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By N2H
Welcome to Raph Koster's personal website: MMOs, gaming, writing, art, music, books.

Players who post, posters who play

October 5th, 2006

Tide’s Horizon and Lum are both talking about this, but I am frankly a little loath to. I don’t want to come across as criticizing, since that’s not really my intent. But lately there’s been a spate of discussion about what community relations is, whether forums should be run, etc.

As you may know, I have fairly firm opinions on this. But that’s not what I want to talk about just now… and really, what I am saying has little connection to the actual original thread that kickstarted the topic yet again. Edit: since the preceding sentence was apparently not clear enough: this post isn’t about SWG or Chris Cao’s statements. It could just as equally apply to Linden Labs switching to a blog mechanism for communicating to their users, or really any company that sees forums as an adjunct to to the world. Please don’t hijack the discussion to debate a given game’s management.

The question is really about constituencies. There’s folks on the forum who play the game first and foremost, and post only occasionally. There’s folks who live with a foot in both worlds. There’s folks who are far more interested in the forums than in the games proper. There’s the stats that show most people just play and never visit the forums. There’s the marketing data showing that loud voices indelibly shape the public perception of a game.

The first thing that I think we need to realize is that we’re misperceiving the issue when we frame it that way. The question isn’t whether 80% of people don’t read forums, or whether vocal minorities are also influencers, or any of that. The fact is that by putting this software out there, we’ve created something a community accretes around. The in-game experience and the forums and the guilds and the fan art and the rant sites — they are all “part of the game.” You ignore any given aspect of this ecology at your peril.

In other words, “posters who play” and “players who post” is a false dichotomy. They are both in your product’s orbit even if they aren’t paying you. They just “play” your product in different ways. People who watch Smallville, people who hoard old Lois & Clark DVDs, people who admire the Max Fleischer Superman cartoons, people who read the comic, people who saw one or other of the movies, people who buy the lunchbox, people who read The Amazing Adventures of Kavalier & Clay, people who have a vinyl figure of Supes on their desk or a big red S on their underwear… they are all in the orbit. The guy with the briefs may well never consider picking up the comic. He is still, in a weird way, a Superman customer, a possible Superman community member. (Possibly, his member is a member. Ooh, did I just write that?)

Of course, they will have varying levels of quality of input for your purposes. The folk who just want to make machinima using your client will have a radically different agenda from those who want to run powerlevelling services. And as operators, we have goals of our own for the service that may say that machinima makers are pretty far down on the list of people we feel the need to cater to (you can’t make everyone happy, after all, and you have to choose what need your product is designed to satisfy).

Just don’t ever forget that the quality of the content these subcommunities provide is only variable from your perspective as an operator. From their own perspective, it’s all top-notch. Yes, even that of the folks who do nothing but flame — they are playing their game using your toys, and they probably feel quite good about it as they do it. In their mind, they are just as important as any other constituency, and they won’t let you forget it.

And of course, at some point, you may find that it’s those machinima dudes that land you on South Park or something. You never know when your will get added value from a constituency you devalued.

If you choose to ignore “posters who play” who value the forum game more than the game itself, you’ll get just as much bad word of mouth as if you ignored any other constituency of that size. The key lesson here, common to all forms of design, is that you are probably wrong about the end uses to which your product is put. It is almost certainly used in ways you nver imagined, and for every new use, there’s a new audience whose needs you are meeting. To put it in business terms, a new group of customers who feel happy with your product.

It may be true that having forums is just a big money sink that provides a hellish pit of whining and contradictory drivel. But you should have them anyway, because it is evidence that you are actually listening. It is the equivalent of posting your phone number, directly comparable to meeting someone’s gaze across a table. It’s inviting people to come over to your place to catch up on what’s going on in their lives. Telling people you’ll plant bugs in their houses instead (aka “monitor the fansites”) is not really an acceptable substitute, though you should of course feel free to go visit from time to time.

If the issue is that you would really rather not listen, then, well, it’s just a matter of time before you aren’t around anymore, so you’re irrelevant. Companies who refuse to take note of customer needs eventually fail to meet those needs. (Edit: FWIW, I think none of the current VW operators have this mindset. Several of the social networking sites seem to, however, and my comments apply equally to them).

All the other debates are mostly gravy. In some ways it is actually astonishing that we still have these discussions, because there have been several extremely successful community relations programs run and the positive effect on the bottom line has been easy to see. They all shared a whole host of common characteristics. Industry best practice, at least to date, isn’t that hard to ascertain. What is needed is refinement of methods. For example, we know that part of best practice is to be sure to gather data from all the constituencies you can. The open questions should be about the how, not about the why or whether.

In the end, when you create a product — any product, really — you are tossing a bit of dust into the atmosphere. Infinitely varied snowflakes form around that bit of dust, and you don’t get to pick what they look like. You just deal with the aftermath, and in many ways, the grain of dust is the least important — certainly the least beautiful — part of what gets created. You bust your ass to make the best grain of dust you can, but point is the snowflake, because you design for users’ needs, and the snowflake is what they want to do. And sometimes, their need is to have a good reason to bitch on boards.

*

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113 Responses to “Players who post, posters who play”

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  1. The Kor Spera Fellowship :: View topic - Trader Revamp Speculation wrote on

    [...] Here’s something interesting. I was so utterly frustrated with SWG after spending most of the day thinking about the state of crafting that I just couldn’t bring myself to stay logged on tonight. Then I read this: http://tidehorizon.blogspot.com/2006/10/unnecessary-post-soe-swg-dev.html And this: http://www.brokentoys.org/2006/10/05/playing-the-boards/ And this: http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play/ I have a lot of respect for the people who post these blogs, all for different reasons. It’s very interesting to read these, especially today after my little rant about "meaningful communication". Maybe Chris Cao and the rest of the people at SOE should pay attention to what their colleagues are saying._________________Trace Silverhawk - Weaponsmith, Smuggler Alts: Darice Starshadow - Master Shipwright Varina Llaspe (Apprentice Weaponsmith) Jhaime the Wanderer “Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit…” “There is no one who loves pain itself, who seeks after it and wants to have it, simply because it is pain…” [...]

  2. Faith wrote on

    [...] Comments [...]

  3. MMORPG.COM - MMORPG Gaming Forums - Everquest, Final Fantasy XI, World of Warcraft & More! wrote on

    [...] Now comments even here. [...]

  4. BioWare Forums: SWG Forums at war again. wrote on

    [...] Posted: Friday, 06 October 2006 04:46AM lol, SOE reminds me of those devs over at Dark & Light. "Its the players fault our game sucks" This brings up a good discussion though. "Forums & Feedback" I liked this editorial,Click HereOf course Raph Koster had some things to say about SOE. Click HereEdited By Vanive on 10/06/06 04:07      [...]

  5. Frostbringer-Board | News | Players who Post and Posters Who play wrote on

    [...]        Eine eigentlich ganz gut auf den Punkt gebrachte Überlegung über das was eigentlich so alles zu einem MMO dazu gehört. Denn das "Spiel" hört nicht auf wenn man auslogd, es geht in den Foren weiter, auf einer anderen Ebene die aber mitlerweile genauso dazu gehört. Auch wenn über 80% der Spieler nicht regelmäßig Foren lesen, werden sie indirekt davon beeinflusst. http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play/ __________________ ka was ihr habt … ich kann das :p [...]

  6. MMORPG.COM - MMORPG Gaming Forums - Everquest, Final Fantasy XI, World of Warcraft & More! wrote on

    [...] And Raph’s Response, a MUST read… also color coded on page 12 of this thread… [...]

