Notes
Outline
How to Manage a Large-Scale Online Gaming Community
Raph Koster
Creative Director, Sony Online Entertainment
Rich Vogel
Director of Development, Sony Online Entertainment
About this talk
May seem jarringly practical
Don’t share this info with your users :)
Realize that you are going to need someone who is a politician
Forming the community, part I
Steal it (Yes, we’re serious)
Co-opt an existing aggregation of potential customers
Don’t be blatant; informative, non-hype info will work if your product is solid
Always be complimentary of the people you stole it from
Forming the community, part II
Steal early
Communities are hard to kill, they stick
It’s hard (and expensive)  to steal a subscriber from someone else
The earlier you lock them in the more likely they are to buy the product
The heart of the game
Define your mission or goal
Needs to be something that inspires passion
Your early adopters are passionate people
Can it in a slogan
Make it a slogan that is inclusive and inviting, not domineering
Develop additional catchphrases/vision statements, use them often
Proclaim it passionately
Frankly, you better mean it—they’ll notice if not
So have the person you have talking mean it even if you don’t
Early community development
You need a place for them to gather—this means web boards
Consider off the shelf solutions like UBB
Keep it streamlined—few graphics, quick reload
Make sure it can maintain some history
Give it search capabilities, profiles (avatar icons)
If no money, co-opt an existing venue and pay in patronage
Fan sites love to have devs post
Careful—you can ruin a community via your presence
Early community team
A key evangelist: someone passionate about the “heart” of the game
Best if comes from one of co-opted communities
A dev team member
so that players feel they have access for suggestions
For trickling out “behind the scenes”
Moderators to keep an eye on the community
Make clear the difference!
Webmaster so you actually have a site
Info release
Make it a ritual
Establish a clear periodic schedule
Stick to it
Give presents (holidays good candidate)
Track & coordinate ALL info releases
Tidbits
Articles
Media
FAQs
Community standards: “soft”
Don’t tolerate “broken windows”
Shake your head sadly and tut-tut people who break etiquette
A little public punishment goes a long way
Helps co-opt people onto your side, they will enforce for you
Call out role models
Celebrate how cool your community is
Community standards: “hard”
Put them in writing right at the start
Leave outs for unforeseen cases (“must follow the spirit of the rules…”)
Take firm action when necessary
Clear TOS
Clear warnings
Clear punishment
The existence of locked threads helps reinforce that action WILL be taken
Reinforcing community tone
You have great power
Whoever you answer gets reinforced; your attention is status
Whoever you ignore gets marginalized
Try to seem human
Corporate/marketdroid speak turns people off
Use personal touches and humor
Admit mistakes
You have to seem human first, of course
Buys you goodwill when you really screw up
Be HONEST
More tactics
Changing the subject
Don’t answer controversies, you feed them
New info can derail a distasteful topic
Act aggrieved
Only works if you have built trust
Closing the topic
Will alienate some, but will become community standard
You need to have given enough effort to addressing issues
Your community composition
Realize you are talking to very hardcore people
Not representative of final market
…but they ARE the people who generate word of mouth, so keep them happy
Savvy enough to understand tradeoffs, usually
Remember your silent majority
Go Live!
Community now moves into the game
Primary communication is still the website
Keep your in-game presence to CS only except for events
Provide clear channels of info
Update center of some sort
Patch notes
Continue regular access to devs
Periodic chats are a good tool
You may have to gag your evangelist now
A full community team
Expand to more developers
Use to address SIGs
Assign one to be aware of upcoming issues/testing
Writers for serial web content and newsletters
You want to become a regular destination
Fiction: hold a mirror up to roleplay
News: use to create role models
“Behind the Scenes”: make community feel like they are part of a secret club
Troublemakers, type I: verbal
Can they become ombudsmen?
Do they have a sub-community that sees them as a leader?
Do they have their own forums?
Can they be ostracized?
Must be seen to make public effort to communicate
You’ll need to put on a show of sorrow when you fail
Make comments to 3rd party about your sorrow too
Do you have excuses for banning?
Language is the most common
Troublemakers, type II: hackers
Most are prideful
Use admiration/attention as a technique to get their tools
Run incognito if you can get into bug boards/etc
Many will offer to help
Every game that has tried got burned
They will lie and hold back info
Some are improving the game
Cure yourself of NIH and use their ideas, or even hire them to write those tools
Troublemakers, type III: grief players
Why are they griefing?
A (very small) percentage is doing it because your design is broken. Fix the design.
Ban them
Early, often. Even if they were right about the design being broken.
Be scrupulous about the legality of the ban
(never seem to ban because of spite)
You cannot afford martyrs
Community scaling
Rule of 150
Shows up in psych, military, religion, sociology, anthropology
Reflect it in your game systems
Provide subcommunity identity
Wannabe game designers
Chatters
Fiction mavens
Later: specific game system mavens
Clans/guilds/etc: give public bragging space
Leveraging player-generated content
Major legal issues here
Law is NOT settled at all
Make sure you are covered under derivative works
Use it as much as you can anyway
Realize your brand WILL be diluted
(Or pick a brand where that doesn’t matter)
Showcase via website and newsletters
Listening to your community
Stakeholders
Post proposed changes
Get SIG input
Actually LISTEN and modify proposals
Testing environment/server
Treat just like regular game as far as CS
Be properly thankful but do not create sense of entitlement
Provide an ombudsman for reporting issues
Integrate into QA process
Strike teams work great
Understanding biases
Source is self-interested
Will usually argue for improvements to their role
Diehard player of the role
Source has particular expertise in subject
Will often argue for overly hardcore mechanics
Source gave up on role
Extremely valuable input
May just suck at it though
Feedback loops
Volunteers are tricky legal territory
Get legal advice, there’s still ways to do it
Make volunteer-like activities rewarded
Weave into nature of game (advancement for helping!)
Spotlight on website
Give special access
They can brag about it
You’ll likely get good info
Some resources
www.naima.com and Amy Jo Kim’s work including Community Building on the Web
Raph’s website, www.legendmud.org/raph/
Malcolm Gladwell’s The Tipping Point is a good introduction to viral marketing & how it works