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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 5 of 5
 

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. 

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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.

 
Article Start Previous Page 5 of 5
 
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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