Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:609  Guilds:3,083
Members:1,603,320  Online:0
Guests:0  Posts:4,857,913

Sanya Weathers's MMO Underbelly: User Feedback

This week, Sanya focuses on the conduit between players and developers. How is information gathered and in what ways do developers really use it?

The most common misconception in the MMO universe is that MMO studios do not care about feedback. The industry has created this problem to some extent. There’s nothing publicly available to indicate that anyone besides a few people afflicted with OCD (*cough*) cares.

My friend Jeremy is in the middle of planning her feedback system for her new game, and is facing the same thing community people always face at this point in the process: There is very little data on best practices in terms of MMO feedback systems. There’s no research, no conversation outside specialty blogs no industry groups devoted to the concept. And studios tend to keep their own systems very, very private. Heck, there isn't much about feedback systems, period.

My instant messenger lights up when she unearths random gems like "if you ask people for information (or compel them to provide it), you should give it back to them in some familiar form that lets them see how it is useful or interesting. They will then be less inclined to resent your asking in the first place, more inclined to be curious about the relationship of their work to others’, and more open to considering its implications—especially if it helps them make arguments for more resources."

That’s a terrific example of a best practice and the underlying reasoning. It didn’t come from any MMO resource. Instead, it’s from a paper about trying to convince suspicious academics to use a web based tool.

But community specialists read that quote and think, good grief, how useful. Not to convince players to send in feedback, but to convince devs.

Let me back up and explain the way feedback reaches a development team. There are three main channels, with their own type of information:

  • User initiated data. This is what we all think of when we hear “feedback.” A customer sits down, and types out some comments. Message boards, emails, and attending panels at live events are all forms of user initiated feedback.
  • Usage data. This is what players are actually doing. This data is gathered from the game itself.
  • Focus group data. The dev team brings in a group of players, and asks specific questions towards a specific end.

These three channels are all necessary to keep a dev team from screwing the pooch when it comes to balancing and introducing new features. Using just one channel is asking for trouble, as is looking at the data without understanding the context of the remarks.

Context can be handled by a community manager, assuming that community manager doesn’t have an axe of his own to grind. I don’t think context can be handled by a developer, a programmer, or any other member of the team – the developer is by definition close to the work, whereas the community manager is by definition part of the community. But that’s my opinion, and there’s certainly room for discussion on that point.

Why does a studio need to use three different channels to get one reliable picture?

The flaws with user initiated data are many. The feedback is limited to those members of the playerbase who are highly motivated to post. The term “silent majority” isn’t a cliché for nothing, y’all. For example, every class has its group of people screaming that their Foozle is underpowered. When no one of a particular class is screaming about their Foozle, it is drastically overpowered and the entire class should probably be removed from the game.

There was a point early in City of Heroes where I went to the forums to look something up about my class, and I noticed that the forums were eerily silent. No activity at all. My spidey senses went haywire, and just for yucks, I checked the other class forums. Indeed, they were all packed full of people complaining. Experience told me that either my class was so awful that no one was playing it at all, or I was going to get nerfed down to the atomic level. The hammer fell two patches later. Owie.

Another flaw with user feedback is that it’s almost always a one way tsunami. Hundreds of thousands of people speaking in one direction, a handful of people speaking the other way. Even if the company is dedicated to listening to and responding to user feedback, it is an enormous challenge to convince people that anyone is listening. It isn’t enough to stand up and say WE’RE LISTENING, sadly.

The MMORPG.com forums are filled with people who are convinced to their marrow that feedback is not heard, not taken into account, and not wanted. No amount of personal testimony, no proof in the form of patch notes, will ever be enough, because the feedback sent by the person posting did not get a personal reply – and worse, the next set of patch notes included something 180 degrees away from that feedback.

(Not to put too fine a point on it, but there’s an old saw about how all prayers are answered, it’s just that sometimes the answer is no. That’s true of a great deal of MMO feedback, but “no” isn’t something most people are prepared to accept.)

Pages(2): 1 2

More Developer Perspectives Features:

Developer Perspectives - Closing Time Column added on Friday June 01

More Columns:

Developer Perspectives - Closing Time Column added on Friday June 01

More Features:

PlanetSide 2 - New Conglomerate Interview Interview added on Friday June 01
Developer Perspectives - Closing Time Column added on Friday June 01
 
 
 
Leave this field empty
Post Your Comment:
Developer Perspectives
Community Manager for Dominus, Sanya Weathers offers her unique thoughts on all things MMO from the developer's side of the equation.
Recent Articles: More Developer Perspectives Articles...
Popular Features:
The List : 5 Ways MMOs Will Survive Column added on Monday May 28
MMOs these days are having a hard time...some of them anyway. Studios are closing. Developers... Read More
Star Wars: The Old Republic : Will TOR Adopt ‘Mega Servers’? Column added on Tuesday May 29
Will Star Wars: The Old Republic go the route of DC Universe Online and implement... Read More
Rift : Conquest Preview and Impressions Preview added on Wednesday May 30
Last week, Trion Worlds revealed some of the first information about Rift's upcoming 3-faction PvP... Read More
The Secret World : The Melee Skills Interview Interview added on Monday May 28
We sat down with Funcom's Martin Bruusgard to talk about the melee skills in The... Read More
The Secret World : The Social Experience Interview added on Tuesday May 29
Funcom and the development team behind The Secret World chose to engage players in a... Read More
Latest News:
Perpetuum : Gamma Frontier Launched Reported on Jun 01, 2012
Robot-themed sci-fi sandbox MMO, Perpetuum Online, has expanded today with the arrival of Gamma Frontier.... Read More
End of Nations : E3 Trailer Released Reported on Jun 01, 2012
The latest trailer for End of Nations -- straight out of E3 2012! Read More
SMITE : RTSGuru.com | COO of Hi-Rez Studios on the New MOBA Reported on Jun 01, 2012
RTSGuru.com's Kasey Gilder had a quick chat with Mr. Todd Harris the COO of Hi-Rez... Read More
Wizardry Online : To Be Unveiled as SOE Title at E3 Reported on Jun 01, 2012
Sony Online Entertainment has announced that it will be revealing new information about Wizardry Online,... Read More
Ragnarok Online : Where Old Meets New Celebration Reported on Jun 01, 2012
Ragnarok Online players have a lot to celebrate in the coming days. The game is... Read More

Special Offers