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September 05, 2003
Customer Service in Gaming: Players Versus Developers?
Gaming, like the rest of the software industry, is becoming more of a service-providing field rather than just exclusively concerning itself with box-sales and moving on to the next game. Instead, more and more companies are using subscription-based models to sell their products (witness Valve's recent announcement of Half-Life 2 availability through Steam) or launching yet-another MMPOG, the epitome of service-based gaming. Yet as demonstrated through Alex "Marweas" Rodberg's now infamous public forums posting and consequent public lambasting on Penny Arcade and gaming news sites, sometimes conflicts arise when gamers and developers (or their representatives) meet on public forums. But who's fault is it? The people who make the games or the people who play them? Like any complex issue, it's a little bit of both. Speaking as someone who's last job dealt mainly with providing "community support" for A Tale in the Desert, let me first state that the whole profession is in its infancy with no real standards on what types of policies companies should follow for their customer relations. ATITD, because of our relatively small playerbase and close developer-player ties, still utilizes volunteer Game Masters (GMs) and relies heavily upon player-run fan sites. However, most current MMPOGs have eliminated volunteer customer service positions due to the legal complexities involved and fear of a potential fiasco like the UO Counselor Lawsuit. Increasingly, more games are using streamlined and automated service systems rather than costly individual personalized support. And perhaps that's the main reason for Mr. Rodberg's outburst of frustration. With traditional methods of customer support becoming more "corporate and standardized," message boards and forums are one of the few remaining places where players can rant and rave about the game and perhaps get some treasured developer feedback. Players want to feel like their opinions and problems are unique and special, not be "Support Ticket #4832953" and answered by an auto-generated reply system. Thus, more pressure is being put upon developers and community managers to be the "public face" of the game, which may explain why SWG has a developer tracker on their official forums to counteract their widely criticized customer support system. And with Raph Koster, the former lead developer of SWG and now recently-promoted Chief Creative Officer for SOE personally answering the playerbase's concerns and questions in an affable and reasonable manner, many players easily forgive the purging of their support tickets. Nowadays, in addition to creating a quality product, game companies have to be politically savvy enough to satisfy their customers wants and desires in a diplomatic manner. Who knows? Perhaps in the future, a polisci degree will be as important as a CS one to the aspiring game developer. Posted by Jia at September 05, 2003 01:25 PM | TrackBackComments
It's definitely a little bit on both parties. Developers don't really know what players expect from customer support. There's a general idea, yes, but specifics have yet to be hammered out. Players can often times be overly critical, but one way to fuel a fire is to make those players feel like they're being ignored or disrespected. The Marweas comment was a prime example of making players feel disrespected. As stressful as the job "may be" (read: "is") attacking player concerns is never a good idea. At the same time, I don't think they should be hanged for off the cuff remarks. A sincere apology would be enough for players to move on. The job is hell. Most of us know that. I think that if CS reps can maintain a level of humor, sympathy, and acknowledgement with players the chances of unnecessary anger or frustration will be minimal. Alot of CS is dealt completely without humor which I think is a mistake. I'm not suggestion sarcasm or ridicule as forms of humor, but rather a decent balance between addressing player concerns and keeping tensions low by keeping topics light. There are plenty of cases where a petty subject grew into a flame war because developers choose not to respond to what is rationally seen as insignificant. It's almost like a good way of players testing to see if the developers are listening. More often than not, a simple two sentence reply would suffice. Players, on the other hand, cause much of the problems themselves because there are so many differing opinions between them. Game balance is always a heated subject because of this. Players complain, developers modify the game to avoid complaints, but inadvertantly degrade the experience for other players. Ultimately the game goes from being the developers baby where they have control of every aspect (during development) to the players pet where they might want things handled differently (after commercial release). Should developers side with the majority of players just because they say so? It's not such an easy question. The biggest issue, honestly, has to be funding. How do you pull together a quality team for customer service for potentially hundreds of thousands of players? Volunteer programs produce volunteer quality. A small, easily managed, high quality team will produce great results but will be slower to respond. Outsourcing causes problems with consistancy because the customer service does not have first hand knowledge on a lot of detailed issues and also may imply to the player that they're being tossed away from the true knowledge base because they're concerns aren't important. Posted by: Draigon on September 6, 2003 12:40 AMDidn't know I had that much to say about the subject. Hah, sorry if my comment dwarfs the article :P Posted by: Draigon on September 6, 2003 12:41 AMGood feedback, I agree with all the points, especially how most companies currently spend far too little on hiring and adequately training customer service staff. I know of some companies who've even hired temps on occasion to fill in or for heavy demand times like the launch of a new product. Posted by: Jia on September 6, 2003 07:04 AMOne of the problems with customer service (and we ran into this all the time when I was doing tech support for an ISP) is that there is no clear demonstrable-to-management link between the amount of money that they spend on us and the amount of sales. This meant that when it came to cut budgets, the customer service department stood out like a tempting