How To Manage A Large-Scale Online Community 32
Gamasutra has a piece covering a talk Rich Vogel gave at the Montreal International Game Summit discussing managing a large-scale online game community. From the article: "In an online game, the developers get instant, automatic feedback from the playing community, though, 'you need to be pretty proactive on the boards,' he says. Vogel recommends that MMOG developers define their mission or goal, which needs to be somehting that inspires passion. Early adopters of the game will be equally passionate, and the developers need to be in tune with them. The goal can be contained in a simple, short slogan."
simple, short slogan (Score:5, Funny)
"Players? Fuck em."
Re:simple, short slogan (Score:1)
A.
Huh? (Score:2)
A: Come up with a good slogan.
Umm.... perhaps you've stumbled on the wrong site [typepad.com].
Easy! Watch what Blizzard do... (Score:3, Insightful)
(And when it comes to general attitudes to paying customers, watch what Sony do then do the opposite of that.)
Re:Easy! Watch what Blizzard do... (Score:1, Interesting)
No community site, no community forums, no community building at all...
Re:Easy! Watch what Blizzard do... (Score:1)
Re:Easy! Watch what Blizzard do... (Score:3, Funny)
What kind of manager-speak BS is THAT? (Score:4, Funny)
Proactive, eh? I call it "Drop the banhammer on the fuckwads".
Missions and goals, early adopters, passion, being "in tune", and a mission / vision statement...
Wow! I think I just won buzzword bingo!
No WONDER Star Wars Galaxies is in the dumper.
Re:What kind of manager-speak BS is THAT? (Score:2)
Of course you need to be proactive! It allows you to fully leverage your core competencies as you partner with stategic market movers to establish a more forward-thinking paradigm based on customer focus.
Nukes for Nerds. Staffs that Mutter. (Score:2)
Get rid of message boards (Score:5, Interesting)
The solution? Get rid of the official message boards. Let the community develop on other sites. Monitor those sites and the discussions for feedback, but only post rarely, and only if you have something to say.
Gamer to gamer discussions are going to be far more helpful than a board that is just gamer shouting over gamer.
In the early days I loved the Ultima Online community on the newsgroups and on UOVault. But the communities in Galaxies and WoW are miserable unless you go to one of the forums that the devs stay off of such as the server forums and class forums. Stay out of general!
Few things are more annoying than a message subject that starts out with DEVS READ THIS NOW!
No, I didn't read the article. I've just wanted to get this off my chest for months now. This seemed like a good excuse.
Re:Get rid of message boards (Score:2, Interesting)
Re:Get rid of message boards (Score:3, Interesting)
Avoid the Boards All Together (Score:1)
I would love to play an MMO where the developers constantly monitor and respond to player input. However, due to the size and complexity of many of these games this is all but impossible. The main problem is that players invest way too much time into MMOs, making each and every change a personal matter. Developers cannot win here. The majority of posts will be whining and complaining. Players routinely flame, berate, threaten to quit, claim that they are quit
Re:Avoid the Boards All Together (Score:2)
I Was at this Seminar (Score:4, Informative)
I went to a conference today where Rich Vogel spoke on how to run an online game community. I'll try to post more later but it was somewhat telling. One of his main points was that the community leader needs to be a 'politician'. Also, he said one thing they often do is that if things are getting out of hand (negative stuff) to distract the fans with something else. He said, I quote, "Don't look over here, look over here!". He also recommended to strategies for dealing with the know it alls who post diatribes on the forums. Either, use them by making them leaders in their niche so that they work FOR you, or ban them because they're more trouble than their worth.
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He also said regarding griefers complaining about game design. "If they are complaining about a design flaw, they are probably right. Maybe you can fix it. Another solution is to ban them, even if they are right."
I swear, the nerd in me wanted to stand up and ask him what made SW:G such a failure, if it was poor design documents, poor execution, poor leadership, etc. But I didn't.
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Here's my little write up I wrote for my coworkers:
Rich Vogel
The former producer of the MMORPG Star Wars: Galaxies talked about how to run a large online community. He highlighted the benefits of a large game community:
Captive audience
Useful data collection
o Polls
o Play Habits
o Marketing to a key demographic
Great for Brand Awareness
And the drawbacks:
Expensive to maintain
Negative feedback spreads quickly
Can't use the normal PR speak
What does the community want:
They want a dynamic environment, there should be new information on a regular basis.
Entertaining and informative
A place to gather with other fans
A place to vent passionately
A direct link to the developers
His main advice was to realize that you will need a politician as a community spokesperson. Communication is also key, he recommended exploiting all the internet has to offer including websites, E-mail, newsletters, forums and even instant messaging. One thing he stressed however, is to keep the marketing people away from the E-mail; only use it to send relevant, interesting information regarding the game that they are playing.
An interesting aspect of the presentation was how to handle troublemakers. I found it to be somewhat underhanded however it is effective. The first type of troublemaker, the verbal troublemaker, can be described as someone passionate about the game who tends to write long diatribes about certain aspects about the game. One way of handling this is to promote these few people to leadership roles in that field. Make them the spokespersons and use them to your advantage. His other recommendation was to ban them since they are more trouble than they are worth and such a small percentage of the actual community. The second type of troublemaker is the hacker. Surprisingly he recommends befriending them and to use their pride to find out their tricks, as well as access to websites that deal with these hacks. Finally, the griefers complain about design flaws. Often times they are right. Either ban them or fix the problem.
Re:I Was at this Seminar (Score:1)
Re:I Was at this Seminar (Score:2)
Re:I Was at this Seminar (Score:1)
In conversation with a few former Planetside players about my getting booted from the DDO Beta (actually just from the beta discussion boards, but functionally it's the same thing) it seems this sort of reaction to criticism was par for the course where he (Wachter) was involved.
I'll admit I was pretty hard on the game in my comments - it's deeply flawed, to say the least. But I was always polite & thou
It's simple (Score:1)
Free Market Capitalism (Score:1)
To me the ultimate MMO is actually very easy to create. *A market driven economy
*player world interaction (building homes, villages, guilds, shops)
*player driven content (I want a new sword that can only be had in the depths of a cave that I can't get, I put out a quest and a reward, raids on other villages, and completely random monster and loot placement)
That's all, basically the MMO creator just needs a basic st
Re:Free Market Capitalism (Score:2)
The sandbox idea doesn't work out so well. Turns out that most people willing to fork out cash each month want more content delivered to them... they want to be led and motivated to do stuff. I think that MMOs are far more complex than you give t
Re:Free Market Capitalism (Score:1)
That's what WoW has or are you defining 'market driven' differently? As long as I can sell something for whatever price I want then that is market driven. If I can only sell my 'Boots of Escaping' for 5g then that's not.
*player world interaction (building homes, villages, guilds, shops)
I don't see a problem with this except it's not so easy. The world has to be pretty big to handle all those homes. On the server I play on in WoW, if every player had a home and/or shop
Re:Free Market Capitalism (Score:1)
No one said anything about EVERY player gaining housing. And making a big sandbox and allowing player driven quests takes almost no logic and is not that difficult. Also, obviously random monsters means area appropriate random monsters.
The reason it has never been done is because no one takes the simplistic route. Everyone is wrapped up in complexity, and nobody has really tried it yet. MMO's are still young and none have gotten the formula just right... no
Damn (Score:1)
Eve devs... (Score:2)
Re:Eve devs... (Score:1)
SWG! (Score:1)