Nov
26
2009
Or at least I wish they were.
Today’s rumblings are inspired by a post made by Gav Thorpe on his blog about criticism. He’s specifically talking about criticism of his work as a writer and how he reacts to that but a lot of what he says is applicable to other fields and especially the field of community management.
In case you don’t know, Gav is a former Games Workshop games developer who is now a freelance author. While he was at GW he wrote Codex: Chaos Space Marines (an army supplement for one of the popular Warhammer 40,000 factions) which launched to mixed reactions amongst the notoriously passionate fans of Warhammer 40k. Nowadays he earns a crust by writing fiction for GW’s publishing imprint Black Library as well as for more mainstream publishers. His post on criticism is clearly a result of the huge amount of feedback readers of his blog decided to give him about the Chaos Space Marines.
So, what does this all have to do with computer games?
Well, firstly criticism is criticism. The kind of things that are useful for an author to hear about his work are also useful to a games designer. Collecting and analysing criticism is also a large part of the job of a community manager (a hat I wore for several years). Generally people are pretty bad at providing criticism for a variety of reasons, many people are also bad at receiving it for entirely different reasons. We’ll address those people later.
Giving criticism is something that a lot of people are not comfortable with. While they may have deeply held opinions, it can be hard to express those opinions without sounding hostile or rude, thus many people prefer to stay silent and keep what would otherwise be useful feedback to themselves. Not all opinions are negative of course, but the ones you hear almost always will be. This is because things that meet your expectations tend not to incite you to write about them. If things are simply ‘ok’ then we smile and move on, things have to be significantly outside of our expectation zone before we are moved to comment on them. This is usually manifested in gaming circles as a rule where, for every person posting in a 200 page threadnaught on your game forums, there are several hundred people playing the game quite happily oblivious to this apparently all consuming issue.
Another problem with criticism is that people are always right when they say what they do or don’t like but are usually almost always wrong when they try to describe it. This is because it’s easy to get hung up on symptoms without thinking through the issues to identify the actual problem causing them. A large part of being a successful community manager is listening to problems that are described by the players and trying to determine what it is that they are actually complaining about rather than what it is that they are saying.
Taking feedback can be difficult for other reasons. Gav mentions confirmation bias and that’s certainly a problem that needs to be confronted. It’s not always so much of a problem in games where a team is responsible rather than an individual but it certainly still exists. A bigger problem is enabling useful feedback at all. Most games companies run forums for fans to discuss the product, most have a community team to filter the useful nuggets from the vast seas of noise and most have some kind of feedback form or CS ticketing system for more direct contact. All of that by itself doesn’t make people want to tell you the things you need them to be saying though. Companies should be training their customers to give feedback effectively, the tools to do so should be seamless and it should be regularly solicited. If spamming customers sounds bad then incentivise it instead, reward those who tell you what they think and encourage quality over quantity. Ask people to think about your product and give you those thoughts, help them to frame them and give them the tools to do so easily.
In all the projects I’ve worked on, getting quality commentary has always been the hardest part of my job. I wish people would express their opinions more.
2 comments | tags: community, design, internet, psychology, Warhammer | posted in Musings
Jun
8
2009
Recently in Germany the perennial topic of ‘killerspiele’ (violent video games) has been reopened. This time the trigger event was the Winnenden shootings where a troubled teenager went on a rampage at his school. Following this, there have been rumblings in the legislature that Things Should Be Done.
This isn’t a new thing in Germany, some years ago (after a similar incident in Emsdetten) the topic was raised but quietly dropped again after many German developers advised that they would leave Germany if this law came to pass. Now we are in an election year, the Winnenden massacre has created a lot of media frenzy over the issue of violence in culture and there are strong calls from many quarters to be seen to do something. And so now the German Congress is considering a law that would make it illegal to develop or distribute these games in Germany. There’s a good chance that nothing will come of it, but the fact that it’s even being discussed in such terms should be worrying.
To be clear, these aren’t simply media soundbites from off-the-cuff interviews with fringe politicians, these are serious policies put forward by senior state ministers.
In the interests of full disclosure I should point out that I work for a German developer working on what would be classified as a ‘killerspiel’.
The argument that’s being used is that the people who do these horrific acts often play violent games and so there is an unspoken causality made between the two events. The assumption is that playing violent video games either makes ‘normal’ people into violent killers or it makes disturbed people more likely to externalise their feelings and become violent. Additionally some of the more… excitable… elements of the press are performing he usual hand-wringing ceremony and asking ‘but what about the children?’ as if Counterstrike (which is the most often referenced game in this debate) has the power to turn rosy faced cherubs into remorseless psychopaths.
Let’s deal with the first point. People who find violence attractive are attracted to violent entertainment. This shouldn’t be news to anyone. If you like hurting people, you are likely to enjoy games or films where people get hurt a lot in graphic ways. Somehow this fairly self evident piece of analysis gets turned around by magic logical leaps to ‘violent entertainment is enjoyed by violent people therefore anyone who enjoys violent entertanment is a psychopath.’ This is clearly false but it is at the heart of the argument being used against our games.
To be clear, I think that there is truth in the claim that constant portrayals of graphic violence have a desensitising influence, but how much that is has been a topic of several studies with no clear answers as yet. In any case the base assumption that bad people won’t go on shooting sprees if they never get to play GTA or Counterstrike is clearly absurd.
