Side Note: Turbine Games Still Need More Polish

Side Note: Turbine Games Still Need More Polish

What’s Turbine been doing the past year? Nothing too exciting, it seems… even though DDO went free-to-play and is apparently making lots of cash, it still has only a skeleton crew working it. But Turbine did just launch a new Lord of the Rings expansion — Siege of Mirkwood. It’s supposed to be really good, too. “Okay cool, it’s probably time I check in on Lotro,” I thought, early this morning. As of 1:30 am the following day, I am still not finished downloading.

I went and got the “Play in Under An Hour” download package. It started off downloading really fast, faster than my regular torrents, even. Then it stopped. I mean, it completely stopped downloading at all, for an hour. I shut it down and restarted it and it went for a while longer and then stopped. Repeat ad nauseum and finally it was finished! I logged in to the character-select screen, and … hey, that’s not what my old character was supposed to look like! He’s only wearing underwear!

Ha ha, of course, the quick downloader hasn’t downloaded my old avatar’s clothes. That’s fine. I’ll just look naked or whatever until it downloads. I click Log In. No, actually I will sit at the “loading” screen for HOURS without any feedback, while it downloads the needed art in tiny scrips and scraps. After hours of waiting, I gave up. (EDIT: apparently I should have shown up as red with a note that my character wasn’t available. But he was in the newbie town of Bree so I guess it figured he was available. I dunno.)

Eventually I uninstalled and tried to get smarter about this. “I do own the original disks, I’ll just install from disk and then patch.” As of this writing, the CD install is still patching. It’s been patching for 10 hours, with an average 200 KB/s download speed. So that’s like 8 gigs of downloaded data and I’m still at -700% complete.

No, really, I’m at -700% complete.

lotro-negative-percent

Is that good? Am I almost done? I don’t know. It went to 100% and then kept right on going, all the way up to 800% or so, and then flipped. Now it’s a negative number, but it’s slowly getting smaller. Maybe when it reaches 100% again it will be done.

I don’t know. All I know is they need to work harder to make this game accessible to returning players, because this is the second time in recent memory that I’ve tried to play Lotro and the second time I’ve failed to manage to play at all. Turbine could spend some time on this. I think that would be okay. I mean, they would make their money back for the time spent.

Okay, I’m done with the vitriol now.

2009: A Year of Shitty MMOs

I read Scott Jenning’s blog post about how terrible the year was for MMOs, and I had to agree that it wasn’t a fun year for MMO companies. “But still,” I thought to myself, “If I had my own blog, I would have a couple of counter-points to make.” That’s when Sandra reminded me I have something called Elder Care, or Elder Scrolls, or something like that. I finally remembered my password, and here I am! Um, I have some counter-points to make. (Put your vitriol helmets on now.)

Fate Was Not Kind To You, WAR, Because You Were Developed By Morons

Some readers have asked me why I didn’t pick on Warhammer Online. The fact is that I did write about how doomed they were… but those posts never left the “drafts” section of the blog, because it was too easy a target. It’s like making fun of the mentally challenged kid: you don’t get points for showing them up. Anybody in the industry could have predicted what happened to WAR with 100% accuracy.

Gee, was WAR created by somebody who thinks people who disagree with him should be “burned at the stake”? Wait, and did that same article point out that WAR was developed primarily by inexperienced developers because they were easier to cow into obedience? Yes? Wait, literally? That wasn’t even exaggerated? Huh. And they said they hate playing other MMO’s because it “gives them ideas”? Weird. Maybe… maybe… could any of that have had something to do with the tons of newb mistakes they made? Nah. It was probably just the economic downturn.

In case you are confused by sarcasm, what I mean is the company deserved to fail due to their incompetence and they did, and anybody surprised by this is probably surprised by other predictable things, like the sun rising. They made a DAoC clone that wasn’t as compelling as the original, with a weaker IP (sorry, Warhammer tabletop fan(s), but it’s true: your IP is not even as big a draw as the free “Vaguely Camelot” IP), and they spent an amazing amount of time and money making the game, yet launched it with a pittance of content. And then they did all sorts of crazy things, like opting not to open forums, even for support. This made many players’ initial experience, including my own, pretty miserable. I had originally predicted they would have only 100k by their first-year mark, and I don’t know what exact number they have now, but I’d be a little surprised if they have that many playing customers.

