|
|
|
Raph Koster |
|
Creative Director, Sony Online Entertainment |
|
Rich Vogel |
|
Director of Development, Sony Online
Entertainment |
|
|
|
|
May seem jarringly practical |
|
|
|
Don’t share this info with your users :) |
|
|
|
Realize that you are going to need someone who
is a politician |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
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 |
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|
|