MMO Community Enhancement

 

An in-depth list of community improvements for MMOs, both new and old.

 

by Trenton Kennedy

www.trentish.com

January 2009

 

 

What is “community”?

 

    Community is that nebulous thing that exists inside and outside of a game.  It can show itself on any website, forum, club or even t-shirt.  In regards to an MMO, it is the all-encompassing micro-society that has formed surrounding the game.


    More importantly, a community inside a game can best be described as a culture.  There are player relationships and associations (both huge and miniscule), new language, territories, key figures, memes and even stereotypes.


    The goal, of course, is to promote the growth of new and old relationships between players.  Bond them to each other while bonding them to the game.

 

 

Assumptions:

 

    1.  The game is good enough.  Community will do little to retain or attract players when the central game is mediocre or just bad.  There needs to be a reason to play in the first place.

 

    2.  Good community extends the life of (specifically multiplayer) games.

 

    3.  Players will always act like mature adults; any system you add will be greeted with appreciation and result in exactly what you expected.  Players will be players.

 

Purpose: 

 

    1.  Explore what past MMOs have done to encourage good community.

 

    2.  Improve on past iterations and consider the merit of new enhancements.

 

    3.  Suggest improvements that give the most benefit in the least amount of development time.  (The most bang for your buck.)

 

    4.  Offer (sometimes off-the-wall, potentially infeasible) ideas that have the potential to spur thought and improve the next generation of MMO.

 

 

Other Notes:

 

    Many of these ideas depend heavily on the type of game that is in question.  What might work perfectly for one, could be the wrong choice for another.  I try my best to offer different solutions for different situations.  At the very least, I hope to promote thought and exploration of new ideas.

 

Disclaimer:

 

    I cannot claim all of these thoughts as my own.  Although there is a significant amount of original work, much of it is inspired by others or may already be a prominent or well-known idea.  I’ve tried my best to give credit where it is due.  If you think you deserve to be mentioned or if there is something specific you’d like to add, please get in touch with me!

    Some of the pictures listed are from existing games (and I will mark them as such).  Others are basic mockups I have done.  They are merely shown to give the viewer an idea of what I'm talking about.  I do not profess to be an interface artist!


Table of Contents


  1. I.  Social Design
    1. A.  Building Player Relationships
      1. 1.  Ally Meter
    2. B.  Crafting Attitudes Through Motivation
    3. C.  Server Communities
    4. D.  The Attachment Caveat
  2. II.  Guilds and Player Organizations
    1. A.  Multiple Guilds
    2. B.  Community Events Calendar
    3. C.  Guild Progress and Goal Tracking
  3. III.  Player Character Development
    1. A.  Personalization and Appearance
      1. 1.  Character Background
      2. 2.  Appearance
    2. B.  Better Titles
      1. 1.  Build-A-Title System
      2. 2.  Open Title Creation
  4. IV.  Assimilating Newbies
    1. A.  Adaptive Hints
    2. B.  Chat
      1. Quagliara's Heuristics of MMO Chat Design
  5. V.  Outside Interaction
    1. A.  Community Forums
      1. 1.  One Account = One Forum Name
      2. 2.  Post-Specific Digg-Style System
    2. B.  Other Mediums of Control
      1. 1.  In-Game Chat
      2. 2.  Inventory/Auction House
      3. 3.  Gambling and Mini-games
  6. VI.  Knowing Your Players
    1. A.  Metrics
    2. B.  Surveys

 

I.  Social Design


A.  Building Player Relationships


The most important thing we can do to enhance community is aid in the formation of new relationships between players.  Existing relationships are out of our control.  While we should encourage and help players to play with their existing friends (and the friends of their friends), those relationships do not need to be catered to.  In fact, from a business standpoint, the more friends a person has from different groups, the more likely they are to stick around.  If someone's only core group of friends quits the game, they're likely to follow.  By varying and exposing a player to more groups and potential friends, players can form those new relationships and keep playing our games.


Bill Fulton of Ronin User Experience gave a talk at the 2008 ION Conference directly relating to this issue.  He has also written a very relevant and insightful article that appeared on Gamasutra  which dealt with his experience designing social aspects of Shadowrun (a multiplayer FPS).  I encourage you to watch and read both.