  7. SOE to swg forum posters: "fuck off" wrote on

    [...] http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play/#more-743a MUST read:but to give an preview:QuoteThe first thing that I think we need to realize is that we’re misperceiving the issue when we frame it that way. The question isn’t whether 80% of people don’t read forums, or whether vocal minorities are also influencers, or any of that. The fact is that by putting this software out there, we’ve created something a community accretes around. The in-game experience and the forums and the guilds and the fan art and the rant sites — they are all “part of the game.” You ignore any given aspect of this ecology at your peril…Just don’t ever forget that the quality of the content these subcommunities provide is only variable from your perspective as an operator. From their own perspective, it’s all top-notch. Yes, even that of the folks who do nothing but flame — they are playing their game using your toys, and they probably feel quite good about it as they do it. In their mind, they are just as important as any other constituency, and they won’t let you forget it…Companies who refuse to take note of customer needs eventually fail to meet those needs. [...]

  8. Broken Toys :: Playing the Boards wrote on

    [...] Raph’s Website » Players who post, posters who play | 05-Oct-06 at 9:05 pm | Permalink [...]

  9. PrzeglÄ…d publicystyki « mmoLog wrote on

    [...] Players who post, posters who play - o kontaktach z klientami i tym, co powinno znajdować się na forum gry. [...]

  10. In Defense of Gaming Company Forums « The Ancient Gaming Noob wrote on

    [...] Raph Koster’s Website has an article up called “Players Who Post, Posters Who Play” that makes the case that gaming companies should have online forums for the user base, even for the user base that is primarily about posting in the forums versus playing the game.  [...]

  11. Anyway Games wrote on

    http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play/

  12. OverModerated: Other Folks Talking about Community wrote on

    [...] There’s been quite a bit of this lately. Actual commentary to follow, no doubt:Ron Meiners on Community Managers, on Terra NovaRaph Koster follows upScott Jennings talks about forumsRaph Koster, on the same subject [...]

  13. Raph Koster: "All in the Orbit" - Second Life Insider wrote on

    [...] Raph Koster: “All in the Orbit”Posted Oct 6th 2006 3:15PM by Akela TalamascaFiled under: Odds and EndsRaph Koster, game designer and writer of A Theory of Fun for Game Design, has posted on his blog about the continued debate over the usefulness of forums. What he’s talking about here is not strictly about forums, but rather about the communication that forums (or fora, to use the correct term) engender, and how important that is.He also ties that notion in to the larger issue of perceived value. In this open letter to game/world developers, Raph insists that the uses to which users will put your worlds are not always in line with your intentions as designers, but that you’d better pay attention to them anyway. The key word here is community. People, even those who complain most bitterly about the game, are still your users, and they’re using your product because they choose to. You need to support that as much as you can.It’s a good article, and worth reading (it’s fairly short), as well as following the embedded links, which lead to related posts.(Via Raph’s Website)Permalink [...]

  14. links for 2006-10-07 | Phil Wallach wrote on

    [...] Raph’s Website » Players who post, posters who play In talking about the different constituencies of a game, I see another view of how virtual worlds merge into the real world. (tags: mmog social) [...]

  15. LucasForums - Abuse by SOE Devs wrote on

    [...] This topic got out quick hehe They even got burnt by Raph Koster for this unprofessional act. http://www.raphkoster.com/2006/10/0…sters-who-play/ [...]

  16. Puzzle Pirates - View Thread - Forum issues/public discussion of problems wrote on

    [...] [Delete this Post] I thought this was very timely;http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play/I note that Second Life is abolishing their forums and moving all debate to the blog format. I think that this has some legs, actually.We are going to roll out a ooo and PP blog soon, and may be able to fairly easily support players creating their own blogs. This would be awesome. I don’t think we’ll be able to kill the forums, but it sure is tempting sometimes! [...]

  17. The Game VS. The Message Board - Warhammer Alliance wrote on

    [...] Roughly 80% of the people who play (SOE Game) never read these boards. We know this from our own internal metrics and it poses an interesting question. Are we talking to people who play the game or posters who play the boards? I don’t mean to imply that the people who post here don’t play the game. Far from it. There are thousands of well-constructed, thoughtful, and insightful posts from people who obviously know the game very well. Just read a few lines of these gems and you’ll realize that, first and foremost, these people care about the game. Their focus is the game. I think the lion’s share of the profession feedback in the last couple publishes is a fantastic example of these players who post. But, at the same time, these boards are constantly cluttered by the reverse. Posters who play. They use these forums to lash out at others, criticize wantonly, and generally feed their own egos. They regularly attack devs and moderators, clinging to past wrongs and imagined slights. They focus on themselves instead of the game. To them, the boards are the real game. As devs, we aren’t here to play the board game. An interesting claim to lay to a consumer base. So how do you make a forum comprised of "Players who Post"? I mean 3rd part and community run sites lack many of the tools developers have in which to enlicited the type of behavior modled by "Players who Post", and already we’ve seen and I’ve very quickly said goodbye to a few of the "Posters who Play". For those of you whom are into this sort of thing, here’s a few links of the MMO Dev Blogsphere. Ralph Koster Scott Jennings Rob Meiners Ralph Again I think I’ll add to the rules, "If you feel the need to throw another stone, indulge a rant, whine, pick apart another poster, argue a dead point, rules lawyer, quote ancient history, or engage in any of the other classic board game moves, you can expect to get frowned upon here at WHA." __________________ Garthilk Site Manager Warhammer Alliance "The absence of evidence is not the evidence of absence." [...]

  18. favourite Dev.. yeah Ekic - Guild of the Zodiac Forum wrote on

    [...] favourite Dev.. yeah Ekic http://mmorpg.com/discussion2.cfm?thread=97699&bhcp=1 i don’t really want to talk about it much, i only posted this here to add something to that “we are going to hav a brighter future” picture be sure to read Raphs comment on it: http://www.raphkoster.com/2006/10/05…ters-who-play/ [...]

  19. Wojna na forach « mmoLog wrote on

    [...] Ale nie to jest głównym problemem. Ostatnio rozgorzała dyskusja na temat feedbacku jaki otrzymują developerzy gier poprzez swoje fora internetowe. Jednym z pierwszych artykułów w  tym temacie były Players who post, posters who play oraz artykuł z Gamasutry które prezentowałem już wcześniej. W połączeniu ze statystykami zaprezentowanymi przez SOE można by dojść do wniosku, że rzeczywiście to co pojawia się na forach może być bardzo daleko od tego co sądzi większość graczy. Dyskusja ta toczy się na wielu stronach i blogach na całym świecie. Jednym ze świeższych i ciekawszych artykułów jest Playing The Boards. [...]

