Customer Service Jeopardizes Online Gaming? 53
Thanks to Gamesindustry.biz for their new opinion piece suggesting poor customer service infrastructure is the biggest obstacle to to the growth of online gaming. According to the piece: "The biggest threat to online games today is the industry's neglect of the customer - usually a subscriber. How can a group so focused on giving the customer what they want, fulfilling their inner desires and fantasies in an online game be accused of neglecting this customer?" The writer also advocates partnering with an external subscription management solution if it makes sense, saying: "..overlooking those operational details that support the subscriber (billing, authentication, marketing, etc.) can mean the difference between disaster and success - even for a very good game."
Do not play well with others...ever. (Score:5, Insightful)
Re:Do not play well with others...ever. (Score:2)
Re:Do not play well with others...ever. (Score:1)
Ultima Online (Score:5, Insightful)
I wasn't a hardcore gamer so I would easily forget about such things as I did have many other aspects of my life that didn't revolve around the game.
It always bugged me that they couldn't bother to setup a small machine with a 20 line perl script to churn out e-mails.
A year ago I forgot to pay and when I went to logon my account was dead, so I just said screw it and uninstalled it. The in-game problems were enough to make me want to quit, but that was the straw that broke the camel's back.
Re:Ultima Online (Score:1)
Re:Ultima Online (Score:2)
Your CPU is idle 99% of the time, so what's the difference?
Re:Ultima Online (Score:1)
Re:Ultima Online (Score:1)
Your CPU is idle 99% of the time, so what's the difference?
Not if you're running a distributed computing client. Folding@home keeps both of my CPUs busy:
The real culprits (Score:5, Insightful)
Re:The real culprits (Score:2)
Re:The real culprits (Score:4, Insightful)
While many online games are very slow to fix bugs, you should not directly blame it on the developers. SQA's are usually in control of what (if any) bugs are fixed. At times, in large companies, the development team may not even know a bug exists.
For example, we had a major exploit in PvP in Everquest on one of the servers with special rules for combat. Two years went by without it being fixed. The actual dev team didn't learn of the exploit until they doing Q&A with a public audience, and were confronted with it. The devs claimed the SQA team had never notified them. However, the exploit was patched shortly after.
Re:The real culprits (Score:3, Interesting)
I'm sorry, but I'm still bitter about the loss of my Phantasy Star Online character. SEGA knew there was a way for players to completely delete (well, modify beyond recognition) other players' games, but they did not fix the bug and did not disclose it (which wo
Re:The real culprits (Score:2)
The same principles apply everywhere. How about financial software that has a rare bug which may cause one in N users' data to be lost or corrupt? Do you believe a software company aware of such a flaw in one of its products should be allowed to keep silent? Maybe your answer depends on the value of N. Mine doesn't.
Believe it or not, none of my fantasies involve senators.
Quite true (Score:4, Insightful)
To make a long story short, they did try to make a server just for us, but they failed to listen to what the PVP customers were trying to tell them. We wanted casual PVP; we didn't want to spend 10 hours a day trying to farm gold and items in order to compete! So because of developer ignorance and failure to listen to customers, they've all but lost their PVP minority. Now the difference between UO and Everquest is minimal and UO's days are quite numbered now that SWG and FFXI are rolling in.
If they wanted to save their game and make it unique they should have offered what no other game had: casual PVP. But it seemed they were more concerned with the short term business model than the long term business model. Drop an insignificant minority here, gain some newbies there, raise subscription rates for 3 months. Seems okay on the surface, but by shunning long time players and relying on a constant flow of newbies, your game is destined to fail.
Re:Quite true (Score:4, Insightful)
PvP is the scourge that prevented UO from growing and why EQ has over 300,000 subscribers. PvP is a small subset of players that somehow feel that they need to be supported while they drive away many of casual gamers. And there are 50x more casual gamers than hardcore gamers, from the financial point of view, the companies would rather cater to the casual gamers rather than the hardcore ones. Casual gamers still pay the same amount per account and play far less reducing the load on the servers and in the long run reducing bandwidth costs of a hardcore player. Hardcore players are actually financially the worst type of a customer they use up way more resources than their monthly payment "allows".
Most PvPer tend to be griefers, PKers and generally annoying people. Having played UO, I was unable to do anything in the game without someone attempting to kill me, the game became 1 domensional, leave town and run hoping you don't get killed. The only option was to become a PKer and prey on the clueless newbies and ruin their experience, and I chose not to do that.
If people want to PK then they should be playing Quake/Halflife/etc. where the environment is set up for them to kill each other and leave the rest of us MMORPG players to explore the world, group up, research, tradeskill and try to have a good time.
Re:Quite true (Score:1)
Re:Quite true (Score:1)
According to those results, 30% of players are "explorers", 25% are "socializers", 23% are "achievers", and 22% are "killers".
So, assuming PvP means "killers", this *does* put PvP players squarely in the minority.
The book goes on to explain why "killers" are the biggest cause of other people leaving MMO games, and things you can do to remedy that situation
Re:Quite true (Score:1)
First off, lets look at who the book was written by. Two women. You can take thi
Re:Quite true (Score:2)
You know, this statement just proves to me how bias you are. Coupled with "If people want to PK then they should be playing Quake/Halflife/etc" you couldn't be more wrong. If quake was doing it for me why would I be paying a monthly fee for UO at all?