In his ION talk, Fulton explains that these new relationships we're trying to cultivate primarily form from "repeated contact with like-minded strangers".  Breaking this apart, there are three main problems to address. 


To form new relationships, players need to:


1.  Meet like-minded individuals

2.  Have repeated contact

3.  Remember them


Here's one possible solution that addresses all three:

1.  Ally Meter


The purpose of this system is to help players remember who they have interacted with.  Furthermore, this is a form of social design and will actually encourage new relationships.  Having a measurable meter for another player, especially when said measurement is called an "Ally Meter", players will approach the situation with a different mindset.  For the sake of creating a cooperative and enriching environment, other players should not be viewed as competition (unless you want them to be, in a certain circumstance).


Interacting with other players in several different ways, increases your ally meter with that person.


 


All point gains for a specific person are on a diminishing return that decays/resets over time.

Points themselves will decay over a longer period of time.  A "high point" marker will be displayed on the Ally Meter showing players who used to have a higher Ally score.



Shout to Allies - Send a short message to all allies within a certain threshold.  Message appears in Allies tab.  Used for finding a group, etc.


Blackmark - Players can blackmark another person.  A small text entry window will appear, allowing the player to make a note of the reason for the blackmark (optional).  A blackmarked player will not appear in the Allies tab, nor will the blackmarked player have the person blackmarking them in their Allies tab.  On character windows, a blackmark symbol is shown for that player, instead of an Ally Meter (players who have been blackmarked will see the blackmarker with an extremely low Ally meter).


Map Markers - Allies above a certain threshold will appear on the player's map.  (Threshold can be adjusted by player.)


Filters - Various filters should be easily usable to allow players to sort and browse Allies.  Ally Meter level, class, zone, level, etc.


Friends and Guildmates do not show up on the Allies tab because they have their own tabs; however, both still have Ally Meters (that look noticeably different).

Friends and Guildmates gain Ally Points at a much faster rate.


Potential Problems:


Overabundance - Depending on how much time the player spends in the game, he or she can quickly become "acquainted" with too many people.  A significant amount of testing and balancing should be done to ensure different playstyles can benefit from the system.  It may be a good idea to put Ally Meters on a bell curve, to ensure a critical mass of acquaintances.


Shared vs Unshared Meter - If at all possible, a "shared" Ally Meter system should be implemented.  Meaning, the meter Joe the Warrior sees for Rachel the Rogue is the exact same meter as Rachel the Rogue sees for Joe the Warrior.  This is to ensure a player know that a highly rated Ally views the player also as highly rated.  (An unshared meter would be more of a "point of view" for that specific player and would have a less desirable effect.)


Bad/dumb Suggestions - An automated system like this is bound to have some problems.  It may be worth giving a bit more control to players on who populates their Ally List.  A Digg-style up and down voting could help keep players they like rated well and players they do not like rated lower.  However, be wary of giving too much control, as it would defeat the purpose of the whole system.


Extensions:


Interaction History - List of activities between you and that player.  Used to help players remember what interactions they have had (such as grouping, trading) with others.  This can include a (searchable) chat log for /tells and even group chat.


Player Notes - Players can write notes about other players.  A symbol will appear when a note has been written for that player.

Ally Meter Perks - Depending on the overarching design, it may or may not be worth adding associated "perks" to having a high Ally Meter.  Be wary of making perks too good as then you'll practically be asking your players to game the system.  Perks (if any) should only be used to build relationships between strangers and acquaintances, not advance or improve a player's performance.



B.  Crafting Attitudes Through Motivation 


In T.L. Taylor's paper, The Social Design of Virtual Worlds, she states, "Once in the game, design decisions shape the possibilities for the environment through the choice of avatars they provide, how communication can occur, and more generally how the 'world' gets modeled."

 

Environment directly affects behavior.  Therefore, whoever controls or creates that environment will have a significant influence over behavior.  This is yet another thing game designers have to keep in mind.


If a specific set of goals are in place for players, naturally most will follow the path with the least resistance.  We have no direct control over the path they choose, only the (environmental) resistance and the goals.