Champions Online Falls On Face

I just canceled my Champions Online account yesterday. The place is a ghost town; I’d be confused and amazed if they have more than 50k subscribers (because, if so, where the heck are they?). Frankly, the game was launched way too soon, and they did the dumbest thing you can possibly do to a fragile game: they made a launch-day patch that made the game tons harder. After months of beta-testing, they threw ALL their data out the door, jacked all the monster difficulties way up, and shipped it. What kind of an idiot would do that? Actually, every newb team makes this mistake. It’s caused by thinking, “Holy SHIT, players will reach level 50 in a month of play! We have to fix it!” And so they fix it, all right. They make the game so un-fun that nobody bothers to get to 50 at all. Ta-da!

The thinking is really just that simple, and it’s always this stupid knee-jerk last minute reaction among the team. MMO’s need players to survive, and a traditional boxed game gets 90% of its players from its initial launch. So MMO companies are really keen to keep all those players paying for at least three months… ideally six months. But they realize they’re out of time, so they just flip some knobs, twiddle some monster skills, and hope for the best. Inevitably, they would have been better off letting people level quickly. Some might get bored, but they are likely to come back later when more stuff is added. If you make the game into an unbalanced muckball, everybody’s experience will be terrible and they won’t come back.

Sandra and my newbie experience was pretty amusingly bad. Our level 13 characters got stuck, unable to continue playing because we picked the wrong skills — we could no longer defeat monsters anywhere near our level. We had to roll new characters! That was basically when Sandra quit. I kept going a while longer, but the imbalances were pretty dramatic (both too easy and too hard, randomly, in every aspect of the game), and it sapped the fun out of being a superhero.

It’s better now, actually. It’s kind of fun now. If you like playing in a ghost town. Because there’s almost nobody left. If you want to play, I recommend you do it now! It’s getting hard to find PvP arena groups as it is… soon it may be impossible. I don’t know what they’re gonna do… well, if Cryptic can hold on until the Xbox 360 version launches, I’ll be happy to give the game another shot on the console.

“Of course Cryptic will stay alive!” you say. “They have Star Trek Online coming out in a couple months!” Uh, hrm. Well, here’s where I don’t pick on Star Trek Online because it’d be like making fun of the mentally handicapped again. Sorry, guys. I love the IP, and I know Cryptic is working hard, and I’d love to be proven wrong, but I can’t see it happening. STO won’t be substantially more polished than Champions was at launch. Why? Because it’s a significantly more complicated game, and it’s launching much too soon to be good enough. It will be lucky to retain 100k subscribers a year after launch. That number would be fine, except they probably need a lot more money than that to keep the lights on at Cryptic HQ, let alone repay their debts.

Aion Core Gameplay Involves Grinding and Being Murdered Repeatedly

Oh god Aion is a beautiful game. I don’t just mean the inhumanly pretty avatars. I mean the whole world has great art direction. It feels like Asian Disneyland From Hell. It’s wonderful. Cute kangaroos hop up to you and box you to death. Mole people squeal and fall over in mid-combat, too excited to keep fighting. One of the first surprise encounters comes from cute animated stalks of evil corn. There are beautiful lakes full of loons calling, fish swimming, adorable lobsters nipping at your feet. This game has serious atmosphere.

But it has the biggest grind EVAR. I had lots of friends who started it and were excited by it, and they have all left, except for one. The invariable reason? “This game is grindy as hell.” It’s got serious pacing problems, and for a PvP game it takes WAY too long to get to the PvP part.

And then when you get to the PvP part, turns out it’s full of these bird men who are 20 levels higher than you who continuously kill you, for fun, just for the hell of it. I had read that there were, like, these elaborate tiers of combat, so I could occasionally fight people somewhere near my level. That has yet to ever happen. Well, sometimes I can sneak up on an enemy while they’re fighting in PvE, and gank ‘em. That makes me feel like a big dickhead.

