Why is a gaming community valuable
to users?
Now, assuming
that you have identified the critical elements of gameplay that will drive the
features your site will support, and you have a robust social mechanic in place,
you are ready to ask yourself "what is this worth?" This is the
million dollar question and the answer is not going to be as concrete as you
may like.
It is
possible to value the community site you have developed by forecasting the site
traffic and determining based on a Cost per Click method, the value of each
user based on advertising revenue. This is a simple and easily understood model
which defines the site as an independent revenue-generating entity.
However,
what if you wanted to evaluate your community in relation to your game? What
value does the site add to your game? It is difficult to evaluate your
community based on the complementary value of the community site because you
may not have any baseline information to use to estimate the delta that your
community adds.
The baseline information required are the unit sales, product
lifecycle and average player lifespan, all absent of the influence of a game
community. Sequels and franchises are usually easier to evaluate because you
have baseline data, but the data is usually biased by changing external factors
such as marketing and macro-level events.
Why is this valuable to a
publisher or developer?
If
publishers are able to adequately plan and execute a portfolio-wide community
strategy, they stand to strengthen their brand, expand their customer
relationships greatly and form a community with identifiable cultural and
behavioral traits.
Real-time
customer feedback is guaranteed, though it must be filtered through a community
management staff able to usably distill the data. Your product, though
thoroughly tested and debugged will have every possible flaw exposed in the
first few days of sales. In addition to game bugs there will also be networking
issues, account issues, and platform issues.
With the
proper tools and communication protocols in place you will know very quickly what
elements of your game need to be patched, which features of the game are
successful (or unsuccessful), and what to start thinking about for your next
title.
In the weeks following the launch of your game, the community site will
keep your customers engaged with your product, its community, and your company.
Interacting with your customers will enable you to better understand their
needs, and apply incremental product development releases (such as DLC) which
provide a lot of customer satisfaction for a marginal amount of budget and
time.
Community design as a critical
element of game design
Designing
a community is a process requiring the input and participation of any and all
stakeholders in the game.
Planning for the community should begin during the
initial design stages of the game to allow for adequate consideration of the
data that you will plan to track, the design of game elements to support web
features, the technical requirements and the overall interactivity between the
web and the game.
Networking
as game design
The
fundamental elements required for an online community site necessitate planning
and design well in advance of beta phase of game development. It is important
to consider how your site will function during the implementation of data
collection hooks in the game.
Furthermore, it is important to consider the social aspects of the
community while you design elements of your game.
Have
you included features into your game which support socially-oriented activity
on our community site? These would be features that enable users to compare and
contrast one another, features that enable cooperation or competition, features
that provide two-way interaction between the game and the web. The answer is
probably no.
The
integration of the game and the web has only recently begun and the full
potential of that integration only scratches the full potential of both games
and the web. The paradigm of multiplayer cooperative/competitive play is firmly
established. The paradigm of community-based game shaping is emerging.
In a few
years games will be shipped in one state, played and manipulated by the
community, and over a matter of a few short weeks metamorphose to another form
shaped through the collective efforts and creativity of the community.
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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!
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.
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.