When Warhammer Online was released, one of the biggest innovations it brought to the table was "Public Quests".  While they have their share of problems (mostly due to population), reviewers and players alike hailed the addition as a fantastic step in the right direction.  Tobold, a popular MMO-centered blogger, explains it best:


    “So what makes public quests so much fun and so much different from lets say World of Warcraft gameplay?
    In WoW in the open world, other players are basically your enemies: The last thing you want if you are on a quest to collect 10 foozle ears in a certain area is to arrive in that area and find already half a dozen other players there hunting foozles. They'll kill "your" foozles, and force you to wait for respawns. 
    Even if you could persuade them to group with you, you'd end up getting your quest items slower than if you had soloed with no one around.
    In a WAR public quest, other players are automatically your allies.” (Emphasis mine)

When you share objectives but not results with other players, rather than seeing them as potential allies, they become your competition.  They impede your goals.

Player competition is not inherently bad; it can in fact be the lifeblood of your game.  It all depends on your goals.  In this situation, out in the open PvE world, it seems unintended.  If the goal is to create new relationships between players, it would be more effective to have an environment of cooperation.  

There are three basic solutions to this:

  1. Increase the difficulty
    • If an objective is too difficult for a player to accomplish on their own, they will be forced to seek out help
    • Players will group up and work together
    • Problem:  Players will tend to view others as means to an end, rather than potential allies
  2. Increase the availability of objectives
    • If players need to kill foozles, increase the number of foozles
    • If there's enough objectives to go around, players won't need to compete as much with each other.
    • Problem:  Even if there are many objectives available, players are still competing.  Furthermore, this will actually encourage players to stay away from each other to minimize competition.
  3. Share results 
    • If a quest calls for killing King Foozle the Great, give credit to anyone in the area who has the quest when he is killed
    • By sharing the results, players will be encouraged to work together
    • Problem:  This has the potential to trivialize content. 

The last gives the best environment for cooperation.  Having a common enemy is a perfect breeding ground for new allies/friendships.  Unfortunately, this can be significantly hard to balance.  It also probably needs to be one of your core game mechanics, as it will tend to affect everything.

Takeaway:

Environment affects behavior.  You control the environment.



C.  Server Communities


Having multiple servers has traditionally been a technological necessity.  Luckily, this necessity coincides with the goal of having manageable communities.  Players can only be familiar with a limited amount of people.  It's important to give players a sense of belonging and a community.


Unfortunately, when a player's group of friends quits the game, they're much more likely to follow.  Frequently, the player may know of others that play, but that specific group may be on a different server.  Catching up to them may be infeasible.


So a balance must be struck between maintaining a manageable sized community and enabling friends to easily play with one another.

 

Possible Solutions:




 


D.  The Attachment Caveat


All of this, of course, comes with a large caveat.  As it says in Raph Koster's Laws of Online World Design:


Ownership is key


You have to give players a sense of ownership in the game. This is what will make them stay--it is a "barrier to departure." 
Social bonds are not enough, because good social bonds extend outside the game. Instead, it is context. If they can build their own buildings, build a character, own possessions, hold down a job, feel a sense of responsibility to something that cannot be removed from the game--then you have ownership.


Whether it's through player-generated content, housing, community events, character development, or something else, it's vital that players feel attached to the game somehow.  This should be central to the overarching game design.


Community is wonderful, but always remember it will only enhance a good game, it won't make a bad one successful.  Building relationships is something that is rare for some games and impossible for most.  That's one thing that sets MMOs apart and it can be a great boon, but only if players have a reason to be there in the first place.





II.  Guilds and Player Organizations

 

Guilds, Player Associations, Allegiances, Corporations, Clans, whatever you call them, they are the micro-communities that spring up in any multiplayer game.


For many players, everything they do is affected by the guild they belong to.  When they log on, their first reaction is to check the guild panel and see what everyone is up to.  Or, maybe they’re logging on for a scheduled raid or guild activity.  With most current MMOs, there are very few in-game tools to help guilds keep track of events, members and their activities, guild progress and goals.

 

Guilds are just mini-communities and are vital to keeping players interested and involved.  There are several tools and improvements that can be implemented to encourage community development.

 

 

A.  Multiple Guilds


Generally, MMOs limit a player to one guild.  While it’s good to encourage association between players (they would form regardless of if there was a system in place or not), it can be limiting for a player who has friends in multiple guilds.  Often, players are forced to choose between staying with their friends in a casual oriented guild, or joining a competitive raiding guild.  Either choice has merit, but ideally, the player should be able to do both.

