On Tuesday 27 I attended my
first IGDA round table gathering, I asked to be present at the Community
Management topic. And it was awesome.
As a brief disclaimer, I
will not talk about community management within the game, but rather “Studio –
Audience”, otherwise it will be a complete different discussion, … imagine all
there will be to be said about MMO’s!
SO!
Our moderator started: “Do
you think developers are talking too much or too little to their audiences?”,
I was the 6th or
7th person in line to answer, so I had time to inject forbidden chemicals
to the obese hamster in my head and make him spin the wheel. I realized that this
question embeds in essence that there is something already established about
the amount of communication that a developer must/should observe when flirting
with the public, therefore, such question could be (and
was) dismissed with a simple “It all depends on your game” so I thought about changing the approach a little bit, “there is no such thing as much or little communication,
but rather effective or ineffective delivery of your message”. So, I would reconfigurate the question:
Are studios
being effective when communicating with their audiences?
The “much or little” should
be one of many characteristics of the communication
plan we traced beforehand, this way our message will be as the famous soup in the
story of that annoying and stupid blonde kid who ate the hungry bear’s food;
“Just right”.
Now, let’s keep in mind that
this talk was about community management, and under that context it does appear
to make sense if we ask whether or not developers are talking too much or too
little, as one of the attendees pointed out, so right here is where the line must be
traced so I can build my point since it was argued that; “if the message is
effective or not, it has little to do with community management, given that
this branch of the studio deals with day to day communications, gives the
audience a grass level view of how the game develops and keeps the social media
interaction going”. To this I would say No. Not only.
My argument during the whole
session was that community management should be 4 things:
1.- Equal to the PR
department.
Because they both share the
arena, it’s like a priest and a warrior or your ground units with sniper support
or … you get the idea. While the PR people (among a million other things) will
take care of the heavy media (TV, Radio, Magazines, News Papers etc.) your CM
will take care of your social media efforts (also, among a million other things).
It will be jaw dropping for me to be attending a strategy meeting where PR and
CM are not aligned or fighting for a bone.
2.- Aligned to the marketing
strategy.
Another question that was brought
up by our moderator was: “What is the goal of community management?” my answer
was “Drive revenue”, (even though my hamster was getting tired I managed to
pull that one off). The marketing department in all its ancestral and unfathomable
wisdom knows how to do this, and knows which key words, sentences, and images
to show in order to bring the goods, and most importantly, what NOT to show.
Every interaction of the CM with its audience should be like every move in
Chess. Be that; a super geeky inside interview with your development team, a video
game development diary on YouTube, or updates on Twitter, all of those should
be tailor fitted to your strategy, this way you’ll avoid information redundancy
and noise around the game.
3.- A voice inside the
studio that speaks for the audience.
Not only the CM will serve
as a voice going out, but as a voice coming in. Posting in blogs, on facebook
or listening through Radian6 is the least of the worries here.
Since we already established
that the CM is aligned with the strategy, she/he will have the right tools to
filter all the noise on the streets to deliver the most valuable information to
the different teams inside the studio. I’m not saying choosing what should the
developers know, (You’ll never know where your best idea might come from), what
I’m saying is channeling the right messages to the right internal audience. A
well informed, trained and judicious CM will be able to do this and also bring
in new ideas to produce the best game.
4.- A cool dude twitting
little secrets.
Yes, also throwing crumbs of
information to the starved masses and make them know how much the studio loves
them is essential.
So; Are studios being
effective when communicating with their audiences?
From what I gathered at the
round table: More and more yes they are, but only those who have understood the
value of the CRM and have empowered its members with a sound voice inside the
studio.
This whole conversation
brought more questions than answers, but we know that questions are all we need
to understand the universe, don’t we?, so it’s ok. After our formal
conversation inside the conference room, a bunch of us gathered at the lobby of
the hotel, (between the electrical stairs and the bar to be precise) and the
conversation continued. I, of course, with a fried hamster in my head had only
voice for my enthusiasm for this industry and the massive amount of
possibilities it has to shape our future, games are getting more dynamic,
specialized and shoot closer and closer to harvest happiness right from the
core of our brains. Fine detail criticism should be made to it’s cultural
dynamics in order to healthily profit from it.
Amazing discussions await.