  20. Star Wars Galaxies Stratics - Stratics Voice News wrote on

    [...]   SWGStraticsVoice - 9:16 AM PDT | Posted By: RainStar   We’ll start off with quotes from the Austin Game Conference that were found on Gamasutra.comGordon Walton of Bioware Austin::… You’re all a bunch of whiny little b—-es. We’re all victims of the guys with the money! No. Guess who signs up to make the game. Guess who along the way decides to change things. … Guess who won’t stand up and lose their job rather than ship s–t. I put myself in there. I’ve done that. I’ve made bad decisions … many more times than most people here in this room … I think the challenge here is, are we agents of our lives, or are we victims? We’re talking about, oh, it’s going to come from the top down. Well guess what, if nobody will work for those schmucks, it’ll come from the bottom up. … What are they going to do? They don’t know how to put it on a disc. …The other thing is, we’re not holding up our end. Somewhere along the way we caved and promised something we couldn’t deliver. So you can’t say it’s the other guy, it’s some other motherf—er. No, it’s not. Everybody in this thing is responsible for what happens. Every single person on the team had a opportunity to do better. And I’d like to see more people think about how they’re going to make it happen rather than sit up and rant and b—- about it.Rich Vogel of Bioware Austin:Looking out at E3 this year, there is nothing innovative coming out in the next three years, and that’s pretty sad.Scott Jennings, senior designer at NCSoft:Players are like “ravenous locusts,” and while Blizzard releases patches with updates to the game regularly, they’re not as accessible as they ought to be. The system “is best described as, ‘Let’s make something so frustrating, people will just post the damned patches for me,’adding that he had a FilePlanet account just to download new WoW patches.Part of our primary service of an MMO provider is providing the damned MMO. The second part is just being there – letting customers play when they want, as expected, instead of waiting in line – something else WoW doesn’t always provide. Further, MMO services should provide respect in the form of competent relations with its players, treating them as people rather than piggy banks. Raph Koster, formerly of SOE/SWG:Content isn’t worth a damn. What is of value is the relationship between the consumer and the producer. Being good is no longer an exclusive. In a hit-driven business, the epitome of success is to be the Beatles or Elton John, which means having a consistent record of making blockbusters, or almost never screwing up, of always earning out reliably and of doing this over the course of decades. Those people are so rare they are the dodo, and their share of the audience as a percentage of the population is shrinking.The goal instead should be to be the Grateful Dead. You don’t want to be the number one hit, you want a relationship so that you can ding them over and over and over again. The band’s t-shirts may make more than their recordings.SOE’s John Blakely and Todd Fiala: Don’t make our mistakes.John Blakely: …..But what I would have done differently was be more sensitive to the target audience. The audience you launch with is the one you’ve got.Chris Kramer, Director of Corporate Communications at SOEIn late winter through early spring, SWG was one of SOE’s biggest gainers in terms of new players to a live game, coming through both the trials and through new software purchases.Jason Ryan, the Events Manager for SWG:We’ve had great responses from the players. The last two patches were player initiated bug fixes and lingering issues. The Expertise system is going in and has been well received.Alan Crosby, Director of Community Relations at SOE:Players have been very upbeat on the forums and the questions are mostly about the future and what the game is about moving forward. Now we go to the SOE/SWG site where Chris Cao made the boards light up….. The Game vs. the Boards by Dev Chris CaoRoughly 80% of the people who play SWG never read these boards. We know this from our own internal metrics and it poses an interesting question. Are we talking to people who play the game or posters who play the boards? I don’t mean to imply that the people who post here don’t play the game. Far from it. There are thousands of well-constructed, thoughtful, and insightful posts from people who obviously know the game very well. Just read a few lines of these gems and you’ll realize that, first and foremost, these people care about the game. Their focus is the game. I think the lion’s share of the profession feedback in the last couple publishes is a fantastic example of these players who post.But, at the same time, these boards are constantly cluttered by the reverse. Posters who play. They use these forums to lash out at others, criticize wantonly, and generally feed their own egos. They regularly attack devs and moderators, clinging to past wrongs and imagined slights. They focus on themselves instead of the game. To them, the boards are the real game. As devs, we aren’t here to play the board game. We’re here to play, and to make, SWG.The upcoming chapters will see the remainder of the profession expertise systems implemented. We have a lot of work to do and the feedback from players who post is going to be invaluable. You aren’t going to like every decision we make and we understand that. We have a limited resources and time to accomplish all that needs to be done. But, as I’ve said before, we will be here (on the boards) and we will be listening. If you’re up for a focused discussion of ideas, we welcome you and you can bet you’ll have our attention.If, however, you feel the need to throw another stone, indulge a rant, whine, pick apart another poster, argue a dead point, rules lawyer, quote ancient history, or engage in any of the other classic board game moves, don’t expect us to pay attention. We have better things to do.We have some SWG to make. Chris Cao Editor’s Note: To say The game vs the boards thread got a lot of responses from the community would be an understatement.Raph Koster’s post on his his personal website, part of which says this:Tide’s Horizon and Lum are both talking about this, but I am frankly a little loath to. I don’t want to come across as criticizing, since that’s not really my intent. But lately there’s been a spate of discussion about what community relations is, whether forums should be run, etc. As you may know, I have fairly firm opinions on this. But that’s not what I want to talk about just now… and really, what I am saying has little connection to the actual original thread that kickstarted the topic yet again. Edit: since the preceding sentence was apparently not clear enough: this post isn’t about SWG or Chris Cao’s statements. It could just as equally apply to Linden Labs switching to a blog mechanism for communicating to their users, or really any company that sees forums as an adjunct to to the world. Please don’t hijack the discussion to debate a given game’s management.Here is the rest of what Raph had to say on that matter.That’s it for this edition of interesting quotes and posts. [...]

  21. Post Comment wrote on

    [...] Why, therefore, is the question of what forums are good for such a perennial issue? Why, in particular, do many developers seem to exhibit varying degrees of hostility to forums as a source of information, and cast them instead as a tool for "community management"?I’m thinking about this question again because of an outbreak of cross-blog conversation between some of the usual suspects in response to SWG developer Chris Cao’s irritated response to the SWG forums. [...]

  22. Terra Nova: Datamining the Forums wrote on

    [...] I’m thinking about this question again because of an outbreak of cross-blog conversation between some of the usual suspects in response to SWG developer Chris Cao’s irritated response to the SWG forums. [...]

  23. Moorgard.com » Blog Archive » Forums, Feedback, Fiascos (or, “Moorgard Defines Good Community Management”) wrote on

    [...] A few comments from my friend Chris Cao have ignited a bit of controversy, with Lum and Raph chiming in, among others. Though I moved from community management to design a while ago, being involved in the goings-on of communities isn’t something you can ever really walk away from. Just ask the two guys to whom I linked. [...]

  24. What Would Matt Do wrote on

    good idea. As a matter of fact, if you’re aren’t doing this, you’re losing out on a big resource. More on this later. You’d also do good to keep in mind that the posters that visit your forums often consider that as much a part of the game as the quests: Just don’t ever forget that the quality of the content these subcommunities provide is only variable from your perspective as an operator. From their own perspective, it’s all top-notch. Yes, even that of the folks who do nothing

  25. Massively Multiplayer Online Round Table wrote on

    A few comments from my friend Chris Cao have ignited a bit of controversy, with Lum and Raph chiming in, among others. Though I moved from community management to design a while ago, being involved in the goings-on of communities isn’t something you can ever really walk away from. Just ask the two guys to whom I linked.

  26. Post Comment wrote on

    [...] Prince for Whatever (emprint) wrote,@ 2006-10-12 10:51:00      Go play? On RPG forums, you see a lot of arguments about people who play games versus those who “just” read them. They go like this:A: “This game sucks! The magic system is broken and the setting has holes in it you could drive a Mage Revised thread through.”B: “Whatever. If you’d actually played it, you’d know your mother sucks cocks in hell.”C: “I play it, and it makes my group want to hold hands and have singalongs! My players and I ignore the magic system, because I’m too dumb to figure out how it works.”D: “These games are about fun! By which I mean playing D&D!”B: “C, shut up about that Forgite bullshit.”D: “This game encourages railroading, anyway. I like the freedom of deciding whether or not to check for traps.”B: “D, your conceptions of what an RPG can be are too narrow. Something that can’t be said about your mother.”MOD: “B, this is your warning: do not violate Rule 6: ‘Respect other posters’ mothers.’”(For what it’s worth, I’m usually C.) All of these people are trying to define each other out of the argument.But aren’t they all actually involved in the game? Yeah, they are. Which brings me to some interesting comments from Raph Koster, former designer for UO and SWG. He was talking about MMOGs, but they apply to us, too:In other words, “posters who play” and “players who post” is a false dichotomy. They are both in your product’s orbit even if they aren’t paying you. They just “play” your product in different ways. People who watch Smallville, people who hoard old Lois & Clark DVDs, people who admire the Max Fleischer Superman cartoons, people who read the comic, people who saw one or other of the movies, people who buy the lunchbox, people who read The Amazing Adventures of Kavalier & Clay, people who have a vinyl figure of Supes on their desk or a big red S on their underwear… they are all in the orbit. The guy with the briefs may well never consider picking up the comic. He is still, in a weird way, a Superman customer, a possible Superman community member. (Possibly, his member is a member. Ooh, did I just write that?)Thoughts?(Read comments)Post a comment in response: From:Anonymous OpenID Identity URL:  Log in?  LiveJournal user Username:Password:Log in?  Subject: [...]