I’m still paying for Aion, but… I can’t see myself staying in it for much longer. And I lasted longer than almost everyone I know. The worlds are still relatively populated, though not nearly as much as two months ago. But it’s a beautiful game, and the US maintainers are desperately trying to fix things — they’ve gone to double-XP weekends every weekend in order to try to get people up to higher level so they can PvP. Will they succeed? Search me.

Aion is still a big hit in its homeland. But it’s a just modest success in the US. And the sad thing is, it’s the biggest US hit of the year by a long shot. (Ignoring WoW, which is on its own scale.)

Big-Ticket MMO’s Still Sucking, Facebook Games Growing More Fun

Another thing Scott’s blog pokes fun at are the terrible Facebook games that seem to be soul-sucking leeches, designed to hook players like crack and then spam their friends list for more suckers. Those games really are pretty terrible. But why is everybody focusing on these leech games? They are the dying breed on Facebook.

I was just working on a Facebook game with a lot of actual gameplay. It’s in Flash and it’s actually got a real virtual world and avatars and everything. And content and gameplay and so on! This is the future of Facebook games: actual games that happen to be integrated closely with Facebook.

Smart devs should get in on this while they can — there’s still time to make one of these second-gen Facebook games… that is to say, games with actual content. But I understand if you want to just make fun of Farmville some more instead. It is definitely easier.

Games Are Nickel And Diming Me, But I Am Still Not Angry

Another thing Scott’s blog pokes fun at is how games are charging for more stuff now. He listed off a lot of examples, but none of them were at all upsetting to me, with one exception: charging for rerolls in Champions, because Champions was designed to need lots of rerolls in order to play well. So charging for it is exceptionally mercenary for a subscription-based game.

But the other stuff? Charging for world transfers, race changes, character renames, whatever? Yeah, go ahead. In fact, please do more of it. I like these sort of options and I don’t mind paying a few bucks for them. You are not losing customers by adding a for-pay race-changing option. You just aren’t. It’s not a problem. I don’t know what Scott is smoking.

Conclusion: It’s The Business Model, Stupid

It’s tempting to say that these big-league MMOs are suffering primarily due to the economic downturn. But I have a hard time buying it. The Flash casual game market has really heated up this year; our FlashGameLicense.com brokerage site is showing huge monetary growth in terms of online games of all sorts: casual, hardcore, whatever. I’ll admit that no Flash product is as hardcore as “go to the store and buy a $50 box to play this game”. But DDO is apparently breathing new life into Turbine as a “freemium” downloadable game. Champions and Warhammer could be doing this, too. Why aren’t they?

The reason they don’t is that small MMO companies are venture-capital collection machines. They seem to exist to get venture capital. They do not exist to eke out a modest profit off of their games; they need to show HUGE (500%) return on investment in order to keep getting more venture capital. So what happens when their game isn’t a 500% ROI game? They don’t try to salvage it and turn a nice sum. They immediately go about desperately making another game, another gambit, another roll of the dice, maybe we can keep this boat afloat before the VCs shut us down, maybe they won’t strip us for parts if this next game/expansion/repackaging/acquisition is a hit!

VC’s are used to most of their bets not paying off. That’s why they demand such huge rewards from the ones that do. Would it be possible to take 5 million and make a game that returns 15 million in ten years? Yes, that’s not even that hard. But good luck getting only 5 mil in venture capital. You’ll need to set your sites bigger. You’ll need to go for the mega-game that jousts with WoW’s popularity in order to get venture capitalists excited.

It’s a dead-end dream for most companies. The thing Sandra and I have always wanted to do in the MMO world is take one of these modest games, these Champions or Warhammers or Asheron’s Calls or whatever, and run them, and turn a tidy profit for many years. That dream is hard to realize because these companies aren’t interested in turning a minor profit on a game. (With the very notable exception of SOE, who is happy to keep a game going as long as it’s in the black. Good on ‘em. Note that they aren’t a venture-capital company, though.) For most game companies, when a game goes out the door and flops on its face, it’s not time to repurpose the game and figure out how to make a profit — it’s time for a hail-mary pass with the entire company.