Furthermore, there is an untapped potential for more player-created mini-communities, such as crafter or class specific associations (i.e. The Warrior’s Guild, or The Tailors Union).



Problems to solve:


  1. Players forced to pick a community of friends; currently difficult to participate in multiple.
  2. Forced to pick between the “hardcore” and the “casual”.
  3. Limited opportunities for player-created associations/communities.

 

 

Issues to watch out for:

  1. One purpose of guilds is to have a smaller, more manageable group of friends.  This role is diminished when players belong to several guilds.
  2. Potential for guilds to become similar to “groups” on Facebook (informal, novelty, rarely creates connections).
  3. Guild vs Guild issues.  If a game has any sort of inter-guild competition or declaration of war system, multiple guilds will cause problems.

 

 

Possible solutions:

 

    - Simple “Dual” System

 

Players can choose a primary and a secondary guild.  The primary takes precedence over the secondary.  Simple.

 


    - Guild Archetypes

 

Several categories of player associations exist.  Players can be in one “guild” per category.  At anytime, players can choose to change their tag/tabard to one of their guilds.  Each guild and rank the player is in is listed on their public character sheet.

 

Possible categories would depend heavily on the game setting, some might be:

 

  • Warfare (a hardcore type guild)
  • Peacetime (more casual)
  • Trader (economic based)
  • Crafting (specific crafting professions, such as the Alchemy Guild)
  • Political (larger alliances or initiatives)



    - Emissary System

 

Players have a primary guild they belong to, similar to existing systems.

 

Players also can be recruited into up to <arbitrary #> other guilds as “Emissaries” or “Ambassadors”.  What the emissary gains access to (which chat channels, guild bank, calendar, etc.) is determined by the guild leadership and may change from guild to guild.  This allows the player to have a primary guild but also keep in touch with other guilds.




B.  Community Events Calendar


Scheduling events or raids for guilds hasn’t always been easy.  Most of the time guilds have had to rely on their website for coordination.  The downside is, not everyone checks the website or forums on a regular basis.  Adding tools to support activities can greatly enhance guild player involvement.


Some of the most popular player-made addons for World of Warcraft have been calendars and guild organization tools.


 

GroupCalendar is one such addon.



Fortunately, many MMOs have been adding support for in-game guild calendars (or have had it for awhile!).  This is a step in the right direction, but more can be done.


Basic Philosophy:  Look at what has been done and take the things that work.  Google Calendar, Facebook events, past Addons, can all be sources of ideas.


Some Suggestions:

  • Facebook-style invitations
    • Invite players (offline and online) to events
    • “Who’s Attending” list shows who is definitely attending, who “may attend” and who is not attending
    • Open, private and hidden events
  • Event scheduling support
    • Ability to associate events with a Raid Group or Chat Channel
    • History of player activity in raid events (time joined, time left, attendance, etc.)
    • Support for reoccurring events (quick inviting for past attendees)
  • Class/level/item-based limits
    • A maximum of 5 Druids/Warriors/etc. can attend
    • Only levels 65-68 may attend
    • Only those who have “Key to Evilville” can attend
  • Group invite assistance
    • Automatically invite attendees to your group
    • “Ready” button for attendees to show that they’re ready for an invite
    • Open group implementation, attendees can add themselves to the group (See Open-Group section)
  • Out-of-game event support
    • Creating/editing/joining events on website outside of game
    • See Outside-Interaction section

 

 

C.  Guild Progress and Goal Tracking 


In present day MMOs, player progression is often directly correlated with guild progression.  While this in itself is a design choice, it cannot be denied that having larger goals that require more than one player to participate can do great things for the community.  Players should always have a purpose.


Many games have attempted to add different types of guild progression, with varying results.


EverQuest 2 has guild levels that can be achieved by doing certain quests and activities (such as killing boss NPCs).  Mounts, housing items and titles are just some of the special rewards gained by having a higher guild level.


WAR Guild Window

    

Warhammer Online: Age of Reckoning also has a form of guild advancement.  By questing and participating in Realm vs Realm combat (PvP), guilds earn experience.  Each level a guild achieves has a special reward that goes along with it.  Some of these include an optional taxation/tithe feature, a guild bank, teleports to certain locations, an exclusive “lounge” with NPC vendors, guild tabards and standards and special guild “tactics” which give bonuses (such as health or damage increases).