red candy on the ledgers. On top of that, from a business perspective, there comes a point where providing good customer service is a bad idea. I remember one of my managers explaining to me that it cost the company about $12.00 for every two-minute call (that was my wages, my managers', support staff, computers, network, power, floorspace etc.). This meant that if a customer paying $10.00 a month called us once a month, they were a business liability. We had certain problem customers who would call us several times a day and there would come a point where we would be told "just get them to cancel". These issues get compounded by the fact that most game purchases are all-or-nothing affairs. Ie, you either pay the full $x or you don't buy the game. This, combined with the fact that a lot of stores have very strict return policies for software (due to piracy, they say) means that it is very difficult indeed to vote with your dollars. If I buy Kickass Game X and in three weeks run into some terrible problem with it, is it really in the company's interest to pay money to make me happy? They aren't going to make any more money off of me for that game, anyway. And what am I going to do? Refuse to buy Awesome Game Y? How will the publisher know that low sales for Y are related to problems with X? Posted by: Snowmit on September 6, 2003 08:25 AMActually, I have no problem with SWG's Customer Service. I find it effective and swift. But, I find the developer input on the forums very valuable. I think gamers and developers need to learn to take things with a grain of salt. The developers have a particular point of view, just like the gamers. There's no viable reason for people to get all pissed off about these things. In the end, it's just a game and we still have to live with each other. Marweas's response was wrong, plain and simple. His message was simply to piss off the people who pay his paycheck, namely, us. Posted by: Ranger on September 6, 2003 09:22 AMI think the point about the poli sci degree is actually very telling. SWG's population is, after all, comparable to that of Newark, Birmingham, Las Vegas, St Petersburg, Akron, Baton Rouge... what customer service response time do we expact from those cities, and at what budget? Players have pretty high expectations of the degree of service they should be getting. Right now, the industry sees no clear path to providing it. And the political skill of most of the community management practitioners is nowhere near that of the political industry. :) It's a recipe for dissatisfaction. I do believe (and have written) that there are general principles common to politics, management, and leadership that can be applied to community management. But I don't see community management as being the same thing as customer service, either. To some degree community management is a hybrid between pollsters and press secretaries, whereas customer service is, well, customer service. Posted by: Raph on September 6, 2003 09:40 AMI wonder if more MMPOGs in the future will attempt to implement ingame legal and political systems to help bridge the growing divide between players and developers. As playerbases grow increasingly larger and players still demand a sense of involvement with the development of the game, there will come a point where message boards and IRC chats simply don't cut it anymore (and some may think many large MMPOGs have crossed this point already). Already the signal to noise ratio of communication between those who play the games and those who make them is so poor that the chief duty of most community managers is to sift out the wheat from the chaff. While establishing an ingame political system opens up a whole other can of worms, it does allow for the opportunity for players to police themselves on a wide-range of issues. Just the feeling of involvement and self-impowerment usually reduces the amount of rants about developers not listening and making arbitrary decisions. Players are unlike to complain about policies they themselves had a direct hand in creating and implementing. Posted by: Jia on September 6, 2003 07:01 PMI've been an advocate for player policing and player governments for a very long time, but I don't think that most of the issues players want to gripe about are necessarily the types of issues in the purview of player governments... Posted by: Raph on September 6, 2003 07:28 PMThat can be true. In ATITD, we had the problem of players proposing laws that were actually feature requests (which we eventually built a separate feedback mechanism for) and trying to pass laws that would make the game easier for themselves. However, things like "play nice" anti-griefing policies, freedom of speech versus justifiable censorship, and establishing other community standards seem to work well in player governments. I'm looking forward to see how SWG implements player cities, which from what I understand, will have elected officials and appointed militias. It takes a great deal of faith to let players police themselves since the chances of them being able create a utopian society are just as slim as they are in real life. Posted by: Jia on September 6, 2003 07:56 PM"As playerbases grow increasingly larger and players still demand a sense of involvement with the development of the game, there will come a point where message boards and IRC chats simply don't cut it anymore (and some may think many large [MMOGs] have crossed this point already)." - Jia I've thought about that more than once. First, I should note that the idea of an excessively massive MOG is ridiculous (if only for the fact we would need an even uglier acronym to describe them). If there was a MMOG one day that somehow had the population of earth, heaven, the voices in my head, and mars it would be nothing more than just a popular game. Developers strive for that higher population notch, but I think more importantly they should strive for non-mmog players (that's another topic altogether). The idea that I could talk to potentially millions upon millions of people is nice, but the reality (even for a virtual world) is that a person will only talk to a few hundred at most. That doesn't effect how much fun the game is. As long as a game has a few hundred people, none of us will notice the difference. I think MMOGs catering to only 200 people per server or even a few hundred total could (should) become very common place and still offer great gaming expierences. Aside from that, though, what if that hypothetical situation arises? What if a MMOG