In other words, yeah, these 2009 MMOs sucked. But not really. If the stakes weren’t so high, these would all be little success stories. They “suck” because they threw millions and millions at a product, scrambled as hard as they could for a few years, and then rolled the dice to see if they got rich instantly. They didn’t. So, bam. They suck by fiat.

I think we’re seeing that infusing game companies with fifty million in venture capital is not a reliable way to make or run a game. But we’re at a dead spot right now, where MMO’s are still too hard for a small privately-funded team to make, but not profitable enough for a VC firm to get rich off of. So the games keep imploding, the same sad story over and over. And yes, there will be more of the same for 2010, but we’re going to start seeing more of the small companies making names for themselves, showing reasonable profits and carving into the mainstream gaming audience. 2011 is when the flood-gates will finally burst.

Conclusion Part 2:

To be clear: I don’t mean to be picking on Scott Jennings. It does seem like I am, but this is just what happens when you single-source your vitriol-post. Scott’s a good guy who knows what he’s talking about, he won’t mind.

So, yeah, this is why I try not to share my random game opinions on the blog unless there’s something constructive to add. But I guess I’m averaging one hate-post a year, which isn’t too bad.

So yeah… I’ll see you later, when I finally manage to get the next of those Psychology for Designers articles completed!

Two Kinds of Developer Relations

There seem to be two main ways that MMO developers interact with players. These two ways have serious pros and cons, but usually the choice isn’t made consciously. Instead, the choice comes from the culture and situation the team finds itself in. But if you make an explicit decision, you can stick to it and you won’t screw up nearly as often (or as dramatically).

Option 1: Everything is perfectly fine, citizen. Move along now.

I’ve been playing Aion for a while now, and it’s a fascinating game. I’ve never been on the crap end of a localized game before, and I have to say it sucks. Instead of being responsive to my needs, I’m treated like a second-class citizen. This must be how the Korean AC2 players felt, or how the foreign-language EQ2 players feel now. Poor bastards.

Through no fault of their own, the English language team for Aion doesn’t have as much control over the game as they’d like. They get new game updates from the home office, as determined by their schedule, not what the English team wants. And then they have to get all new text translated, and then re-QA it… it takes time. They aren’t nearly as reactive as they would no doubt like to be.

So what are their comunication options? They can constantly say, “We told the Koreans, but they haven’t gotten around to caring yet,” or they can lie and say “We are fixing that right this second.” Aion uses the third option: don’t respond at all, or insinuate that there’s not even a problem. They subtly suggest that bugs aren’t really bugs. This is brilliant. When that doesn’t work, they use the “we are totally fixing that now” routine.

Some examples?

  • The game sticks to its guns about everything. It never says “I don’t know.” Try using the /where command with random gibberish.

    Type this: “/Where is my ass”
    You’ll get back this: “It is at a hard to find location.”

    That’s the error message for any invalid location. Brilliant, isn’t it? They never admit they are wrong. Sometimes important items in the game can’t be found with the hyperlink-based lookup feature. That’s where you see this error message more often. The items aren’t “hard to find” at all… there are just bugs in looking up some items. But you can’t prove there’s a bug, can you? Maybe the developer meant for that guy to be hard-to-find, to encourage me to explore the world. There’s always a tiny seed of doubt: it’s possible that there’s a rogue developer who refuses to make his quest items locatable with the game’s locator feature. And then they get fixed  in later patches when we complain about this “feature”. That could be what’s happening. It isn’t. Yet… you can’t really be 100% sure it’s a bug.