These sorts of systems can bring a guild together by giving everyone a common goal.  This kind of cooperation is great for forming and strengthening player relationships.




Having a viewable history might be another way to reinforce guilds being seen as living, breathing entities and give players a way to show their achievements. 



III.  Player Character Development


Character customization and development are central to any MMO, but depend heavily on art direction and design choices.  Some (such as City of Heroes) open up visual customization to everyone, regardless of class or development choice.  Others, like Warhammer Online, being a PVP-centric game, chose to limit visual uniqueness between players of the same class for the sake of easy identification.


Regardless of the limitations that might be present, players want and need to feel as if they own their character.  It’s important to remember that development should not be purely stat based, how others and players themselves view their character is just as vital.  Give your players a chance to define themselves.

 

 

City of Heroes allows players to decide every detail of their appearance, regardless of class choice.

 

A.  Personalization and Appearance

 

There is a myriad of ways we can give players more choices in developing their character. However, the production time available for such features is usually very limited.  The best solutions will be the ones that take the least amount of time and resources while offering the biggest gain in potential.

1.  Character Background 

Many games allow the player to write a brief description of their character.  Others offer different text fields for relevant facts, such as the character’s “Hometown”.

 

Star Wars Galaxies

 
This is a cheap way to allow a player to flesh out his or her character.  Furthermore, to improve on this, we should take a cue from pen and paper RPGs and start adding more fields.
These would be purely flavor text and wouldn’t necessarily have an effect on game mechanics.  They also will depend heavily on the game setting.  

 
Examples:
  • Hometown
  • Inspirations
  • Fears
  • Weaknesses
  • Virtues or Vices
  • Goals
  • Weapons of Choice
  • Relations/Family
  • Personality
 
This is also a great place to list other mechanics to the player, such as Titles or Guilds/Clubs that are talked about in other sections.

 

2.  Appearance


The appearance of characters is a touchy subject due to the large amount of time it takes to create new art assets.  Many players have grown to expect that their appearance (specifically their equipment) will change as they advance.  There are a few problems that arise because of this.  First, if a character is expected to be able to advance, even while at the maximum level, there has to be a constant stream of new content (and therefore, new equipment art assets). Secondly, because of this bottleneck, players end up looking more and more alike. Equipment becomes a status symbol, and offers players little choice.

One possible solution (depending on the overarching game design) would be to have two different character sheets.  One for Combat and one for Social (similar to Vanguard, just without the social "combat").  In peaceful zones, such as cities, characters would default to their social attire.  At any time (even in cities), by going into combat mode, appearance would change to the Combat wardrobe (you could even have a very simple and quick clothes tear graphic to show the switch).  Any stats on the Combat attire would still apply, even if the Social appearance is active.  In heavy combat zones (such as PVP areas), the default would be Combat.

This would allow players to customize their social look while still showing advancement through their combat wardrobe.  By placing a default on appearance in certain areas, this will encourage players to develop both character sheets.  This would require some breadth from artists, but would be arguably better than creating newer and newer armor sets that will eventually be outdated and rarely used.  Every asset that is added to the list of Social appearances can and will be used by players for the rest of the life of the game.

B.  Better Titles

Many popular MMOs feature character title systems.  Some grant new titles based off of a rare, significant achievement; others, you might not be able to walk more than a few feet without being granted a new one.  Titles themselves range from humorous (the Meat Shield), to serious (the Brutal Gladiator), to descriptive (the Master Blacksmith), to silly (the Extra Squishy).



 

Warhammer Online grants titles based off of achievements.


Titles are a reasonably inexpensive way to add a bit more customization and personalization to player characters.  Not only can they be a fun addition, they can help a player further define their character.  Furthermore, titles are just one more thing that can be used as an incentive or reward.


Much more can be done to innovate on existing systems.  While funny/silly titles have their place, there are other opportunities that should be explored as well.  Here's one such example that can greatly improve on existing systems.




1.  Build-A-Title System  

Rather than award players with preset titles, award them with "parts" of a title.


  • For a quest reward, Bob receives the adjective "Scary".
  • Another rewards him with the noun "Slayer".
  • His tradeskill gives Bob access to the noun "Blacksmith".
  • Raising his strength above 20 gives him the adjective "Strong".