  27. Amber Night wrote on

    Last week, the big discussion digesting across the blogointestinal tract was drama on the SWG official boards. Tide’s Horizon kicked it off here, Lum responds here, Raph responds here, and Abalieno (who I thought had quit but apparently hasn’t, not that I’m complaining!) throws in his 2 eurocents here. I already ranted about how official boards are a bad idea back in March, here, and

  28. The Rank and File :: View topic - [NEWS 11/07] Planet TR beta contests wrote on

    [...] Lt. their copying SWG, which made alot of bad choices, and eventual turned into the lifeless shell it is today. Their following the same maximize your return scheme, SOE/LucasArts did. check this blog, about how forums are "bad". http://mythicalblog.com/blog/2006/03/23/forums-are-bad/ then when your done with that if you have the time, read this one from Raph Koster, SWG’s lead designer (before he got fired) continues to watch the MMo scene from a distance fring off rounds of wisdom. it’s a bit of a read… but worth it ! http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play/ - - - - - Huh.. what.. what… ?!?_________________Some people make things happen. Some people watch things happen. Some people wonder what happened. [...]

  29. Jeff Freeman » Forums are Misunderstood wrote on

    [...] Example B, Raph links it as discussion about whether forums should be run: Tide’s Horizon and Lum are both talking about this, but I am frankly a little loath to. I don’t want to come across as criticizing, since that’s not really my intent. But lately there’s been a spate of discussion about what community relations is, whether forums should be run, etc. [...]

  30. RLMMO :: View topic - Raph getting in on the fun... wrote on

    [...] Hehe… http://www.raphkoster.com/2006/10/05/players-who-post-posters-who-play [...]

  31. Raph’s Website » Talkin’ Tyra wrote on

    [...] a billion fansites out there. There’s many virtues to having an official forum (and I have written about them before), but there’s also a lot to be said for encouraging a diverse ecosystem of sites. More Google [...]

  32. f13.net forums - (UO expansion) You'll all scoff, but I'm still going to jizz. wrote on

    [...] you IRL too, and the place they bring the fight is on the message boards. Kinda goes along with the recent debate over whether the forums and chat are part of the [...]

  33. The Empty Pixel wrote on

    Broken Toys Eating Bees Freddy’s House Na Fianna Dragun Persistent Illusionist Prydwen.net Ralph’s Website The Daedalus Project Zora’s Corner

  34. Report#2: Diversity and the Role Schizophrenia wrote on

    [...] target! In his honor I will posts link's to statements about his post! [...]

  35. Can We Escape From Official Forums? « The Ancient Gaming Noob wrote on

    [...] who visit the forums do so in search of information about the game in question. The forum regulars, those who play the forum game, are a minority of the player [...]

Reader Comments
  1. David (Tal) said on

    I’ve always been a “player who posts” - I don’t normally visit forums unless I have something on my minds that really wants or needs to be said. I think a good chunk of MMORPG players are this way. At the same time though, the people who spend a lot of time posting are important, because in many ways, what they say is representative of what everyone who’s busy playing thinks. It’s not always true, but if your forum posters are screaming with a unified voice about something, it’s a fairly safe bet that it is bothering everyone in the game, too.

    I find that the games that seem to be better to me as a player are also the ones that have forums where the development team has a high level of engagement - when you can look at a dev tracker and see dozens of posts every day, even the dev team just out there being part of the community, you tend to find that players in the game are overall very happy with it. Likewise, if you look at a game forum, and the development team posts at most in a few threads a week, and doesn’t say much, you tend to find that players in the game have lists of things that really annoy them, and are generally unhappy with the way the game has turned out.

    I realize that’s a generalization, but it’s been my experience. The more open communication and collaboration between the development team and the player community, the better the game or virtual world will be.

  2. Mike said on

    How do those guys get people to pay them?

    Their game is still clearly in beta, they treat their customers with complete disrespect and the original vision of the game has long been swept under the carpet in favor of a generic game they can find anywhere else in a lot better playable shape.

  3. tide said on

    Thing is, outside of understanding the “foruming game” — that it is an extension of the magic circle (the ecology like you said) — providers don’t need to overly control *directly* bad forum behavior. Afterall, they can just as easily reward/punish people in the background without inciting more drama.

    Someone from NCSoft in Gordon Walton’s session on rethinking customer service at the AGC described how they have extra rewards and service for high-ranking veterans. They and uber-guild leaders get rapid responses. Now the deal is those individuals are told they are getting special treatment, but if they ever publicize it, the deal was forfeit. The NCSoft rep claimed it really did wonders for their titles. Gordon et. al. seemed to believe them. Point is, direct confrontation is another tactic in the foruming game, since the whole thing is a personalized extension of the drama individuals feel inside the title. The game has to stop momentarily for school or work, but the intensity and narratives can continue on the boards. And feeding more drama into the community only heightens this out-of-band plan and gives other like minded players a taste for it as well.

    Also, it’s really worth noting that the SWG forums are not even close to what they used to be. There were several times I remember even while you were in residence they came close periodically to a community “heat death” of drama and negativity, only to rise and fall again. Whatever professionals on site now think they are like, they are positively collegiate to what they used to be. All BS aside, I’ve been on them for the last week and change and I didn’t see with the latest Chapter anything close to what used to happen earlier. That doesn’t mean there weren’t some bad behaviors, but it’s realistically not even close to say the Vanguard Beta boards or Lum’s example. Perspective or experience may have been needed here.

  4. StGabe said on

    Long ago playing SWG I commented that the forums, if nothing else, seemed to be a product in and of themselves that attraced a certain number of paying customers.

    However, I’m not sure that looking at forums as just one of the services that part of your potential audience wants means that you have to offer it. There is a demographic of Superman fans that would love to buy Superman-themed porn. That doesn’t mean that it wouldn’t be damaging, to the brand as a whole, to offer a product for that demographic. And so I still think it makes sense to pay attention to the possible loss of value involved with creating public forums.

    The argument that matters, IMO, is not just whether flamers are customers but:

    In some ways it is actually astonishing that we still have these discussions, because there have been several extremely successful community relations programs run and the positive effect on the bottom line has been easy to see. They all shared a whole host of common characteristics.

    I think there is some truth to this but others would disagree. And it is on the actual proven value or proven loss of value of public forums that the argument rests. Recognizing that forum users are really just a different subset of your audience is good, but that doesn’t mean that they are automatically an audience you want to sell to.

  5. Caliban Darklock said on

    It seems dead obvious to me when I look at a forum that it is not for the developers to communicate with the players.

    It is for the players to communicate with each other.

    Ideally, your developers are also players, and they will visit the forum. But nobody should ever be of the opinion that the forum is anything more than a place for the players to hang out and be comfortable. If benefits fall out of that, great, but don’t expect them - and never, EVER try to squeeze out more of them.

  6. Wildcat84 said on

    Raph, I really appreciate this post.

    We SWG players today got a complete and utter “F you” flame post on the forums from your successor (in name only) the SWG creative director.

    Basically he is angry that people still post more about how they hate the NGE than play that game. That alone should indicate a problem with the game, not with the players.

    The players are never the problem because the customer is always right, even when he isn’t.

    You will NEVER win a pissing match with your customers.

    ChrisCao just started one today. And he likely lost more subs today in monetary value than his annual salary.

  7. Morgan Ramsay said on

    In the Spring 2002 issue of MIT Sloan Management Review, there is a good editorial on customer communities written by Mohanbir Sawhney. The article is titled Don’t Just Relate—Collaborate.

    Here’s the abstract:

    Collaboration has become an established way of doing business with suppliers, channel partners and complementors. But, with a few notable exceptions, working directly with customers to co-create value remains a radical notion.