  • Many quests are buggy. (Gasp! Real shocker there. All games have buggy quests.) The Asmodians have a main-line story quest to collect some baubles from mole people and cat people. But the game tells you to kill the wrong ones! This would be treated as a simple bug in some games, and players in game would say “Oh that’s bugged.” Here, players will tell you things like, “Oh it’s just tuned for Korean sensibilities. It’s a rare drop!” That’s even what Google told me while I tried to complete this quest. Right. This one quest out of hundreds has a 1% drop-rate but no other quests do. That would be retardedly bad design. But what else could I do? So I killed 200 of the buggers and never found anything. Actually, it turns out it drops almost every time from the mole people 100 yards away, the “farmer” moles who had absolutely nothing to do with the quest plot. It’s just a bug. But nobody wanted to believe that. They gave the game the benefit of the doubt.
  • There appear to be some population imbalances between the two races, which can be quite problematic in a PvP game. I don’t have first-hand experience with it because I’m still relatively low-level, but Asmodians on my server are often talking about how they’re outnumbered in battles, and frankly the Asmodians aren’t as attractive as the angelic Elyos, so I would be pretty surprised if they were played in the same numbers. That’s why it’s so interesting that there’s nearly a 1-to-1 correlation of races according to the Aion website. Almost every world says it’s 49% Asmodian and 51% Elyos. I know they balance the server loads by selectively allowing people to sign into realms, but really? That means that overall, Elyos are precisely 1% more popular than Asmodians. That seems pretty fishy. But I can’t prove anything. I too give them the benefit of the doubt. Now, if they had come right out and said “Yes there are some imbalances, and we’re working on it,” I’d be a lot more worried about this problem. But if they’re lying, they’re doing it whole-heartedly.
  • When I first logged in, I was flabbergasted by the amount of gold spam in chat. It made chat unusable unless you spent a lot of time manually blocking every spammer. The developers said, “We currently have Game Masters monitoring all our servers. They track chat channels closely and have been banning thousands of spammers every day.“ In reality, spammers stuck around for about two hours before they got banned. Even one customer-service person looking over all the 14 worlds would have done a better job finding spammers than that. (The spammers are not subtle. They literally spam as fast as the chat system will let them, which is once every two seconds.) What was REALLY happening was that the system was auto-flagging users when they got blocked by too many people. They lied to us. Didn’t they? Maybe they’re just really incompetent customer service people…

And so on. The game has its share of problems (like the most flagrant and embarrassing combat-macroing problem I’ve ever seen), and they try to fix them. In the mean time they ignore it, or else they spin spin spin. There are no developer interactions with players. Players yell into a vacuum and then one day they get a new patch, which rarely (but occasionally) addresses their concerns. Because of this reality, the team comes off as aloof and distant, but we give them trust they didn’t earn. Being generally optimistic human beings, we like to assume that the game is in good hands. If a quest acts weird, hey, it’s probably just because of some design decision we don’t understand.

Where this breaks down is in the case of things like spammers and botters. It’s much too big a problem to assume the devs know what they’re doing. Seriously: on my server there are a half-dozen botters standing a few feet outside of town, right in the road. It’s the worst botting problem I’ve ever seen by leaps and bounds. If they had a reasonable number of GMs they could get this problem under control, but they don’t. They also don’t have a code solution ready to go soon. Know how you can tell? They’re spinning. They ban a few each day, and they play it off like it’s not the most egregious case of botting in a decade.

Really, if you were the poor community manager, what would you say? The English team probably has a minimal set of GMs, or nearly so… that’d be 9 people, 3 for each of three shifts. They probably have full workloads for most of their shift, but when they do have free time I’m sure they tackle some of the botters. But unless the game adds more staff, they won’t be able to tackle it robustly. They’re being cheapskates and waiting for a tech solution so that their bottom line doesn’t get hurt. This, again, is a tried-and-true approach that most every MMO uses at one point or another. But in the meantime, the community manager has to basically fabricate a story to keep people calm.

Aion is hardly the only company to use this basic method of communication. EverQuest 1 was infamous for it, back in the day. Other teams have tried it to various degrees. The thing about this approach is that you need to really embrace it and you need to tightly control your message, like Aion does. If a few people spout off details they shouldn’t, your whole elaborate facade crumbles.