            

Now, Bob has choices to make.  Using drop down menus, he can choose each piece of the title.


Using the syntax:

    "The"/"A"/None + [Adjective] + [Noun]


    Bob can now select:

  • "A Scary Blacksmith"
  • "The Strong Blacksmith"
  • "The Strong Slayer"
  • "A Scary Slayer"


This allows players to mix and match different words, to create their own titles.


2.  Open Title Creation

The other option, of course, is to entirely open up the process of title creation.  Players are already allowed to name their characters and guilds, so why not titles?


This might be inherently terrifying to the little customer service representative inside all of us, but the benefits could debatably outweigh the risks.  And again, there's already a system for naming guilds in place.


A small cost or cooldown would discourage players from changing the title too often.  Normal format and profanity filters could be applied, similar to guild names.



IV.  Assimilating Newbies


A.  Adaptive Hints

Left 4 Dead, Valve's multiplayer zombie shooter, (which also should be commended for the opening game cinematic, as it was actually a very relevant tutorial of the major game mechanics) added a hint system that directly adapted to the player's behavior. 

The game keeps track of what each specific hint *means* in terms of gameplay.  So if a new player is running around with low health, the game might pop up a hint that says "Heal yourself with your medkit when you are low on health".  This is pretty standard for context based game hints, however, Valve takes it one step further.


In Left 4 Dead, game hints are less and less likely to pop up if the player has already shown that he or she knows how to do that specific behavior.  So if that same new player from before has already shown that he or she knows how to heal themselves, the hint will not show up.

The game keeps track of what activities the player has shown mastery of, while providing hints for the areas in which the player still needs help.


B.  Chat

When Warhammer Online: Age of Reckoning was released, there was a relatively minor but prevalent complaint about the lack of a public or "general" chat.  While there was in fact regional chat (similar to WoW's /1 channel), it was rarely used.  Coriel, author of the blog Blessing of Kings, had a pretty good explanation of why things seemed so "empty".  The main reason seems to be an overload of information.


Nick Andrew Quagliara , a graduate student at Indiana University, did his Master's Thesis on Chatting in MMOs.  Many of his results coincide with the complaints heard about WAR and others.


For the sake of compilation, I'm pasting these below, but I very much encourage you to read his article on GameCareerGuide.  Again, all credit to Nick Quagliara.


Quagliara's Heuristics of MMO Chat Design


  • Automate when possible. 

Certain tasks carried out through the chat communication interface are repetitive or require no decision making as they are always carried out. Rather than placing the burden on the user to carry out these tasks, allow the user the option to automate certain tasks.


  • Make information meaningful. 

Typically, chat communication windows relay an abundance of information to the user. Often this information seems unnecessary. In order to reduce the barrage of information presented to users, reduce information to only that which has significant meaning for the user.


  • Don't assume prior knowledge. 

The chat communication interfaces in MMOs appear to be either working off of the IRC paradigm or counting on the users to have previous familiarity with MMOs. This can often lead to confusing interactions with the chat communication interface.


  • Look to the mod community. 

The proliferations of certain mods points to the needs that users have that are not being properly met by the first-party interfaces. Mods that are widely embraced by an MMO community should be incorporated as part of the first-party interface.


  • Simplify when possible. 

Although this is easier said than done, try to simplify the chat communication interfaces. Perhaps some of the functionality of these interfaces is unnecessary. The navigation of submenus can be restructured.


  • Alert the user to messages. 

Some messages are lost because the user is occupied with other tasks. Some messages are lost because messages are scrolling too quickly. Allow users to set up a system for being alerted to specific types of messages.


  • Gradually present some functionality. 

New users are expected to learn complex interfaces in a short period of time. In order to alleviate some of this burden, gradually present functionality. Certain aspects of chat communication functionality are not integral to initially learning a new MMO.


  • Give users access to information relevant to their play. 

Users often have to turn to public chat in order to find information that is relevant to participating in an MMO. This adds to the number of messages that appear in the chat communication window. Users also have to minimize their MMO windows in order to check online forums. Allow players access to this information while in game. 


  • Keep consistency with interactions. 

If right clicking a particular piece of an interface produces result A, then right clicking on a similar piece of the interface should produce a similar result. Although this seems axiomatic, problems of this nature occur and can lead to frustration for the user.