Secondly the ‘why are our children being exposed to this’ argument. Short answer, ‘Because you are a terrible parent’. I look forward to the day when the generation in charge have grown up with video games their whole lives. At that point we’ll finally bury this pervasive misunderstanding about games in general. Politicians assume that computer games (because they are games after all) are targeted at children and so when they are confronted with a game that is very much unsuitable for children they naturally question why this is allowed to happen. To them it is like putting a chainsaw rape scene in a Disney movie; it’s a fundamental paradigm clash.
Games are entertainment (or art if you must), and like all entertainment choices they are tailored for different demographics. The sooner that this is absorbed the better.
So what is to be done? Well, firstly consumers (especially parents and politicians) need to become more aware of the various ratings systems and how to use them to make informed decisions. PEGI in Europe and the ESRB in the US both provide clear and unambiguous guidance on any rated title. People need to pay attention to these. Retailers need to be better at restricting sales to underage customers and in helping parents make an informed choice. Yes I appreciate that this is unlikely to happen without at least some state coercion. Finally, people who need help need to be identified and treated before they become a problem. This means better resources for parents, teachers, colleagues and friends to spot the signals and provide assistance. There have always been crazy people who did terrible things well before we had computer games or movies or heavy metal music or books or whatever. The sooner that we can help these people, the less often we’ll be having this debate.
1 comment | tags: Germany, industry, Killerspiele, people, Politics, psychology | posted in Rants
Mar
26
2009
It’s been a while since I last posted and mostly that’s been due to real life stuff. I’m really having a great time in my new job and I have an awesome new apartment in a truly beautiful part of the world but I don’t yet have internet at home. This means that all my personal internet use has to happen at the office during times when I’m not being gainfully employed with actual work.
So, what do we have for you today?
I’ve been following (and sticking my oar into) a debate on Broken Toys about the rights of players ingame. It didn’t start out that way but somehow the to-ing and fro-ing over Blizzard’s new mod policy devolved into an argument about how much control players should have over the game they play.
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2 comments | tags: community, people, psychology | posted in Musings
Feb
17
2009
Jeremy Dalberg posted recently on the subject of supermassive communities. Actually the post is mostly about the relative benefits of official vs unofficial forums but that’s been done the science is in and the deniers have been denned. Scott Jennings mentioned the headline comment and, as is usual, the weird and wonderful came crawling out of the woodwork in the comments section to display some extremely poorly thought out opinions.
Jeremy’s post is mostly a critique of some points that Ryan Schwayder made on the pros and cons of official forums, but amongst all of that she makes some very interesting points on community scalability. Communities, it is very clear work best when they are small. How small? Jeremy brings up Dunbar’s Number as a possible limit but in reality I think the answer is mutable. For a game community, a single server is probably too big to be considered a single community, an alliance or a guild is a better basic unit of community and those tend not to exceed a few hundred. If your alliance exceeds that number then the chances are you have several communities within that umbrella that can be said to be independant of each other as discrete communities. For all that we might talk about ‘the community’ on a particular server, the reality on the ground is a lot grainier than that. Just because we might end up fighting the same battle, we aren’t necessarily part of the same community. It isn’t necessarily limited to the number of simultaneous relationships any one member can sustain – hence why I don’t think Dunbar’s Number applies – but once you start going beyond second degree associations then I think you can start to define a boundary. The smaller a community is (above a certain sustainability threshold) the more tightly knit it tends to be, this is something we see in every aspect of life from geographic location through to international associations.
The basic point of Ms Dalberg’s post is correct. However we are measuring the cohesiveness of a community, 5 million is way too many to be considered as a single entity. That’s crazy talk and is akin to assuming that putting the entire population of Belgium in a room to chat to each other and then trying to manage that would be in some way productive.
So how do you manage a 5 million member community? You don’t. You chop it up and manage a few hundred smaller ones.
1 comment | tags: community, industry, internet, people, psychology | posted in Musings
Jul
21
2008
So we have these games and they’re called MMOs and the first two Ms stand for Massively Multiplayer. This is cool because it means that we can play a game with thousands of other people simultaneously and we’re all sharing in the same experience, we can team up, we can fight each other, we can chat and talk about the football or roleplay or we can validate our deeply held opinions on the narcotics habits of games developers. Or whatever.
Basically there are people who aren’t us in our game. Sometimes they’re annoying and we want to smack them. Sometimes they’re awesome and we laugh and laugh until our eyes are red, there’s bizarre white goo coming out of our nose and the wife has wandered in to make sure we aren’t having some kind of seizure. Mostly though they’re background, they are an ever changing tapestry of additional content that we can sample and pick through as we like.
Still though we increasingly tend to play by ourselves.
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11 comments | tags: community, design, psychology | posted in Musings
Apr
15
2008
A few weeks ago I ran a small survey of people’s information gathering habits about games. It wasn’t very scientific in nature and I was pretty sure I wouldn’t get enough responses for the sample size to be large enough to draw meaningful conclusions from, but with 64 replies it did better than I hoped. Anyway, for those who are interested, the results are after the cut.
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no comments | tags: community, help, psychology | posted in Info
Jan
18
2008
I recently got a bit of a surge in viewer numbers here and, checking the stats, it seems that quite a few people are coming from this WoW forums thread to visit a link post I made regarding PvP MMO design. It’s a little odd because I didn’t actually say anything on the subject in that post, I simply pointed to a discussion that was raging elsewhere. However a good chunk of people seem to be headed this way to see what it is that I have to say for myself on that subject. Never one to disappoint, here I go.
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14 comments | tags: community, design, psychology, PvP | posted in Musings