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RF Online (RFO)
CCR, Inc. | Official Site
MMORPG | Genre:Sci-Fi | Status:Final  (rel 11/21/06)  | Pub:CCR, Inc.
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:n/a
Desktop Client | System Req: PC | ESRB:T

RF Online Dev Journals: The Ins and Outs of Community Management

Codemasters Online Gaming's Kyle Rowley, the Community Manager for RF Online, pens this Developer Journal about a day in the life of a Community Manager.

By Guest Writer on January 03, 2007

"Ins and Outs", continued (page 2 of 2)

12pm onwards - After the initial conference call / email-responding / forum-checking – my workload is done on an ad hoc basis. Depending on what is currently happing within the game, my workload / content changes.

So for example: when we released Giga Final Part 1 the majority of my work was based on that, with other smaller projects done in-between. Work would range from writing several different newsletters, arranging exclusive placement of the patch with specific websites, helping production with the patch notes / installer, writing news blasts for community portals / press websites, making a variety of different assets (screenshots, videos etc.) ready for the press release, answering specific questions on the forums etc.

All those different tasks have to be done for every major announcement within the game. So I was tasked with similar jobs for the launch Giga Final Part 2, the new RF Online website, the up-coming server merge and any other major announcements.

When - on the rare occasion we don’t have any major updates coming - my time is spent writing the bi-monthly community newsletter, writing features like this one, checking the Codemasters Code M email inbox, taking additional screenshots, working on new website content, events and whatever else I can do to help boost the game’s awareness and improve the mood within the community. Our community team also get deeply involved in all the general COG marketing efforts, working on our events, brainstorming ideas for future promotions, preparing presentations for various departments / meetings and liasing with our foreign territory offices to make sure everyone has everything they need and are up to speed.

Rather than work on one thing at a time, I have the bad habit of working on about ten things at once, which not only slows my computer down to a halt, (my Internet Explorer alone has around thirty tabs open at one time), but also means I often get a bit…confused. This can lead to some rather funny news pieces being sent for approval and some rather strange comments coming back from our web editor.

While some of these tasks seem relatively easy and not time consuming in the slightest, (a newsletter? I could write a newsletter in five minutes) – when working on the “inside” your perception quickly changes. I’ll give you an example:

All of Codemasters newsletters have to be pre-booked into an Excel-based schedule and each community manager (both COG and Offline) has to book their respective newsletters into that schedule. Now for RF Online I try and get at least one newsletter into the schedule per month, with ad-hoc newsletters scheduled in for special announcements; such as the new website mail out for example.

Marketing must approve the newsletter and then the English copy approved by our Editor. Once the English copy is finalised, due to Codemasters operating games in both North America and Europe, every newsletter needs to be translated into five different languages; Spanish, Italian, French, German and Dutch and our translators need at least eight working days to translate the copy. This means that eight days earlier than it is scheduled for release, the newsletter has to be written and approved. Add onto that a day for our web development team to design and implement all the text and then an additional two days for all the different approvals - that’s eleven working days, which is more than two weeks!

What this means for the Community Manager is that we have to almost write our newsletters based around events that have not even taken place yet. For example: I held a “Make Me Pretty” competition on the RF Online forums some time back, (it’s a long story). All of the copy for the newsletter that was scheduled to go out after that competition had finished, was written just after the competition had started; meaning the actual copy was just full of placeholders – which I then had to get translated when I had the information available to me. Oh boy, and don’t even get me started on the plain text newsletters…*shakes head*.

So as you can see, the work community managers within Codemasters do is a lot more than just browse forums. We mix and dabble in a whole selection of different areas within the business and we ALWAYS have something to keep us occupied.

So how do I become a Community Manager?

Unfortunately, I don’t know the answer to this question. Instead of me lying and telling you exactly how to break into the games industry and specifically Online Gaming Community Management, I’ll tell you how I found myself doing it and then hopefully that will inspire you in some way to achieve something similar for yourself.

So where do I begin?

First and foremost, I’m a university dropout. Yup, university wasn’t for me. I knew that I wanted to break into the games industry but the course that I was taking just didn’t sit right; so after my first year I decided to take my credits and leave, (I don’t advise this to anyone by the way).

It was in the period between leaving university and deciding what I wanted to do next that I landed my first job within the game industry. That job was a ‘Database Admin / QA Tester’ for Lionhead Studios on their massive title ‘Black and White 2’ (BW2). Getting that job was complete luck by the way – I just happened to send in my CV (resume) at the right time.

As the position was only on a three-month contract, I left Lionhead after BW2 was launched and went to work for Electronic Arts, again as a QA Tester. After a few months at EA I joined Codemasters in their QA department. From there I then moved across to the position I hold now.

