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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
4 comments
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October 22, 2008 Article Start Previous Page 2 of 5 Next
 

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. 

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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.

 
Article Start Previous Page 2 of 5 Next
 
Comments

Andrew Dovichi
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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
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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
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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
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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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