Your Community Management Plan
The CDD
(Community Design Document) and CMP (Community Management Plan) are documents
used to frame and guide you through community and game development process.
Community websites are typically developed in tandem with the game, making a
firm document critical to a successful multi-team collaboration. The CDD and
CMP are as critical to the success of the community as the Game Design Document
is to the success of the game.
Using a
CDD and CMP helps to stimulate the development team to recognize the scale,
scope and importance of treating the community development process no
differently than they treat the game development process. It also serves as a
valuable roadmap reminding all parties involved of the end goal of the
development cycle and how all the pieces fit together.
The
Community Design Document is a blue print for features in your community site.
Any and all features should be very accurately described with as much granular
detail possible. The feature interaction with the game data and with other
features in the community should be clearly described.
The CDD
should describe the processes of interaction the user will undertake from a
very holistic view. Will the users profile be altered by their choices in the
game? Will affiliation with a particular clan or guild impact the users access
to certain areas of the community?
What mechanisms for user recognition will
you put in place, how will users learn about them? What impact does community
growth have on the game? What level of time commitment will be required of
users to reach various depths of the community?
The CDD
is also a political roadmap for your community management team. What mechanisms
will be deployed to enable public order and civility? Community managers need
to have the tools in place to warn, admonish and ban users from a community.
Essential to the process of punitive action is a set of rules that are clearly
defined and available to all users. The mechanisms for punitive actions must be
transparent and in the event of an appeal, be able to be reversible.
Community management and
moderation -- reactive vs. proactive
Managing
a community requires two distinct types of moderation, reactive and
proactive. Reactive moderation is the
act of monitoring user posts and ensuring that the conversations in forums and
content uploaded is appropriate to the community.
Profanity and questionable
content are constant in all communities; it is up to the community managers to
determine what fits within the community, and what is appropriate for the
culture.
Proactive
moderation is the creation of and fostering of conversation and user activity
that is engaging and entertaining. A good moderator will be able to create a
new topic of dialogue which draws a lot of user interest and discussion.
Contests and tournaments are also very proactive in nature, and foster a lot of
user interaction. Good proactive moderation doesn't require too much moderator
time, but generates lots of user activity.
What does the future look like?
Publishers
and developers will continue to realize the inherent value of online game
communities and will develop more complex and robust communities. Online
communities will become standard features that gamers will expect to see
included with the game. This will drive competition in the space and foster
innovation and improvements in the user experience both in-game and in the
community.
Microsoft,
Sony and Nintendo have all begun to embrace the power of community and have
deployed features and platforms to foster community. The recent announcement of
Xbox Avatars and improvements to the Live service speak to a strategic
initiative with community as a key component for the Xbox platform.
Community
sites and services will merge so that your game data is as portable and
universally accessible as a common web-based email service. Users will be able
to interact with community members on any platform they choose, mobile, PC, or
their home console.
The
community will be as critical to the overall experience of a game as the game
itself. We are inherently social beings and though multiplayer emulates well
much of the social competition that we seek as individuals, only a community
site can provide the true sense of social belonging that a social structure can
provide.
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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.