Option 2: We suck and you know it, please bear with us

The other commonly successful strategy is to be open and earnest and to trust players to see things your way. Champions Online uses this approach. Their developers engage users on the forums, talk about specifics, explain what they are trying to do to fix things, and sometimes (rarely, but occasionally) change their plans based on feedback from forum-goers. Here’s the sort of hands-on specific details I mean: here a developer explains why they don’t routinely let players become 50 feet tall (which was a bug that a low-level item caused for a while):

when we can do the growth effect without any of the bugs that the massive size caused, we’ll add stuff that uses it for sure. But until we can do it without causing all sorts of awful graphical glitches, camera issues, exploits and client breakage, we’re not going to have it. Regardless, a rare drop for fun off a lvl 9 quest mob is not where an effect that level 40s want to farm for will get hooked up, once we can safely do it, expect to see it on something more appropriate that doesn’t mess up missions being done by low level players.

Nothing earth-shattering, but the developer acknowledged that the existing item was hella broken, and that someday they hope to fix it and use the technology on purpose… if they can make it work. Some day. This is not something you would ever see Aion say.

Moreover, they have a blog that address major game issues and explains what they intend to do about it. (This one is a bit old, but a good example.)

This is completely the right approach for Champions to take. The game is not nearly as polished as Aion; they couldn’t possibly convince us that the serious bugs in the game were intentional. (Anyone who experienced the 50-foot-tall bug knew full well it was seriously buggy.) Instead, they play to the crowd, giving them insider tidbits about how stuff is going, explaining their motivations, and basically feeding the forum trolls to keep them relatively sedated.

This approach is a common one. AC2 used this approach because our game, too, was far too buggy to pull off the “we know what we’re doing” trick. We also had a developer who was eager to spill the beans about everything (that’d be… uh, me, actually…), so this communication style was a good fit for the team. The Champions designers are in a similar boat and obviously enjoy talking about their game. They seem to be relatively good at not feeding the forum trolls, either, and staying on target.

This approach works well when you have small bugs that you need forgiveness for. ‘Fessing up right away and telling players you’ll fix it next week works. Actually, it works great for retention: players really like it when you respect them enough to really tell them what’s going on. When you trust players, they will often surprise you by trusting you back. That is, as long as you actually fix the problem, and quickly. (Aion couldn’t do this style if they wanted to, because the English-language team obviously has little insight into when bug-fixes will really arrive.)

This communication style fails when you have to admit that serious issues are broken and that you can’t fix them quickly. A common theme on the Champions forums is that the game doesn’t have enough content. There’s not a damned thing the developers can say about that to make people shut up. They can’t add content quickly enough to make people happy. Contrast this to Aion, which also is missing content in several level ranges: Aion just doesn’t say anything, and they delete threads that are too complainy. When Aion users rage about the lack of content, they tend to rage in a vacuum, unable to commiserate with other players. I believe this causes players to “grind through” Aion longer than they do in Champions, because they aren’t sure that the game is in the wrong. Maybe they’re just playing it incorrectly…

Screwing It Up

Both of these communication styles have pros and cons. But the biggest danger is that developers can easily screw it up by saying inappropriate things.

I remember when DAoC revealed too much info, causing their facade of “we totally know what we’re doing” to disintegrate for a while. EQ1 had its moments, too. Unfortunately those forums are long gone and even the wayback machine isn’t helping me find the examples I vaguely remember. Sigh. So back to picking on WoW, then…

Now, WoW is an interesting example because they started out with option #1. Aside from some hand-wringing when the game launched (and was unplayable), they generally played the “we know better than you” card really well for years. This changed when the design team switched hands. The new designers, mainly the lead systems designer, Greg Street aka “Ghostcrawler”, love to talk about their stuff. So they suddenly became an option #2 game. (I may have done the same thing… their aloofness was no longer particularly productive.) Okay, there are some big tradeoffs made there, but it’s not inherently a bad decision.

Except that Ghostcrawler posts like 20 times a day. Poor guy is totally addicted to the forum game. At first it looks really helpful:

If you ignore combo points (which we aren’t planning on adding to hunters), then the biggest decision energy-users face is whether to use a single 60 energy attack or two 30 energy attacks. The answer depends on a lot of variables, including which does more damage, what is on cooldown, the synergy between the abilities, etc.

