Slashdot Mirror


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."

8 of 32 comments (clear)

  1. simple, short slogan by QuantumG · · Score: 5, Funny

    The most common slogan of MMOG developers:

    "Players? Fuck em."

    --
    How we know is more important than what we know.
  2. Easy! Watch what Blizzard do... by Kris_J · · Score: 2, Insightful
    ...then do the opposite.

    (And when it comes to general attitudes to paying customers, watch what Sony do then do the opposite of that.)

    1. Re:Easy! Watch what Blizzard do... by Kris_J · · Score: 2, Funny

      See? Works great. Try another; You should not erase the Maine Coon if someone claims it's racist.

  3. What kind of manager-speak BS is THAT? by larsoncc · · Score: 3, Funny

    "'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."

    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.

  4. Get rid of message boards by giverson · · Score: 5, Interesting

    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.
    1. Re:Get rid of message boards by Phwoar · · Score: 2, Interesting

      The game I play religeously is more of a MUD than what is construed as an MMOG/MMORPG, but there's an active, and fairly vocal, playerbase. The GMs/Devs moderate the forums and take in what is said on them, but do not contribute to conversation there. This stops a lot of the "LISTEN TO MEEEEEEEEE!!" posts, and the same could be achieved by having one or two non-staff voulenteer moderators likely picked from the early adopters if you're on a fairly small-scale community game, or part-time customer service reps if it's a Sony game. Said people would forward anything important on to the Devs.

    2. Re:Get rid of message boards by Fool_Errant · · Score: 3, Interesting

      This is the route that NCSoft took with Guild Wars. The closest things Guild Wars has to official open fan forums are "elite" fansites with forums, which are routinely watched by devs, and have been around for a long time. There is fairly little dev input on many of these sites, so when devs show up, it tends to be primarily to announce happenings and to act as soundboards between the devs and the players on those things that have created mass havoc through the entire community, such as cheating/exploits/smurfing and one or two patches and balances that really upset large portions of the community. There is whining, yes, but surprisingly much of the whining is centered in the threads on the latest patches, PvP threads, and those threads asking for the last few announced items that have yet to be implemented that are to show up for "Chapter 1." The rest tends to be a nice mix of humor, thought, and the occasional impromptu community celebration.

  5. I Was at this Seminar by Cyclone66 · · Score: 3, Informative

    Here's what I posted at another message board, I took notes and it is mostly accurate:

    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.

    ---

    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.

    ---

    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.