How To Manage A Large-Scale Online Community
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."
Or you can go the Square-Enix route, and pretend they don't even exist.
No community site, no community forums, no community building at all...
Official message boards in MMOGs have basically one thing on them: gamers shouting at the devs. Those of us that actually want to talk about playing the game with other players have to look around elsewhere. The idiots that sit there and try to make sure the devs reply to their post are poison to the community.
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.
Capitalism does not lead to corruption, lack of character does.