Luckily for me, I have been running community-based websites in my spare time for the past few years anyway (don’t worry, I’m not going to plug them), so it was something physical I could demonstrate and discuss while in the interview. There are no specific qualifications for running online communities, so the more hands-on experience you can demonstrate, the better.

Obviously a community manager needs to be able to communicate extremely well – especially written communication skills. I think one of the other most important things - within Codemasters anyway – is finding someone who plays A LOT of games. The prospective candidate needs to have an appreciation of the business they are working in and the mentality of the customers they will be communicating information to. So keep playing those games! :D

If you can get yourself into an existing MMO operator / developer in QA or as a GM, (Game Master) that could lead you onto something more along the lines of community management. I think the main thing to take into consideration, is that – while more and more MMO games are being developed – there are still only a select few companies that actually operate them and are in need of a community team. Therefore candidates are more than likely going to need to relocate to another city, or in some cases another country.

If you have any questions, please respond to the article and I’ll do my best to answer them. Based on how well this article is received – I’ll come back and give you a more in-depth look into other areas of community management I’ve not yet touched on (and there are quite a few).

- Kyle Rowley
RF Online Community Manager

Pages(2): 1 2

More RF Online Features:

RF Online - Chip Wars System Focu added on Friday March 06
RF Online - RF Online Update Interview Interview added on Thursday January 15

More Dev Journals:

The Secret World - Deck Templates Dev Journal added on Thursday February 09
TERA - Vanguards Lead the Way Dev Journal added on Thursday February 02
Rise of Immortals - Ukkonen - An 'Electrifying' Personality Dev Journal added on Saturday January 21

More Features:

Repulse - Interview with Scott Hartz Interview added on Friday February 10
Repulse - Beta Preview Preview added on Friday February 10
Player Perspectives - Mentoring is Motivation Column added on Friday February 10
 
 
Rubius writes:
Nice read Laeth...you're doing a fantastic job, keep it up!
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1/03/07 4:05:05 PM
 
diRkDiGGl3R writes:
who is that freaky looking guy with the Dr. Evil eyebrows....?
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1/04/07 4:50:24 AM
 
Reklaw writes:

Great articel, hopefully more of us get some more respect towards a job like that (though i still have lost every single aspect of respect towards SOE even after reading this topic......sorry), Topics like this (or also the Wanna be a mmorpg develop) are topics really needed in forums like this.It sheds some light on darker areas in gaming it also explains why so many people would get the wrong answers on questions asked (sorry SOE again) seeing how bussy you all are it must be  easy to make small mistakes but i also have lucky enough more good exp. from it then bad :)

 

New Post Quote
1/04/07 5:24:58 AM
 
Belsameth writes:
Nice article. I really hope you'll write a bit more.

I do think CR's are far too underapreciated usually and get all the flak for stuff they can't help. Articles like this help to make their job slightly more clear :)
New Post Quote
1/04/07 6:45:36 AM
 
amcyr writes:
So, do you actually ever play the game you are CM for?
New Post Quote
1/04/07 10:50:35 AM
 
Laeth writes:
Originally posted by amcyr
So, do you actually ever play the game you are CM for?

When I get home - yes. Not enough hours in a day :d.
New Post Quote
1/04/07 11:05:38 AM
 
herbalcomrad writes:
great article, i think we all know that we put CM's through ALOT of grief lol especially those working for Blizzard. its nice to get a look at what you guys do and gives me a better appreciation of it. Thanks for a look into your job :D
New Post Quote
1/04/07 5:00:18 PM
 
-Inferno- writes:
Thanks for that article! I enjoyed reading it and look forward to becoming a CM aswell ;)
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1/04/07 9:02:36 PM
 
vinylnomiko writes:
This was some good information. IMHO, the best MMOs have CMs that take the time to build a presence in the community and are recognized.  I would think the "community" in the title would be a no-duh but I've played some games where they don't seem to know what is going on, where days pass without a response to a severe problem... to never communicating at all. I don't know if it's because there is no communication between the CMs and developers or they just don't care... but the community suffers because of it.

I think you can often tell how "healthy" a game is by the communication between players and the company. If the CMs are willing to discuss the game, answer questions, or find out an answer to a question if they do not know... then the game is doing well. If they are ignoring questions, don't know answers to too many questions, and there are a lot of complaints... there is a management problem somewhere - maybe they get no information because the developers think it's funny for the CMs to get chewed up by the wolves... in that event... eventually... they go down the toilet... like DNL or SWG.

Originally posted by Laeth
As you’re representing a company you have to find a balance between ensuring your responses are accurate and informative as well as including your own personal touch. No one likes a ‘corporate-speak’, blabbering community manager after all.