is released that has a following of millions upon millions? Where do we go from there (in reguards to customer service)? Would there come a point where, like mentioned in comments before, sometimes it's better to have no support at all? Would it require an elaborate system that combines solid fan sites, outsourcing, and in-house teams? I'm interested to know what people think would handle the best in that situation. I'm leaning towards a combination of all that works today. Such as outsourcing for account related issues that never or rarely change, providing an online FAQ script instead of a message board or chat room that allows players to submit a question to see if it has been answered before (elaborate text parsing), depending on (and developer involvement with) fan sites to boost morale, etc. Posted by: Draigon on September 7, 2003 02:21 AMI think Customer Service is a strange thing when it comes to MMPOGS. Never have I called a non-gaming company custserv line and asked for an update on the latest item, what's in the pipeline or why a certain functionality was eliminated or changed. Custserv for me is not a comments/suggestions service, it's a place for me to get things fixed. Pedro was pretty close to the mark on my feelings of CS in an ORPG. The ease of using Customer Service in a game like SWG is simply too tempting for most players to respect it for what it is. Instead, they try and use it as a means of making suggestions, or whining about something in the game that really has no basis as a Customer Service complaint. If you buy a computer and it stops working, you call the manufacturer's CS department. If you're playing SWG and you feel your rifle is underpowered, for some reason people do the same thing. With the way the boards over at SWG progressed through the development stage, I think that SOE set themselves up for some serious headaches. By being so open with the gamers before the game came out, and professing that they wanted the gamers involved, they openned the door for those same gamers to be upset when their suggestions aren't implemented. A frequent accusation I see on the SWG forums now-a-days is "You don't know how it is? Do you Devs even play the game any more?" How many people would have accused Carmack of not knowing a game he made even 2 years ago? As Draigon pointed out in the first comment, there's no easy, almost no viable solution to the CS problem. But, this is a problem faced by all companies who use CS. However, with software, you have a whole new ball game. When you purchase a product, like a computer, the computer is warrantied, stating that the computer is not defective. If the computer turns out defective, you have the warranty to fall back on. When and how do you define software as defective? Right now, you really don't. Software companies make no intrinsic warranties that a piece of software will perform a certain way, or that the customer will be satisfied using it. There are no immediate repercussions for the software company if something goes wrong. In most cases, they made their money just selling the disc in the box. With an MMORPG, like SWG, there's bound to be a cut-off period where the company says, "we've turned a profit off this customer, whatever happens from here on out is no big deal." Can you really build a valid CS regimen based on a product which can't really be called defective, wherein you know a customer is no longer with maintaining? I don't think so. Posted by: Andurin on September 7, 2003 11:32 PM"I think Customer Service is a strange thing when it comes to MMPOGS." - Pedro Pedro, made some good points. Customer Service becomes more of a general term for almost any interaction between developers and players for MMOGs. If I had a problem with my VCR, I would probably not even call customer service. I'd just chunk it or repair it. If I had a problem with an offline game, I might complain to the myriad of gaming fan sites and vent with other players, but I probably wouldn't go searching for the company site or contact e-mails. Online games are, well, online. That sounds obvious, but the point is it's a video game that rests on a communication technology. That's a key difference and why the customer service umbrella spans outward for online games. I think, given the convenience, most people would complain/suggest to developers (gaming or otherwise) if they viewed their product as broken. Posted by: Draigon on September 8, 2003 10:16 AM"I think, given the convenience, most people would complain/suggest to developers (gaming or otherwise) if they viewed their product as broken." -Draigon I had an idea that could relieve some of the pressure. As far as I know, this doesn't already exist. Not an end all solution, but what if downtime was utilized to give players a voice and/or educate them to what the issues are. I know games shouldn't have much downtime, but even if a game has no downtime there'll still be those odd moment when players are just sitting around chatting with their friends. I'll use EQ as an example. Instead of staring at a spell book, I pop open a /survey command window. It lists a number of popular topics that have recently been brought to the attention of developers. I'm concerned about game balance for my Troll, so I check game balance and I see a survey exists for Troll changes. Open up the survey, and I'm presented with a number of checkboxes and a few "Rate from 1 to 10" drop down lists. A vocal minority has been ranting and raving about something I disagree with, so I fill out the survey. The end result, developers can see that the majority of players disagree with those complaining. This could add alot of weight to the CS agents when shooting down suggestions for change ("Majority of players disagree, sorry.") That example is very specific, but you get the general idea. Key points: Results should always be secret since players don't always know best, but something like this could give developers a good indicator for what a bad idea might be. If they suggest something and find 90% of players would hate it, might want to rethink it some more. Just a thought. :) Posted by: Draigon on September 8, 2003 11:25 PMAbsolutely brilliant. Keeping the results secret may cause a separate hosts of issues...though I can see the need for it. It could even be extending to assist players in providing the developers some direction. Eg. On a scale of one to ten, please rate the importance of the following pipeline ideas: Post a comment
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