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It seems SOE Creative Director gave a lecture to MMORPG professionals about managing large gaming communities. Unfortunately, I don't think he forsaw his customers getting ahold of the curriculum. The presentation even advises against the content being leaked. There's good reason for that advisory it seems. The content makes it clear what a cynical attutude Koster actually has toward his players and the customer base. From here on what's in quotes is from Koster's powerpoint slides themselves.
http://www.legendmud.org/raph/gaming/gdc_2002_community_files/frame.htm
"...Dont share this info with your users ..."
It says.... ooooops. Too late. One thing made abundantly clear here is Koster is never going to be challenged on being burdened by an overabundance of moral righteousness...
"...Forming the community, part I
Steal it (Yes, were serious) ..."
"...Forming the community, part II
Steal early..."
"Early community team
A key evangelist: someone passionate about the heart of the game
Best if comes from one of co-opted communities"
"...Community standards: soft
Dont 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
Dont 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
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
Youll 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
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 doesnt matter)
Showcase via website and newsletters
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, theres 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
Youll likely get good info
------------------------------------------------
Hmmm... well that was informative. Koster basically is only interested in one thing from the people who play his games. That is what Raph can get from them. Steal the customers from other games, but make fake compliments about their other games as you do it. Ostracize those who disagree and only make a public show of trying to communicate with them, including a fake show of sorrow. Get rid of people you don't like quickly, but come up with fake excuses when you ban them to get even with them, like bad language. Use player-developed content liberally, then steal it from them as you have yourself covered legally when you steal it under derivitive works law. Volunteers are great sources of free work as long as you have the legal aspects covered (I loved the "they can brag about it" line).
Now we know what the E in SOE stands for. ENRON. I haven't heard this cynical of a business model since the Congressional Enron hearings. I suppose Raph will act aggrieved because this presentation has seen the light of day in the player base. I wonder if I will be offered to be an ombusman or ostracised as a result? At least this takes most of the guesswork out of dealing with SOE in the future. Simply remember you are only good to them for as much as they can use you.
I'll be cancelling my accounts with them tomorrow, too. I had been waiting until the end of the billing month to watch the train wreck on the SWG boards, and possibly pull a miracle out of an orifice to save SWG, but now I know they simply don't care enough about the people or licenses they are working with to expend the energy necessary to make the save.
"...you just #@*&$% with the wrong rhino, pal!" - Smoochy
Comments
"...you just #@*&$% with the wrong rhino, pal!" - Smoochy
Koster is the posterchild for everything that is wrong that is happening with games right now.
Games have developed from in the 70's and 80's people who were passionate about having fun playing games making them, to, in 2000 and beyond, corporations trying to cash in on making them.
Luckily, anybody with a fair amount of cash and the ability to run a business can get the people together to make a game still, so there are still good games coming out... but the fear is there that the experience of gaming may go "hollywood"... it's a similar thing to the state that film was in in the 70's in america, to how film is at the present time.. there's a lot of indie houses making great films, and still the occasional good film by the hollywood film industry.. but there's a lot of formulaic crap out there too. Whereas in the 70's expirimentation and just trying to tell a good story was the norm.
Gaming is not dead.. but it's in a different state than it was in the 80's, that's for sure.
Koster's just an example of the bad side of gaming atm... this powerpoint presentation makes that abundantly clear.
_______________________________________________________________________
Looking forward (cautiously) to: Age of Conan, Dark Solstice, Armada Online.
Will soon try: Guild Wars
Overall: Amazed and bewhildered at the current sad state of the artform of gaming.
thats too long to read cna u sum it up i can read it its just alot
http://www.kingsofchaos.com/recruit.php?uniqid=8mj35887
No, I'm not going to sum it up, you illiterate brat.
Best tip you'll ever get on this board. Start reading. Learn to love reading. If you don't have the skills to research and learn more about this world, then you will FAIL in this world.
"...you just #@*&$% with the wrong rhino, pal!" - Smoochy
Yes i saw the link and like i stated before reason the old games were so good was because they were made by people who would want to play their own product not people that want to by a ferrari and party all night with hookers
Yes the original makers of EQ,UO and DAoC were nerds but so what they made good games lol.