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Age of Conan

Rog is currently concentrating his blog articles on the recently released Age of Conan.

You can also catch Rog on the forums his guild's website: Left Hand Path.

Sun
29
Jun '08

An MMO Customer Service How To

Rog posted in

I'm providing these gems of insight to any company that wants to clean up their Customer Service. This is fairly specific to games, MMORPGs in particular.

This is meant as a simple guideline with emphasis on two key issues: Customer Perspectives & Solving Problems.

The mantra of this guide is Keep it Simple or to put it another way: Solve it more, deal with it less. The best customer service is misdirection. It sounds like a paradox, but it's true. To players experiencing problems, they should feel as though it's being worked on, to everyone else your customer service should be invisible. They should feel like problems are fixed mysteriously and magically.

Here are the points:

  • Do NOT have Forums. It's drama you don't need. Focus your game on your design. If you want player feedback, ask for it via forms or hire perceptive people to follow the fansites.
  • Provide strong community features in-game. This is to replace the server forums. Give them places to congregate and socialize, activities that build server communities. Lists of progression and otherwise. Cooperative content as well as the usual competitive features. Maybe even have in-game Community Managers.
  • Do NOT have GMs. Unless you plan on them being actual Game Masters that control monsters and put the smackdown on griefers and exploiters. Otherwise, your GMs will just be magnets for abuse. Problems are better reported and forgotten than dwelling on them while waiting for a GM petition queue.
  • Collect player reports. Instead of GM petitions. Sift them automatically if you can.
  • Give automated feedback. It's just like gameplay, when you do something it should make a sound, have a visual clue and / or explanation. Player reports should be treated the exact same way, it's reassuring. If they're reporting a known bug, give an ETA on its fix, or point to a list of workarounds.
  • Make a black hole. For incomprehensible or pointless player reports. Don't dwell on what cannot be understood. Feedback it as if it was accepted however.
  • Do NOT discuss balancing issues. Not unless they're a glaring fix that's obvious. Let the theorycrafting players sort it out for themselves, that's what they like to do anyway. Meanwhile it will give those busybodies less control over your game and the rest of your players (the less vocal majority) will be happier with their characters by not being informed as much about who is overpowered and who isn't.
  • Separate bug fixes from patch notes. Make your patch notes about content-only, no matter how small. This will allow players to celebrate the content without distraction. It will also reduce the "introduced more bugs than fixes" perceptions. Lists of fixed bugs should go elsewhere, but don't call them patch notes.
  • Make a complete bug and issues list. Detail it thoroughly, categorized and catalogued. The point here isn't full disclosure, it's about flooding the information so it's too long and boring to read. This should result in less drama, although occasionally some nerd will be as thorough as you, but these obsessive geeks cannot be avoided anyway.
  • Keep quiet on embarrassing bugs. At least until you fix them. The drama doesn't help the game or the players. Do this very selectively, only on the most extreme cases like say um, gender affects animation attack speed. =P
  • Erase all mention of fixed bugs. List them as fixed once, then about a week later, obliterate them. No sense dwelling on the past, it's just another distraction from the game itself.

The idea here is to streamline the process, allow you to fix your issues while ignoring any drama from the players over the bugs. Ignoring and diffusing drama is key! It's not helpful to anyone, least of all the players themselves.

While following this guide, you may be accused of using draconian measures, but the truth is these are modern solutions. You cannot afford to cater to every little perceived need, do not handhold and babysite your players, it's just a waste of resources that could be better spent on your game.

To Players: This is a tongue-in-cheek guide.
To MMORPG developers and publishers: No, it isn't.

Tags: · · · · ·
(9:51 am)

Comment by Rog
Jun 29, 2008 11:26am

For those that are curious, this was mostly spawned by the fact that WAR doesn't have forums, EA typically doesn't use forums... and I reflected on how much better that works for them. The discussions and dialogue are driven by fans, who invariably have more positive things to say than the forum trolls.

I took that thought and extended it a little further.

Comment by Openedge1 (not verified)
Jun 29, 2008 4:54pm

And what is amazing...

No MMO developer does this. And just imagine if they did?

Well, guess what. I have one for ya.

Guild Wars.

At any point and time a patch can be applied. All you will know is that it may be for an event, or something has been added. Yet. No where is it possible to find detailed patch notes or data on what has been done to the classes..
But, you can read developers notes and thoughts after the fact on the GW official wiki. This will even include the class balancing and is transparent (even though this sounds like something you may not be interested in)

As well, community forums are a place of discussion, and not hosted by NCSoft.

The godlike GM's from other MMO's do not exist in Guild Wars.

Any time anything new is added that is major, players get to test it first before it is totally applied.

For support, a ticket system is in place, and all questions are answered in a queue system, and no in game petitioning exists.

So, it looks like a lot of what you are looking for in regards to support actually exists.

It is a game called Guild Wars.

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