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Community relations, management, design, and governanceSeptember 29th, 2006 |
These four words mean different things, and frequently call for different talents and skillsets used by different people. And yet, they seem to get used interchangeably, and lumped into one person’s job. We should stop that.
“Management” means control. Yes, there’s degrees and degrees of control, there’s soft touches, and so on. But management, fundamentally, is about directing a group of people towards a stated goal. In the case of online services of all sorts, it means “keep them as customers.”
“Relations” means conversation. It’s about the relationship. Yes, there are “relationships” when you manage someone, and the enlightened manager knows her people. But the stated goal of a relationship is the other person — it’s about getting to know them for their own sake. It’s not about getting them to do what you want.
“Design” is about intended use. It’s a discipline about shaping constructs so that users of those constructs can get done what they want to do while having the experience that the designer wants them to. It’s therefore a medium and a form of communication, close cousin to architecture. It’s about users doing what they want, and the elements of management are aimed at that goal.
“Governance” is about gardening. Yeah, I’m serious. It’s about tending a population. It’s about keeping self-destructive elements from harming the whole, about preventing outside elements from causing harm, and about working to keep the population thriving. Your motives for this may be varied — to extract dollars, or to permit the pursuit of happiness.
There’s also the specter of two more jobs here: “customer service” and “marketing” are lurking around all of this. Customer service is primarily a management thing; it’s about making sure the experience is smooth. CS is the “fix-it” team that pops up when something else has failed — either a problem in the system (e.g., a bug in the code, my reservation is missing, etc) or a total failure of the relationship (”I quit.”). Marketing is about persuasion at its core, though marketing professionals more and more understand that some of what they do involves these other approaches.
Clearly there is overlap between these, but they are not all the same thing. In the real world, governance encompasses all of the other three to one degree or another (though obviously they manifest outside of governments proper as well). The process of legislation is a design process. The process of policing is a form of management. And, sadly, we tend to see the attempt at a relationship only when it’s election time, and it’s a thin veneer most of the time.
That’s really the problem; of the three, it’s having a relationship with a community that doesn’t scale very well, as I have written about before in my series “On Trust” (1, 2, side note, 3, 3.5).
These comments are prompted in large part by the thread entitled We need community managers over on TerraNova. The thread there was bugging me, particularly given that Disney parks were being used as an example of a model. I think Disney does a superb job at design and management. I think they don’t particularly care about community relations.
The presumptions of several of the MMOG designers and operators in that thread can be summarized as follows:
- Virtual worlds are businesses, therefore everything is subservient to how we extract dollars.
- Virtual worlds are entertainment products and therefore theme parks are an excellent model.
- Therefore, governance always flows from the operators.
A flip side is the argument made by Prokofy Neva, standing in for all the players who ever felt that a space was theirs.
- Players invest sweat equity and emotion.
- In spaces like Second Life, actual dollars and IP are essentially held in escrow.
- Therefore, governance is something that should arise from the population as a whole.
I’m not writing this post to take sides (though I have them!). Rather, I write it to say that we need to be clear about which of these things we are talking about, and to say that our positions on the above are going to very much shape how we approach our users. A business like Amazon and a business like Disneyland are going to have different emphases based on how they interact with customers, and yet both design for community (community features versus literal layout), both have governance issues (review spam or squabbles versus disruptive visitors), both have the opportunity to engage in a relationship with the customer, both have customer service, both need to market, and so on.
Lastly, I think that if we are concerned with the overall structure of community industry-wide, that we need to avoid thinking solely in terms of customers, entertainment, and so on. Even two sorts of parks — Disneyland versus a state park, for example — will have very different models here. In the end, virtual worlds are going to be their own thing, and I strongly believe they will in the process pick up a lot of characteristics that are not just those of controlled entertainment experiences. The examples are all around us in the Web, and the Web and Internet are significant parts of the the virtual world DNA at this point — and rather underrepresented in our current practices.

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[...] I’m currently working on several articles for this weblog that cover a range of topics. Branding Convergence will discuss four convergent devices in terms of branding and why technology businesses should not be quick to embrace convergence as strategy. Design: A Different Perspective will discuss how I think about and apply design to branding. This article is really a spinoff from a conversation with Raph Koster. Following a conversation with Terri Perkins, Beyond In-game Advertising will discuss the current state of in-game advertising and what I think the future holds for participants in this business. [...]
[...] http://feeds.feedburner.com/~r/RaphsWebsite/~3/29585342/http://www.raphkoster.com/2006/09/29/community-relations-management-design-and-governance/These four words mean different things, and frequently call for different talents and skillsets used by different people. And yet, they seem to get used interchangeably, and lumped into one person’s job. We should stop that. [...]
[...] 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. [...]
[...] 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 [...]
[...] 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 arent 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." [...]
[...] SWGStraticsVoice - 7:16 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:Weve 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 arent here to play the board game. Were 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 arent 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 Ive said before, we will be here (on the boards) and we will be listening. If youre up for a focused discussion of ideas, we welcome you and you can bet youll 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, dont 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:Tides Horizon and Lum are both talking about this, but I am frankly a little loath to. I dont want to come across as criticizing, since thats not really my intent. But lately theres 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 thats 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 isnt about SWG or Chris Caos 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 dont hijack the discussion to debate a given games 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. [...]
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