  • Provide different functionality for different users. 

Not every user desires the same functionality. This can be seen in the mod community where some mods are specific to certain character classes. Allow the interface to be optimized for different play styles as well as different avatar types.


  • Consider icons in place of text commands. 

Icon-based interactions are the standard for users who are used to the desktop metaphor. Allow users to carry out certain actions through the use of icons.


  • Give the user the chance to opt out. 

Some players are not going to embrace changes to either current or future chat communication interfaces. Allow users to opt out of changes to MMOs that they already participate in. Consider options for future MMOs such as a "classic" interface setup for users who are ingrained in the current system. 




V.  Outside Interaction

As Scott Jennings aptly says, "MMOs are special. MMO communities are special. They require a special, deft hybrid form of public relations, rapid response, and disinterested ombudsman."


Interaction can be just as important for the community outside of the game as it is inside.

A.  Community Forums

You will never find a more wretched hive of scum and villainy. We must be cautious.


A forum can be a source of information and community building for your players, and it can be a giant headache filled with whining, abuse and ASCII art.


Some studios, such as Mythic Entertainment, have even gone as far as to not have official forums. 

This seems like a grand missed opportunity.  If your game is good, a macro-community is going to form, regardless of what you do.  By giving that community a central home, you'll have an easier time managing it.  There will always be bad behavior, but a direct line to the developers can do wonders to community perspective.

There are systems that have the potential to improve existing and future forums.

1.  One Account = One Forum Name

Many forums do this already, but some (*cough* WoW) do not.  As the Internet Dickwad Theory tells us, a large amount of griefing comes straight out of anonymity.  Give users some accountability and you'll cut down on a portion of the lewd behavior.

By making users choose a forum name (note: this should be different from the account name, for security purposes), they will be locked in to that one identity and therefore have a bit more accountability.

A good extension of this would be to allow users to pick a character for them to show next to the account (while still showing the main Forum account name).  It may even be worth automatically picking the highest level on the user's account to be shown (if the player has multiple high levels, they can then choose one).  This would further a sense of connection and accountability.

2.  Post-Specific Digg-Style System


Rather than attaching a karma rating to forum accounts (which can lead to griefing), allow users who are logged in (and subscribed) to vote up or vote down specific posts in a thread.  Posts with a low enough rating will have a negative tint (red shade, etc.) to them and will eventually be collapsed (user defined, à la Digg) if low enough.  Higher rated replies and posts will be tinted positively (green, blue, etc.).


It might be a good idea to only use this sort of system on the more volatile boards, such as General Discussion (at least to first see how the community responds to it).  The tech support forums might benefit from such a system as well.


Moderators would also benefit from this system.  Not only would there already be an inherent community-based moderation, but official moderators could be given the power to raise or lower post scores.  This would allow them another level of moderation, one that is invisible to users.  For example, a particularly good post could be "boosted" up by a moderator or a troublemaker's post could be modded down; this would be indistinguishable from community voting (no one would be able to tell the difference).


 

B.  Other Mediums of Control

With online worlds becoming more and more like a service (rather than just a product), we'll start to see more ways to interact with the game from outside of it.  The general population is beginning to want and expect the ability to stay connected with all of their services, no matter where they are. 

This is the next step for MMOs, some are pursuing it, others are already there.

Not only is this away to improve the existing service, but if framed as an additional service, there's an opportunity for more revenue.

1.  In-Game Chat

In the article linked above, Blizzard co-founder Frank Pearce speaks directly about the potential for allowing players to "hook" into their character's guild chat from a cell phone.  The same might be possible for a community site.


Even if real time chat is infeasible, a Twitter-style, asynchronous type "chat" might be a better alternative.  Tie it directly into the game (through a guild/group panel with notification options) and you have yourself a new connection to the outside world (or, more importantly, your players have a connection back into your world).


2.  Inventory/Auction House

Another popular suggestion is adding the ability for players to view and possibly even control their characters' inventories or auctions through a website.  Whereas it may or may not be worth doing it for a game like World of Warcraft, others, such as Eve Online, that have larger macro-economic levels of resource exchanges, might benefit more from having outside control over auctions.