    As consumers have become increasingly empowered and demanding, marketing gurus have preached the benefits of customer-relationship management — essentially an inside-out approach to retaining customers based on the misguided notion that the company is the arbiter of the relationship and the customer plays a passive role.

    In today’s connected world, however, collaborative marketing — the valuable process of partnering with the end-user to maximize value — is the goal. Collaboration can span all facets of marketing, sales and support processes. Collaborative innovation occurs when companies tap into user expertise and integrate it into the business’s new-product development process.

    Build technology platforms that allow end-users to connect to your design, marketing communications, sales, order management and support processes. Use design and selling tools that help you to work together easily, as well as community management tools to facilitate integration.

  8. Kohs said on

    i love how Thunderfart threatens the folks who say they’re going to report ChrisCao for trolling/flaming. which is exactly what he was doing.

    it’s so pathetic watching SWG in its death throes.
    i love Star Wars, but i kinda wish SWG would just die already.
    so much has gone wrong with it, as i’m sure you know all too well, Raph. most of the blame i believe lies with Lucas Arts, but this piss poor community relations, often to the point of guile and confrontation, lays squarely on SOE’s shoulders.

    they need to pull the plug.

  9. Yivvits said on

    Chris shows us they haven’t learned a damn thing in the past year and the game continues to die for a great number of us. I understand that only a very small percentage of SWG players listen to our show, but I’d like to think our listeners include many types of players, including those who flat out disagree with us (I guess they like us in a “I hate Howard Stern, so I listen to him” sort of way). That said, the following is a fairly common comment for us to get:

    “Hi Yivvits & MrBubble - I just wanted to say I like your show. I don’t go to the forums very often so I only recently found your show and I wanted to let you know I agree with you on [insert problem with SOE here].”

    We also hear from people ALL THE TIME who truly want the game to be fun for them again. I’ve asked some of these folks if they post in the forums and the most common answer is either “No” or “I read but don’t post.”

    TBH I’m still pretty shocked at the level of contempt they’ve shown us today.

    Great blog post Raph, thank you!

    -Yivvits

  10. PJMRM said on

    Thank you Raph for having our back somewhat. I’m just tired of being slapped in the face with the “Your a meaningless vocal minority that only brings flames and stupidity” message.

    I know we say a lot of dumb things and we’re fickle… but if it wasn’t for that community, then I would not have played/paid; I had some real good times in game and on the boards.

    I no longer pay for SWG, the game is not the one I bought and dreamed in anymore. I miss SWG and the friends who left it.

    –I’m sorry we (The SWG fans) keep hounding you like this. The game you were involved with creating brought us much happyness and you remind us of those better days. I know you would rather move on and forget this but to some of us, SWG was the best MMORPG ever made.

  11. Yivvits said on

    Oh dear… Now Helios has some comments on this.

    I’m sorry, but we’ve heard this before… at least 2 other times. Many people want to help make the game great, but after the past two years most folks don’t trust the developers. Right or wrong, that’s the way it is.

    I am curious as to what Raph thinks about Helios’ comments though. Is this just damage control? Do you think he helped to clarify Cao’s comments?

    It’s one thing to tell people you’re listening and then confirm this by giving feedback on things like bug posts and concerns. It’s something very different to tell folks you want to listen, they give you good data, tell you what they liked / disliked about changes, and then completley ignore them.

    This feels a lot like the story about the boy who cried wolf.

  12. Mephis said on

    Looking back on the whole ordeal, I’m pretty amazed at what a mess this has created. It’s not so much ChrisCao’s post that bothers me, infact the words alone I support, it’s the lie that it’s telling that bothers me. Also the other devs following up with threats, spin, and other lies.

    Yes, trolls, whiners, and the rest of the trouble makers are disruptive, but how much effort have they made to put a stop to it or actually stop and listen to what’s going on around them? The feedback is there, they don’t have to mine for it.

    I just fail to see where SOE expects this to go. Do they think this will really advance things? Where’s smedley? Where’s Julio Torrez? Where’s some authority over the developers? It screams run-away train. And it also appears that it was made for no apparent reason.

  13. Raph said on

    *sigh* I hate to disappoint, but I really was not talking about SWG in particular here, as I tried to make clear in the post itself. Really, easily half the motive for the post was actually the Terra Nova discussions. Most of the whole Cao thing has little to do with this post, as you can tell when you read the whole post he wrote… after all, he was actually actively soliciting involvement, and commenting that it needed to be of a particular caliber in order to be useful to him. Aside from whether he worded it correctly, I can definitely relate to what he was saying… so don’t go dragging me into fights I wasn’t trying to be a part of! :)

    Recognizing that forum users are really just a different subset of your audience is good, but that doesn’t mean that they are automatically an audience you want to sell to.

    I very much agree — that’s the point I was trying to make about choosing who the product is for. The thing you need to take into account with something like forums is that the sheer volume of people who participate makes them a constituency you likely cannot ignore (IMHO, anything that accounts for a double-digit percentage of your userbase has got to be considered a primary audience). And unlike the porno case, there’s not a default cast to the community there; you can shape it to a degree. If you want a more roleplay-oriented community, or a community about governance, or a community about purely social stuff, you can structure the forums to achieve that end.

    It seems dead obvious to me when I look at a forum that it is not for the developers to communicate with the players.

    It is for the players to communicate with each other.

    Excellent observation. That’s absolutely right.

  14. Almagill said on

    I’m an unadulterated forum whore. Let’s just get that up front so we all know where we stand (and of course, I’m saying that becuse I need to feed the ego ;) )

    When I’m looking at any game, MMO, FPS, board game, whatever, I tend to go have a look at it’s web presence. Is it just a single card “our product is cool, buy it”, is it a full blown Flash enabled extravaganza with Easter Eggs , hints and tips, forums… This gives me a ‘feel’ for the company behind the product, is it a mom and pop organisation or some panglobal conglomerate with massive resources to splurge on *me* *me* *me*?

    Then I’ll check their forums. Are they open access, do I need to register, how complex is their registration process? (I count a crummy / convoluted website registration as an ‘obstacle to play’ so, yeah, I play the forum game).

    What is the content of the forum? Is it neatly laid out with ingame/outgame stuff clearly identifiable? Are there player guides, links to player community sites, is the general ‘tone’ of posts positive or negative? If a game has a forum that’s overloaded with trolling flamefests, has only the lowest level of dev interaction and generally feels like a battleground in itself that doesn’t set me up with a hugely positive expectation of the game or the people (both player and devside) that I might have to interact with.

    Not naming names but two games by one particular company have radically different forum presences and communities. One is, well, it looks and feels like a wasps nest on a thundery day, the other, hey they’ve got similar problems and issues to their sister game but it’s dealt with by communicating with the players openly, keeping an element of good humour, actively policing threads for offensive language, personal attacks etc rather than leaving part of the boards as a troll infested wildlife reserve because “people who play x profession are just like that” or “yeah the population of y shard has always been a bit outspoken”.

    Of course, there may be behind the scenes resource reasons that one gamesite is better managed than another, but, cmn, they surely can learn from examples of ‘good management’ when they see it?

  15. Morgan Ramsay said on

    By the way, some developers such as Iron Lore use a third party to operate the communities for their titles. Iron Lore uses IGN exclusively for Titan Quest. The Titan Quest Vault community appears to be thriving with user content and various comments on the forum indicate a positive vibe throughout the community.

    The people at Ritual could also be described as smooth operators. I’m an inactive member of their community and actually purchased their games based on Ritual quality manager Michael Russell’s blogging. [He's the only blogger working in quality management for games of which I'm aware...] From what I’ve read on Michael’s blog, they work extremely hard for their customers. What do they get in return? Piracy. Half-kidding—they’re sensitive in that area.

