certain that the standard gamer has zero clue about the difficulties of setting up things like this. I read the article primarily because I've followed the Guitar Hero community site since before launch and thought that this would talk a lot more about that particular experience of setting it up, oh well. :)

Since the only work of Agora's I'm familiar with is the Guitar Hero community site, I'll skew my comments towards that.

Do you feel that the community you and your team built for Activision was successful? Not just in a bottom-line manner either, do you think that a solid community of GH players has embraced the site and tools you've given them?

I haven't visited the site in quite awhile even though I still constantly play the game, partly because of the design of the site and tools and partly because of the community of players. I can certainly elaborate more on my reasons later on should you choose to indulge my questions, I'm mainly curious if you feel that the GH community site followed the guidelines you laid down in this article or if the guidelines we're derived based on your experience in setting up that community.

Thanks!

Bart Stewart
22 Oct 2008 at 10:47 am PST
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Very interesting article. The notes on planning for a game -> multiplatform web services -> game cycle, and on having written plans generally, are particularly useful.

One thing I noted was the significant attention paid to framing games as rules-based, numbers-driven competitive activities, and the relative lack of interest in gameplay that's focused on character development and immersion in the gameworld. While that focus makes sense for arcade-like games such as Forza and Halo 3 multiplayer, it doesn't offer much useful guidance when considering how to "communitize" games that place more emphasis on storytelling.

With Turbine announcing plans to enhance the links between its online game services and its Web-based community services, it would have been helpful to see more attention paid in this piece to the particular needs of community service design for MMORPGs and character-driven, story-based single-player games (such as, for a couple of random examples, The Witcher and Half-Life). For example, what does allowing game data to flow into the game from outside do to the "magic circle" of experiencing a story-driven gameworld as a secondary reality? How can a Web-based community service that's external to a gameworld support and enhance the internal narrative of that world?

I'd enjoy reading a follow-up article to this one that addressed the challenges and opportunities of more effectively integrating Web communities with MMORPGs and story-driven games.

John Petersen
24 Oct 2008 at 6:00 pm PST
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My gamer mind says... I don't like dorky looking avatars, and I don't want to sift through 400 games to find the gamesite of the game where I want to be social and interact.

Careful with the contests... When they disappear so do alot of the players. Try to keep something going most of the time if you start doing that.

John Zud
3 Feb 2009 at 3:58 am PST
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I think this idea extends past social websites and into communities as well. I recently blogged about using reputation systems in communities with a discussion about people can game community reputation systems. The important thing to recognize is whether people are gaming the system in a productive manner that helps the community or in a destructive way that serves only to clutter the community with worthless chatter that annoys other members.


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