Many players enjoy monitoring and actively using the Auction House as sort of a metagame. They constantly attempt to outbid or outmaneuver their competition. Having access to this information on a website or phone might be the next logical step.

3.  Gambling and Mini-games

With the casual game market booming, tie-ins and spin-offs might be inevitable.  Luckily, this is another opportunity to connect players back to our virtual worlds.


There's room for significant growth with simple IP-related (or connected) web and mobile games:


  • Relatively low development cost
  • Established target audience
  • Potential for high return
  • Furthers macro-community development
  • Can be framed as an additional service ($1/month) or 
  • a micro-purchase ($5 one-time payment)

 


Furthermore, adding a way for these sorts of mini-games to affect players' in-game characters would greatly improve value (and fun).


Small rewards, such as temporary potions or lower-value tradeskill items, could be given in these types of casual games.


A risk vs reward could also be added through gambling or token-based games.  Allow players to buy a special currency (tokens) in game that can then be gambled with other players on the community website, or through single-player (web-enabled) mobile games.


Give me a way to play Texas Hold'em with my characters' currency and I'll be a happy, happy (unfortunately unproductive) person.  Add a computer controlled dealer who plays and you can even have an additional currency sink.





VI.  Knowing Your Players

A.  Metrics

I'm going to assume we agree that metrics play an important role in development (especially with MMOs).  If there's any contention, go talk to Darius or Sara.


Besides the core uses of gameplay metrics, they can also be used to aid in community development.


Knowing and keeping track of social groupings can have great applications for community building.  As Darius Kazemi explains, it's actually quite easy to show which players are connected socially to each other by using the friends list.  This can be extremely helpful in spreading live event information through word-of-mouth.  It might even be possible to automate a system that would greatly enhance the potential for server-wide events, without needing GMs to do it manually.


They can also be used to show how successful certain systems (such as the Ally Meter!) are.  Looking-for-group systems could tap into this information to give preference to a player closer in the social network, or even to someone who's far away in the network (to attempt to knit the community closer together).


These social networks can be analyzed closely to aid in player retention.  What effect does more friends have on the likeliness of a player to quit?  Keeping track of where, when and how players meet for the first time can be used later on to see which correlate to lasting relationships.  Are there certain situations that are more likely to aid in new player relationships developing? Knowing these, how can we improve on other areas to have the same effect?  These types of questions can be valuable in prioritizing development time, but can generally only be answered by having effective metrics.


And, of course, gameplay metrics can be used to catch players who are up to no good.  Darius shows in another article how to catch a gold farmer.  Furthermore, certain exploits such as gold-duping are bound to show up quickly if there are systems in place to look.



B.  Surveys


Sara Jensen Schubert explains that it can be helpful to "augment that hard data [metrics] with more subjective evaluations", those being: surveys.  


Some MMOs have patch surveys that launch while the patch is being installed.  Pirates of the Burning Sea takes occasional surveys to see how players like a new patch.  Lord of the Rings Online has offered surveys in their launcher for things like PvP balance.


Sara suggests a "passive messaging" type system.  When a player has down time (such as when they're on a gryphon flying somewhere), have a small UI element appear or light up.  Just enough to get the player's attention, but not enough to get in the way.  It should be entirely up to them if they wish to respond to the survey.  Furthermore, by making the question(s) concise and the UI simple, players will be more likely to respond.

Keeping track of what particular sample (class, playtime, or even real life demographics) different responses come from can help you to pinpoint exactly where problems are.


Joe Ludwig, while at Flying Labs working on Pirates of the Burning Sea, took things into his own hands.  As he tells it, "I show up in game with no warning whatsoever and announce that I’m running an impromptu devchat. I offer to teleport any players who want to attend to an out of the way spot and then spend an hour or so answering their questions."

While arguably a little less scientific, this kind of method is great for putting a personal face on the data.

 

 

 

 

Conclusion

 

Good community features will not make a bad game good. It will, however, push a good game into greatness. It can be a significantly meaningful experience to see players come together, forging new relationships with others of all walks of life, centered in your game. Even from a business and monetary standpoint, it makes sense to encourage community building as it can vastly extend the life of a game. I hope some of this has at least encouraged thought and discussion on the subject.

 

I welcome any comments or feedback. I love discussing and analyzing this stuff, so feel free to contact me anytime.

 

~Trenton Kennedy