  16. David (Tal) said on

    I’ll caveat this by saying that I play SWG (though I ask myself every day why I still do that) and so it’s hard for me to voice an objective opinion.

    But Chris (and Kai’s) comments don’t ring true. It is entirely possible to have a meaningful discussion with the community about the game and garner a lot of positive and helpful posts with a very low percentage of hate and flaming. Other people on the SWG team have done this successfully several times now. Two examples (forum handles) are Swede and HanseSOE.

    If they can do it then ChrisCao and Helios should be able to do it as well. But they don’t. The reason that happens, in my opinion, is the attitude that their posting styles convey. For example, a while back Swede was looking at pilot issues and started his discussion by asking the community what they would like to focus on. And then he responded to each concern that the pilots brought up. Over the course of a few days he became the most loved developer on the forums. Hanse did a similar thing talking about smuggler expertise more recently, although it was fairly obvious that his hands were tied and that he wasn’t allowed to talk about some things. Both these guys engaged the SWG community - that same SWG community that ChrisCao and Helios claim is infested with trolls and has a signal to noise ratio too low to be useful - in discussion and used it to better the game.

    Chris and Kai are in the unenviable position of being people the community doesn’t want to see on the forums - because every time they come on the forums, they post things that anger the players, sometimes unintentionally. “So you sat around in camps and you liked it?” is a classic example. Or Chris’s “the only entertainer in the movies got eaten.”. Their posts in the past both show a severe lack of understanding about the noncombat game in particular, and there’s many of us who would love to work with the devs to make the game better, who absolutely dread their posts. To the point where when Kai started a thread about the trader revamp they were thinking of, many of us posted and asked that a different developer to run the discussion.

    My point in posting all this is that if you want to have a good relationship with your forums, you need to recognize that they’re a hornet’s nest and not go intentionally poking them with a stick because you want to play “devil’s advocate”, or because you’re trying to be humorous. The devs that have success on forums are the ones who approach the players there as peers, while the devs that have problems are the ones who come across as if they think they know the game better than the players do.

    That should hold true for any MMORPG dev team.

  17. Ladnar said on

    My experience with forums comes mainly from the life-cycle of Ultima Online. That is not to say I haven’t participated in other gaming forums, but it is to say I haven’t been part of a forum community as long as I was with UO.

    Raph feel free to correct me, as you were more involved than I in this product. :)

    At first there were fan sites, UO Moongate and UOvault come to mind. These were very positive for the most part. When forums were added there was a lot of good discussion and seems there were some IRC development chats that would lead to more discussion on the fan based forums out there. All in all everything was pretty positive.

    Then there were UO official forums. Moderated and controlled by the company. At first a very heavy presence by people who worked directly with the game, then slowly changed to having a community rep.

    Then the UO Forums closed and a large fansite uo.stratics.com was selected as the official forums. company participation was heavy at first then dwindled til it came in spurts, with new information mainly the cause of posts.

    So we have 3 types of forums:

    1. Fan based - controlled solely by site operator

    2. Company based - controlled by the company

    3. Company sponsored fan based - controlled by site and company (to a degree).

    I’d like to know what you see as the pros and cons of these types. And is a specific type more or less useful during specific times during a products life cycle. i.e. Development, Release, Maintenence (bug fixing), Modification(tweaking or adding new ummm stuff)?

  18. Chip Hinshaw said on

    If it hadn’t been for the forums I probably would have spent longer in the original EQ than I did (so that’s probably a good thing). I guess I let the forums draw for me an image of the type of people I was playing with - and I was disgusted. I’m sure that I was guilty of gross generalization, but Caliban Darklock is right, the forums are more of a window to other players than to the dev team.

  19. Meili said on

    That was a really unprofessional post by Cao and predicatably pissed off a lot of players. Telling any paying customer that you don’t intend to pay attention to them is very bad customer relations. He does know that these same players pay his salary, right?

    20% is a large minority and many companies have a profit of 10% - which is considered healthy although obviously not huge. So if it is true that “only” 20% of players read/post in the SWG forums, it is not a number that anyone should casually shrug aside.

    In any case you don’t need an account to read SWG forums so where did he get the 80-20% figure? Maybe he is simply using the Pareto principle (wrongly).

  20. Trucegore said on

    Oh the Drama.

  21. Chuck Roast said on

    That’s right! Don’t hate the playah, hate the game! Yo!

  22. Grinless said on

    The sad truth is : Every single official forum out there shows their associated game in its most negative light.

    I know the devs need a way to gather feedbacks from their players but not at that price.

    Not to mention that the sound/noise ratio of most forum make the gathering of those feedback unreasonably time intensive.

    - Grinless

  23. Trucegore said on

    You know, if the developers did log in polls, and posted the results, it would shut up both sides.

    I think DAOC does this.

  24. David (Tal) said on

    The sad truth is : Every single official forum out there shows their associated game in its most negative light.

    I know the devs need a way to gather feedbacks from their players but not at that price.

    Not to mention that the sound/noise ratio of most forum make the gathering of those feedback unreasonably time intensive.

    - Grinless

    Forums are a necessary evil though when it comes to feedback mechanisms - because often the truth of something isn’t evident in any one person’s viewpoint, but become clear when multiple people begin to compare their experiences and discuss the issues from different perspectives. For identifying problems within a complex virtual world with a lot of moving parts, that’s an invaluable tool.

    Sure, there need to be other feedback mechanisms as well. Ever try to run a poll on a forum? Doesn’t work well, and the results will likely be skewed in some way. Likewise, it can be exceedingly difficult to get first-hand information about a problem from a discussion forum.

    If I were running a game/VW and wanted to make sure that I knew where the problems were that needed to be addressed, I’d want to institute multiple feedback mechanisms, such as:

    - An email address (or several) where players could send feedback.
    - An in-game feedback tool
    - An in-game bug tool
    - CSR/TSR tickets
    - Discussion forums/community team
    - In-game and game-entry polls.
    - Website polls
    - Regular “town hall” Q&A meetings with players - preferably held in-game if possible.

    There’s a lot of ways to gather feedback, and each way has good points and bad points to it. I think that to be successful a team really needs to utilize as many of them as possible.

  25. Informis said on

    I’ve always found it interesting that when a game offers “official forums,” the posts seem to be more inflammatory in nature. Posters seem more likely to go after one another, to flame, to name-call. I wonder if it has something to do with the subconcious notion that a) the developers are listening, b) I have an opportunity to change the game to benefit ME, c) I need to prove to the developers that my suggestions are worth taking seriously, so d) it’s time to flame some skill-less, non-factor, no-talent, easy-mode noobs.

    I also wonder if there’s a single-player vs. multi-player distinction that could be drawn. I don’t frequent many forums for strictly single-player games, but I have a feeling people are less likely to go for the jugular when direct competition is not possible and comparison of abilities is not easily demonstrable.

    Finally, I wonder how many game companies who host official forums actually bother to track a player’s posts against his or her in-game participation. I would think a suggestion thread with posts from currently active veteran players would be more valuable to devs than a suggestion thread with posts from people who played for 3 nights 12 months ago. Then again, maybe not if they’re flaming each other.

  26. Janey said on

    The external parts of these games actually sort of frustrate me.

    I don’t remember there being any message boards or fansites for The Realm, the first MMOG I played.

    I participated in rec.games.computer.ultima-online so long ago, but not because I felt like I needed to get any game hints or tips or whatever. I participated in it as sort of a way to meet people, as I was a newbie and didn’t have anybody to play with except Davian. I met people there that I still talk to on an almost daily basis, 8 years (holy crap!) later. It did

    I know there was UO Stratics, and other fansites… but I didn’t feel like I needed to read them in order to keep up with what was going on in the game. Lake Superior was Lake Superior, I knew where the spawns were, I knew I didn’t like to go into dungeons, and that was about all there was to it.