UO should have focused on PVP and not PVM or PVE. Everquest clearly kicks UO's ass in that department. Now because
Re:Quite true (Score:2)
bias against people who are runing a game for you is reasonable. If a company has people who are dropping accounts because those people are sick of the PVPers, then the company has to decide who's more important.
EQ had a really elegant solution: on most of the servers, anyone who wanted to could become PVP at any time. The trick: if you were PVP, you could only kill other PVPers. You had to leave everyon
Re:Quite true (Score:2, Interesting)
This is true for any service. It could explain why AOL lost over a quarter million subscribers this year. [internetnews.com]
Re:Quite true (Score:2)
( * Though in a game such as UO where advancement is such a huge focus of gameplay, I'm not sure how you can do casual PVP without a complete redesign of the entire game.)
Re:Quite true (Score:2, Interesting)
PHBs (Score:5, Insightful)
On rare occasion, I've had a company blow me away with tremendous customer service, and that almost guarantees I'll be a repeat customer. At least, I'll think of that company, again. Customer service really should be viewed as advertising, where it is the company's chance to define their image to customers. Even though the total number of people exposed are few, the power of word-of-mouth should not be underestimated.
The last couple of times I've bought from lesser-known retailers listed at Pricewatch, I'll do a google search for "company-xyz sucks OR 'poor service'", for example. The results can be suprising and help me determine whether a vendor is an acceptable risk.
obscure to say the least (Score:1, Offtopic)
In other news, the Earth is a sphere, light is really fast and snails have shells.
Among the other leading causes of of customer dissatisfaction are:
1) Lack of Content
2) 4 bazillion patches a day
3) Easily hacked game servers
4) Exorbitant monthly rates while providing very little actual "service"
5) Server instability
6) the color yellow
How is this a surprise? (Score:1)
My local isp's customer service is in a different state and they never know sh
Re:How is this a surprise? (Score:2)
Not so with an online game. They want you to pay up every month to keep playing. You'd think they'd realize that it's a lot easier and cheaper to keep existing customers happy then it is to go out recruiting new on
You don't really need to be a paying subscriber... (Score:2, Informative)
I remember when I used to play on an unofficial Ultima Online shard
Origin: before continuing please note
Back to us...
I can remember playing on this unofficial UO s
Re:You don't really need to be a paying subscriber (Score:1)
Macroing.
That's it. Macroing. It made the game completely un-fun.
Actually macros can be very useful since UO's skill system is lame. I think that a good MMORPG skill has to reward you for doing MANY DIFFERENT THINGS, and not the same stuff again and again like Everquest's Timesinks [about.com].
But anyway, this is a company trying to hook you by compelling you to spend more time online in building up one strong character.
I think that a succesful MMORPG would reward people playing many
Re:You don't really need to be a paying subscriber (Score:3, Insightful)
Macroing.
Macros make MMORPGs fun. Without them, you'd actually have to waste your time clicking on the tree ten-thousand times. With a macro, you can let the computer do the repetitive, boring, tedious tasks while you're at work, and then have fun playing the game when you get home.
If a task in a game can be reliably done with a non-intelligent macro, that task is only worthy of a non-intelligent being.
Re:You don't really need to be a paying subscriber (Score:3, Funny)
If a game requires you to have a non-intelligent macro in order to advance, that's a game I would like to leave only to non-intelligent beings O:)
Similarities to... (Score:2, Interesting)
The only company, in my opinion that has gotten online gaming right is Blizzard, you buy the game (right...buy...) they provide Battle.net for FREE. hmm. what a novel concept. I would think that most gamers switch from game to game every few months, yes some games last more than others but it is often too much effort to switch gaming services.
What a surprise! (Score:5, Insightful)
Now, skip down to the bottom of the article:
A subscription management software provider recommending that people spend a lot of money on subscription management software. Who'd have thought?Isn't it obvious? (Score:2)
Surprised this isn't a repost (Score:5, Interesting)
But the real problem is that CS in an online game is, believe it or not, hard. Reasons for this:
So, yes, CS is hard. Everyone hates you - the customers, the pencil-pushing-penny-pinchers, everyone. Do companies owe us good CS for our money? Yes, of course. For our $14.95 a month, we should be getting the same sort of CS we get from the phone company, the cable company, plumbers, banks, mechanics.......
Re:Surprised this isn't a repost (Score:2, Informative)
However, having sat in a petition queue for over two hours without advancing in priority, I'd like to mention that they should be less selective in their help and look for more quantity. I mean... I was only stuck inside a mission. Beam me up, Scotty!
The reason everybody plays that "Real Life" game (Score:1)
I knew there was an explanation somewhere.
Re:The reason everybody plays that "Real Life" gam (Score:2)
Rate players you've played with (Score:1)
Star Wars Galaxies isn't any better than any other (Score:1)
As if they didn't know they'd have 130k subscribers in the first week, the response time for an in-game ticket filed currently runs between 1 & 2 days. Generally the response is "It's a known bug, sorry, can't help you".
Even when you lose items to a known bug, they won't always make it right, opting instead to say "You'll be
Re:Star Wars Galaxies isn't any better than any ot (Score:2)
I think they took a cue from DAoC on that one. A considerable amount of time was wasted in EQ CS by having to wait for your machine to zone, wait to do this and that, and generally figure out what was going on by going there. Yeah, you lose that personal touch sometimes, but the intent is to make the process more efficient (esp
Re:Star Wars Galaxies isn't any better than any ot (Score:2)