This made me think of the CMs at a certain well-known MMO (not this one) that use the "working as intended" schtick overly much. It seems dismissive and condescending when you hear it for the, oh... 1,000th time with no reason why it is working as intended. They also treat their player-base like they're on drugs and dropped out of 3rd grade.

For example, the ambush skill reads, "cannot be dodged" My opponent dodges it... "Your ambush was dodged." I want to know why and if it's a bug. Instead, I get "working as intended"... ok, why?

CM comes back and says, "This is a rear-positional attack. Are you sure you weren't in front of your target?"

It makes me wonder if they even play their own game. You can't use this attack unless you are in the right position. You get a bright red warning message that says the action can not be performed. There is no way it can be used except in the correct position. It can't be dodged from the front if I never attack.

Issue unresolved - CM ditches the forum topic with a final working as intended. I smack my forehead repeatedly on the desk in frustration. I assume the overused "working as intended" means "Don't care, can't be bothered, or you must be mad or on drugs." I don't play that game anymore...
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1/04/07 10:30:22 PM
 
End_of_a_era writes:

If i was a CM i'd hate not being able to slag the game off it i thought the company was putting it into the shitter like SWG lol.

 

Infact i'd hate working for SOE or Lucas Arts

New Post Quote
1/05/07 6:22:01 AM
 
70nY writes:
Wow these people look really wired and strage.
New Post Quote
1/07/07 8:21:27 PM
 
UnSub writes:

As someone who wishes to get a job in the "wired and strange" world of CM, I'd like to know if I'm crippled by my lack of professional industry experience. I've been involved with fansites for years, have run my own and have written for others, but I get the feeling that his amateur experience is really not valued when companies go looking for CMs - they want someone with paid industry experience (and, as Laeth said, he had QA experience).

Also: how big is COG's CM staff? What sort of CM-staff-to-player ratio do you have?

New Post Quote
1/08/07 9:25:54 PM
 
Laeth writes:
Originally posted by UnSub

As someone who wishes to get a job in the "wired and strange" world of CM, I'd like to know if I'm crippled by my lack of professional industry experience. I've been involved with fansites for years, have run my own and have written for others, but I get the feeling that his amateur experience is really not valued when companies go looking for CMs - they want someone with paid industry experience (and, as Laeth said, he had QA experience).

Also: how big is COG's CM staff? What sort of CM-staff-to-player ratio do you have?

Industry experience is not required to be a Community Manager at Codemasters. The more hands on experience you have running fan sites, press sites and anything else that enables you to directly deal with some kind of community will be beneficial. As long as you can show enthusiasm/passion for playing games, have good customer service skills and can demonstrate that you have the ability to successfully run an online community - in my opinion - you have a good chance. 

As for our community team - we have one Community Manager per game and several community staff (Alchemic Dream) who help deal with forum moderation and community relations.

Hope that helps.

New Post Quote
1/09/07 6:01:46 AM
 
DKShadow writes:
Great article!

I myself am going to apply for a Community job at Codemasters soon and hope that my community experience over the last almost 10 years will help me achieve that. I have been running decent-sized guilds with very active guild community websites and forums for around 6 years now, I briefly worked for guidefox.com (Germany), writing professional Lineage II game guides and I have been hosting events (300 people LANs) a few times a couple years ago. I currently live in Denmark, however, I plan on moving to England as soon as I land a job there. Where in England doesn't matter to me.

I'm graduating at an international commercial college in a few months and I'm turning 21 in April. Is there an age or other requirements for a Community job that I might be lacking?

Thanks in advance for your feedback.
New Post Quote
1/15/07 3:18:28 AM
 
Laeth writes:
Originally posted by DKShadow
Great article!

I myself am going to apply for a Community job at Codemasters soon and hope that my community experience over the last almost 10 years will help me achieve that. I have been running decent-sized guilds with very active guild community websites and forums for around 6 years now, I briefly worked for guidefox.com (Germany), writing professional Lineage II game guides and I have been hosting events (300 people LANs) a few times a couple years ago. I currently live in Denmark, however, I plan on moving to England as soon as I land a job there. Where in England doesn't matter to me.

I'm graduating at an international commercial college in a few months and I'm turning 21 in April. Is there an age or other requirements for a Community job that I might be lacking?

Thanks in advance for your feedback.

 
Hello DKSadow,

To my knowledge, the only real age requirement is that you're over 18 years of age. I myself am only 21 - so there is definitely no bottleneck there with regards to age and your application. It's hard for me to advise you on other skills / requirements you may be lacking, as I’m not the one who does the hiring and firing here in COG. It sounds like you have plenty of community driven expierence, plus you're keen on getting involved in LAN events which is always good (we do plenty of events here in COG).

If you have any other questions, don't hesitate to ask =)

Cheers and good luck!

New Post Quote
1/15/07 10:53:47 AM
 
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