    The next step was EQ, and the Arbiters forum took the place of RCGUO for me. However, the fansites became much more important in EQ. If you didn’t keep up with Allakhazams, etc., you were screwed. You were pretty much required to in order to be a contributing member of society — err, guild. You’d type in your favorite Item in the Box and hit Search… read how to get said Item, either with or without your group of six (or sixty) closest friends, and go get it. Forget the feedback forums at Sony - too full of noise, and I’m pretty sure nobody was really listening anyway.

    I don’t ever remember participating in the DAOC forums/fansites, but then again, I played with the Stonecutters, and they weren’t really in it for the fame and glory (and phat lewt). I think our RCGUO equivalent at that time was a thread on Sun’s boards though I could be remembering that wrong. Our stint in DAOC was pretty short-lived.

    Then SWG comes along, and the game is so darn big with so many pieces to the puzzle that Stratics becomes a necessity again in order to help figure it all out for you. I think I posted a few times on the Official Boards, but the community was so big that it was hard to be heard, even by the person standing next to you. But still, even the non-posters really did need to at least read, to figure out what changes were coming or had already come.

    If I have 10 hours/week to play a game, and two of them need to be spent reading message boards or fansites about said game, that’s 2 hours that I don’t get to actually play. 20% of my time sunk to game research is just Not Okay. I submit that if I feel I must spend time outside of your game researching your game in order to play your game… there’s something wrong with your game.

    Have the message boards, that’s fine, and even good. But don’t make me feel like I have to use them in order to play.

  27. Dotswarlock said on

    A very interesting article. I especially like the point about sub groups which are not always interacting directly in the game (poster’s that play, other forums or fan sites) being part of a same community and participating to the end result of a product. It reminds me of many single player games that were successful thanks to communities that sprung around them such as fan sites, story sites or mod groups. Such games evolved in ways that the original programmers had never anticipated.

    Now that I think about it however, it seems to me that the effect of those sub cultures has steadily increased through the years in numbers, speed and impact on the final product (affecting it’s popularity, rating, etc). These days the games are not even on the shelves that you have a dozen sites with up to date news, forum discussions, mods and the latest developer quote. The spotlight seems to be focused on specific games these days as if they were Hollywood stars with the consumers either hoping for a success or juicy gossip ;)

  28. Aaron said on

    Sawney (from Ramsay’s post) wrote: “As consumers have become increasingly empowered and demanding, marketing gurus have preached the benefits of customer-relationship management”

    When I think of game forums, I’m reminded of my hometown, where a Home Depot and Lowes were bulit facing each other, their parking lots hardly separated, in a secluded lot (no other stores adjoining either)…a real showdown. The Home Depot was the first to be built, and everyone and their mother was a Home Depot customer for many years. They were heavy on customer service. Then the Lowes opened up, offered far less customer service and stole roughly half of Home Depot’s customerbase anyway. The general consensus among people in my hometown was that you’d get more service at Home Depot, but Lowes had the more inviting environment.

    Again, “consumers have become increasingly empowered and demanding”. Increased consumer power creates an uninviting environment. It’s the perception (be it real or illusory) of power that makes flaming a viable customer option. Customers don’t ask for service anymore, they demand it. Afterall, they’re always right, as the saying goes (that saying dehumanizes customers and portrays them as commodities, by the way). Dramatic and selfish demands are generally rewarded, and so such behavior becomes more common among customers. Little “Mom and Pap” shops are more inviting, not just because they’re small and you can develop a personal relationship with the store owner, but also because the owners of such shops demand reasonable behavior and expectations from their customerbase. Yes, they lose some customers this way, but they gain more and have stronger customer loyalty. American consumers in general have been cultured to become selfish brats, but it’s not impossible to reculture them with the obvious appeal of a civil atmosphere.

    Listening to your customers should be done privately, not among a crowd of people who should have been accosted for their vile behavior and perhaps even kicked out of the “store” long ago anyway. Have an easily noticeable and inviting feedback form on your game’s website. Inviting means more than just nicely rounded letters and a big “howdy!”; it means not asking for the player’s blood-type just to submit some simple feedback. In fact, you don’t even need to verify that the feedback is coming from a player, because you can likely tell where it’s coming from and anyone who shapes your reputation is a concern, customer or not, as Raph said (though playing defense against unreasonable accusations is often not productive).

    If you don’t respond, then at least there’s not a flurry of flamers getting the customer riled up and disallowing that feedback from sinking into history; and the customer is encouraged to practice faith in the company. If you do respond (with something other than the typical robotic garbage most CS reps and systems churn out), then you’ve established a personal relationship…an impression that’s infinitely more difficult to create through a forum, because forums aren’t one-on-one dialogue.

    A smart CS program would even keep a Gmail-type record system of previous conversations, allowing CS reps to quickly search for and review feedback from persons of the same email address. If you can create the illusion that you actually remember your customer from a previous engagement, then you’ve taken a large leap into a rewarding CS relationship.

    In short, I think game companies should not sponsor regular forums of their own. They’re unnecessary to a strong CS program, they’re difficult to enculture; and, most importantly, they encourage players to think of themselves as part of something like a union, set distant from and often against the company, rather than a valued customer with a one-on-one relationship.

  29. darniaq said on

    Raph I feel for you. SWG has touched everyone at this point, and even mentioning it in passing is like drawing flies to a bug light.

    In any case, I completely respect Chris Cao’s post, and why he made it. I think it was the perfect tone and told the essential truth. If people want to believe they matter more in the grand scheme of things, that’s up to them. However, they are just one part. Some can’t accept that, preferring to elevate themselves (or allow choice others to elevate them) to some position of manufactured and entirely unsubstantiated power.

    He told them what was. Too bad if they can’t take it.

    And for those who may see this as bad PR: separate an MMO from a company selling a bank product or some consumer electronic. MMOGs are one part society one part economy and one part despotic governance, with a public forum that spans everyone from Creator do to single-cell Amoeba. Tell ME what YOU think is better? Do you really think this Lord of the Flies process of community discourse is better?

  30. Prokofy Neva said on

    The in-game experience and the forums and the guilds and the fan art and the rant sites — they are all “part of the game.” You ignore any given aspect of this ecology at your peril.

    Bingo. We need community managers who facilitate, not kill off, these parts of the ecology; killing them off, or straining them through too fine a filter of moderation and punishment for speech kills the game eventually. The problem is that realistically, the ecology produces flora and fauna that run counter to the interests of the Gardeners, or game gods and they itch to prune and also to grow hothouse orchids for their own benefit and pour weed-killer on kudzu.

    That’s why you could get posters in the Terra Nova threads about community management yearning for a special experts-only board where only programmers/designers wannabee junior game devs get to talk to the game gods, and the hoi polloi and the blingards are shunted off to third-party social sites where they may even be expected never to dis the company, which may overreach into the sphere even of third-party cites (as Project Entropia and EA.com have done via Stratics).

    That’s why you get this curious hacking and slashing of the forums by Linden Lab, which leaves “building tips” or creates the rubric “resident answers” to slough off their own workload of endless game explanations on to the cultivator-type players, but their removal of basic free-expression — but controversial — forums like “polysci” and “land and economy”.

    The marketing image the companies want to project, and the reality of their flawed worlds that the players want to discuss are just too hard a clash.

    Even a more enlightened concept of “collaborative marketing” that envisions more sophisticated or resourced prosumers is still going to run up against a real tide of rising expectations — sophisticated prosumers tend not to want to be easily bought even by little collaborative marketing strategems and buzz-y mantras like “don’t sell to me, play with me”. They want the company to perform fairly, even like an elected government, or even to feel itself a hired service at the beck of the consumers who pay the bills.

    I’m fine with that, as you know, because we don’t have enough of it. But I can see companies are not, and that they will lurch back into circling the wagons if they feel threatened.