If you consider the cat druid (because it’s slightly simpler) and ignore finishing moves, then the druid rotation would look something like getting up a +bleed attack, applying a bleed dot, getting up a +damage buff, and then doing the actual damage. You could imagine something similar like that for hunters. I don’t mean hunters are going to be a +bleed class, but more that the choice of what attack to push next should have some decision behind it. It won’t just be Serpent Sting x 1, Chimera Shot x 1000. Repeat.

But if you keep reading, you see that most of what Ghostcrawler does is literally moderating the forums, and bitching about it, to boot.

Dear OP,

Bye.

Hugs,

GC

(He edited his original angry post, but if you follow the link, you’ll see some of his very angry justification text. His anger is completely justified! But his public reaction is not useful.)

If you use the dev-tracker on their forums, you will find that it’s full of Ghostcrawler saying things like “You’re banned” over and over. Why is this a problem? Somebody has to do it, right? Yes, and that person needs to be the forum moderator. Forum mods can occasionally pull stunts like telling users to die in a fire, and get away with it. That’s because forum-goers treat moderators like “one of us” instead of “one of the dev team”. But when developers are constantly moderating the boards, they lose the last bit of distance from the players. Suddenly Ghostcrawler’s opinion isn’t more valuable than Joe the player’s opinion. Ghostcrawler doesn’t get any respect anymore and has to spend more and more time defending himself. He’s playing the forum game and losing. (He should at least make a fake moderator account for this stuff! But he’s not really thinking objectively about this anyway.)

There is an easy fix for this: Ghostcrawler should be banned from the forums. Instead, set up a Developer Blog and tell him to go crazy. Let him reference things on the forums and reply to them. Several posts a day? That’s okay! But it’s separate from the forums. And it will cut the stupid forum crap out, too.

In fact, I recommend this for all development teams now. If you are going to spend time communicating with players, don’t do it in the forums, because only a fraction of your population reads the forums. (Thank god!) Instead, take a play from Aion’s book.

The best thing about Aion’s community is a very trivial thing: when you quit playing for the night, it automatically opens up a web page to their community site. You instantly see the headlines and can read the dev blogs, look at your character, whatever. This is brilliant. Most games offer this before you log in. I never want to do this before I log in… but I often want to spend a few minutes winding down after I have finished playing.

WoW (and every other game) should do the same. Ghostcrawler should have his own blog link on that community site, where he and other developers can post technical details to their hearts content… and players can easily find it. This isn’t brain science. It’s just using the right tool for the job you’re trying to do.

Advice For All Community Management Types

If you’re an Option #1 game, you need to keep your developers away from the forums and blogs. You can’t have a distant and aloof ivory tower development team that occasionally stops in to chat about game innards. That just makes everybody look stupid. Their message gets taken as having far more significance than intended (because it’s so rare that they get information), and people will be confused and upset about why devs took time to talk about this one issue and not the 500 other issues people are concerned about.

If you’re an Option #2 game, you have to expend significant amounts of developer-time communicating with your audience. If you stop, people will freak out. “They stopped caring!” is what they will hear. If you only have one developer posting on the forums, you can actually expect your forums to get nastier when this developer goes on vacation. It’s that sensitive. You need to allocate significant resources towards communication, and that means maybe 20% of four or five developers’ time. Really. (This is also why a blog is a better choice for developers to post on. You can queue up little tidbits and release them one a day, requiring less posting overall to get the same feeling of participation.)

Whatever you do, you have to stick to your guns. Explicitly decide what your community plan is, and detail it, and write it down, and make sure the people who matter agree with it. (That does not mean getting the whole company on board. It means getting the key people on board.)

Now, you can completely change your community approach. This is often useful for older games where the circumstances have changed since launch. It is quite possible to go from an Option #1 company to an Option #2 company. It is harder, but also possible, to go from being Option #2 to Option #1. (It will take about six months for that transition to stick, however, so be prepared for stress.) What is not possible is to become a hybrid company, sometimes aloof and sometimes chummy, accessible today but invisible the next. You’ll get eaten alive.

So plan it out. Decide why and how you’re interacting with the audience. I’m sure there are some other communication styles I missed here that work for different situations. The key is just to have consistency with whatever you decide.