    The Linden Official Blog experiment has many disastrous consequences — huge long threads with 200 answers on a blog intended for a smattering of claps and WOOTS of approval for fanboyz, where the players indeed talk to each other and have huge, very heated and argumentative debates because none of them ever entered the virtual world with a shared concept of how they should be governed. And not a Linden in sight to moderate or express some sort of federal wisdom to moderate or mediate among the wild opposing factions — leaving a vaccum for whoever shouts the loudest or gets the biggest flash mob on the threat to win.

    Another disastrous consequence is the wierd uneveness of having 100 separate Lindens all blogifying on their chosen topic in their chosen style with chosen moderation rules, creating a cacophony regarding what official policy is.

    Before, 2-3 Lindens moderated the boards against a TOS and CS. Today, one Linden might immediately delete a post and relegate you to a black hole in cyberspace; another might delete you but then feel he has to answer you defensively in the absence even of your own post, just to win hearts and minds that might have seen your post; yet another leaves your post and hundreds of others to fester in endless definition-haggling, gotcha and back-biting games such as forums are known for — and never steps in to say even a bland, corporate phrase.

    I can’t help thinking that prospective customers and investors can’t possible get a coherent — and good — picture navigating an unwielding and wordy blog than they could get from forums crisply arranged by topic and expertly and professionally moderated.

    As you know, Raph, developing countries and even the U.S. sometimes call in election monitors from international institutions like the UN or the OSCE in order to be able to monitor conditions against a set of universal criteria. In some countries there are so many factions and so many people being jailed for looking cross-eyed at the regime rulers rigging the elections, or there’s the problem of the president’s daughter who runs the TV station not letting some candidates on air, etc. that outsiders are called in, in the hope they are able to sort through all the factions and manipulations both at non-risk to themselves but also to persuade all parties at hand that they are an honest broker. Those factions may not trust each other or those in power to be fair; they might trust the UN monitoring against a set of criteria.

    I think there are three rules that forums need to be happier:

    1. Never let current or former residents (residents turned staff) moderate forums. They are too biased with too many friends and networks and preconceptions of guilt or innocence. Paid, benefited staff with credentials as seasoned community managers and a neutral stance should be moderators and where possible, the job should even be outsourced to companies that only do forums.

    2. No one should ever be punished inworld, ingame, for what they do on forums. Trying to gain compliance with such draconian measures just reveals a weak and incompetent hand. No one should ever be deprived of life (log-in) or property (inventory) merely for speech. Speech offenses of this nature should not be characterized as “seditious libel” warranting “imprisonment” (banishment from the game itself); they should merely lead to banning or moderation within the realm of the forums. There’s a school of thought that says, as you’re saying, that the whole ambit of game features includes the forums, and that therefore people should “take responsibility” for their forums behaviour by being scared with the invocation of inworld consequences.

    I disagree, as all that does is pose huge problems for fickle and biased moderators who can’t bring themselves to ban from the world completely their foul-mouthed friends. People often blow off steam more and are nastier to each other on forums than inworld — that’s a reason given for eradicating forums. It’s rather a reason to leave them alone as a safety valve for inworld disputes.

    3. While it makes sense not to permit threads and polls started just for flaming and trolling, there should not be a strict ban against naming names or naming groups. EA.com and Stratics went through that route; Linden Lab was lax about it and then wavered back and forth, sometimes allowing “the community” to name and shame all the names of people they didn’t like, but banishment them if they named names of people they did like. The answer to the problem of libel is to enable the free press to investigate the charges and for people to print rebuttals and refutations, not suppress free speech, especially of public malfeasance by officials and those in power.

  31. JR Sutich said on

    I used to think that official forums served a purpose in an official capacity. After 10 years of dealing with MMOs from both sides of the war, I can honestly state that they have no reason for existing. Any information that the Development Team wants to tell the players can be posted on a read only forum or included in the launcher. You’ve already given your players a place where they can communicate with each other, and that’s inside your game. If they want to engage in discourse outside of the game, let them go to an actual fan site.

    If you insist on having forums, then be sure that you have staff capable of managing and moderating them. “Excellent Communication Skills” is not something you put on the job listing to fill up a line of text. Work with the fan sites, and let them feel like they have a purpose outside of posting press releases and patch notes.

    Did I mention you needed a *good* community manager yet? The only way to make sure that people are playing your game and not your forums, is to remove forums from the equation.

  32. Yivvits said on

    Hmmm… Yes, my apologies if I appeared to miss the point of your comments and focused on SWG. No hijacking was intended. FWIW I do understand the underlying issue here and have to agree with your thoughts on the importance of these forums, regardless of the which game they are for.

  33. Raph said on
    You’ve already given your players a place where they can communicate with each other, and that’s inside your game. If they want to engage in discourse outside of the game, let them go to an actual fan site.

    In practice, people do NOT communicate effectively with each other within the game on the sorts of topics that tend to appear on forums. We’ve all seen that. When’s the last time that an in-depth dissection of a game system happened over public chat?

    Whether or not you “outsource” operation of the site, to deny the value of having a site where the operators are known to be members of the community seems foolish to me. A broadcast-news-and-comment-form system does not equate to participation. In fact, it encourages an “us vs them” mentality within the company.

    What you need is an “us and us” mentality from top to bottom, both on the operator and the customer side. This is very hard to achieve, but it can be done via forums as well as by other means.

    The only way to make sure that people are playing your game and not your forums, is to remove forums from the equation.

    I’ll say it again, bluntly: there’s nothing wrong with “playing the forums.” It is not a second-class activity. It is not somehow inferior engagement with the product, any more than chatting about music on a forum is “less real” a form of fandom than listening to the music is.

    By removing them from the equation (and you aren’t, really, all you are doing is pushing this form of engagement off to some other location) you are not removing players from “playing the forums.” You are removing yourself, as an operator, from playing the forums. The forum game will continue — you just won’t be in it.

  34. Wanderer said on

    I’m one of the vocal forum posters. (yes, the level 1 ‘Wanderer’ of the WoW forums until I finally got fed up with Blizzard and wandered away) To take my little guild for example, we had about a dozen members in WoW. (we were never very large, and a bunch of members didn’t make the move to WoW with us) I was the only one who was active on the WoW boards. But every single member of our guild has quit WoW, and each and every one of them quit because of the same kind of issues that I had been ranting about on the forums. They didn’t bother with the forums. They didn’t rant. They didn’t complain. They just quietly took their money elsewhere.

    Some forum posters are out of sync with the rest of the game community. They’re usually fairly easy to identify: Look for the “STFU u stupid wanker” replies. Some are useless fanbois. They’re also easy to identify: Look for the “STFU u stupid fanboi” replies. Once you’ve filtered out those two extremes, you’re left with a group of people like me, people who represent to a significant extent the thoughts, feelings, and opinions of their friends and peers in the game. The other 80% might not be screaming about the same things on your forums, but you can be certain they’re talking about the same concerns in the game or at the water cooler. Like my guild, they will fold their tents and quietly slip away. And you won’t have any idea why they left.

    Customers are like any other business asset: You have to spend money to acquire them, and when you break them, you have to go buy more. They cost more every time, though, and the supply is finite. You can’t send the gopher over to Staples to pick up a case of new gamers. So it’s a really bad business decision to throw out the ones you’ve already got.

  35. Brent Michael Krupp said on

    I think people are forgetting how amazingly useful official forums can be if you get away from the main “general discussion” or whatever it is called forum. I have always found class-specific or tradeskill-specific forums to be full of really useful information about those classes or tradeskills, even if there is some whining and flaming there.

    A specific example is WoW. The general forum IS a cesspool, but the class-specific forums are excellent and have helped me figure out what I am doing every time I try a new class. I’ve seen similar things in other games.

    So don’t throw the baby (useful sub-forums) out with the bathwater (crappy general forums).

    Someone is going to say that fan sites could handle this stuff — if they emerge and if players can find them. I don’t want to have to search all of the internet to find the best “WoW rogues&