My current research involves working with Auran Games on the online social networks forming around their forthcoming MMOG Fury. A competitive, player versus player (PVP) focussed design, Fury is currently in pre-beta testing. The Auran team know that the commercial success of Fury very much depends on their success with building and supporting the gamer social networks that form around the game (fan sites, blogs, guilds and clans). The participation of existing high-profile gamer guilds in testing Fury, for example, will attract other gamers and guilds to invest time in testing and eventually to buy the game. Building buzz through blogs, forum posts, game replay videos – in short, social networking effects – all contribute to the success of a game like Fury. This is not rocket-science or a particularly new revelation. Any developer of MMOGs knows that success is not just about product design and development; if you’re in the MMOG business then you’re now, more than anything, a service provider. In a recent meeting with Fury’s community and development teams, the view was expressed that “the community”, particularly support for guilds and clans, is an integral part of the overall Fury game experience; it is not just an extra. But can a company with its development, web and community relations teams, with its technical skills, resources and marketing strategies, actually build a social network?
The choices we make depend on the choices of others. This is the logic expressed in the idea of social networks. So in the case of Fury, gamers’ decisions to participate in the beta testing process and to eventually buy the game, are significantly influenced by the choices of others, expressed through forum posts, online chats, etc. But this social mutual dependence or social influence brings with it a lot of uncertainty for companies like Auran. Can you make a gamer or influential and high profile guild say favourable things about your game? Is the very logic of “making”, “building”, or “trying to influence”, counter-productive to encouraging positive social network effects? These are the challenging questions that Auran’s community relations team grapple with. And such challenges can make predicting the success of products like Fury very unpredictable.
I participated in a Fury community relations team meeting a few weeks back, developing plans, designs and identifying resource requirements to implement the support needed for the Fury online community. The team expressly identified the problem and task of “propagating” the Fury social network. The different skills, disciplines and knowledge backgrounds (interaction design, community relations, marketing and business systems, etc.) all brought different perspectives to this task. There were exchanges about to what extent you can control or implement social networking. We discussed the need to identify potential “propagators”, “consumer advocates”, “influencers”. We argued about the appropriate processes to identify these propagators. We considered how to incentivise, reward and motivate participation in the Fury social network. Various design and technical proposals were put forward. In the end a consensus was reached that this was certainly not a case of “marketing at” the Fury gamers. The gamers and guilds must be engaged in a dialogue as co-creators. Their feedback, input and participation must have a direct influence on the implementation of the community support infrastructure and processes. The Auran community relations team is developing quite innovative approaches to this challenge of propagating social networks. They are already collaborating closely with gamer guilds. I’ll post more about this in the future as the designs, tools and processes are implemented. In fact, the community team already includes these gamer perspectives as one of the community relations representatives recently recruited by Auran, has skills and knowledge developed by running a high profile MMOG fan site.
I spent much of last weekend, participating in the pre-beta testing of Fury. These testing sessions will continue throughout the ramp-up to the release of the game, as Auran expands the player testing pool to hunt down bugs, refine interface design and control systems, and rigorously check game balance issues. In chats with players I discovered some were committing amazing amounts of time to the weekend test. One tester commented that he had so far clocked up 26 hours. He was disappointed that the servers were coming down soon and was eagerly looking forward to “getting back into it” the following weekend. He discussed with me his ideas on features that were “polished” and others that in his opinion still needed work. I also noted that he made an extensive and thoughtful post to the private testers forum, offering his carefully considered feedback to the Auran development team. He identified a few game-play problems and other testers then joined in the thread, offering their views and opinions. Some disagreed with his assessment. Others were just joining the testing for a quick play session to check out if Fury is worth investing time in. Should they recommend it to fellow guild-members? This week the development team have been carefully poring over and analysing the data collected from the test, while the community team have been collating feedback from the players. Decisions have already been made to modify some features of the game in response to this feedback. Bugs have been identified that will be fixed. Further rounds of testing, including over the coming weekend, will assist the team to polish and refine many of the game systems and features. But in all of this, the social networking effects are crucial.
In chats with the Fury community team over the past few days they regularly focused on whether the players’ response to last weekend’s testing will attract other guild-members and guilds to sign on for future testing rounds. Will testers make positive posts to their guild forums about their experience of playing Fury? What will they be saying about Fury over chat and instant messaging to fellow gamers? How should the team respond if negative comments are circulating? During the week they were quite excited to discover that the following screenshot was circulating among MMOG PvP gamers.
The screenshot’s significance isn’t that it shows-off the quality of Fury’s graphics. It is the fact that the players in the shot are all identified as members of a reasonably high-profile guild (”Mostly Harmless”). If they are getting into Fury and investing time with it, well perhaps other guilds will too. It certainly gets gamers talking about Fury. I should disclose at this point that one of Auran’s community relations representatives is a member of Mostly Harmless, which adds another dimension to the challenge of propagating social networks. Another tester posted videos captured of his game experience with Fury. Links to the videos were then posted to a MMOG fan forum by Hades, the leader of a high-profile guild (LOTD), participating in testing Fury. This will also generate discussion in forums about the forthcoming game. The social network propagation begins. These players’ choices to participate in the test, to post screenshots, to make forum posts and videos, all influence the choices of other gamers. At least that’s the theory. Here we are seeing an emerging social network market through which decisions to participate – to consume and produce – are coordinated in open, complex and adaptive systems. More on social network markets in a future post.
The questions I’m interested in exploring include, if we adopt this evolutionary economics grounded approach to social network markets then what are the implications of this for our understanding of the choosing agent or agencies? How are these choices constituted, circulated, culturally shaped and embedded? As a starting point, we’re certainly not talking about the old fashioned rational economic calculating subject. The very capacity or ability to choose, to participate, is itself distributed through and enabled by the network. As a starting point, it involves our “plugging-into” various tools, online information sources, data flows, etc. that compose or constitute us as competent, choosing agents. Here I’m borrowing extensively from Bruno Latour’s Reassembling the Social, in which he observes that our competencies no longer come in the form of complete intentional humans, making rational calculations. Instead they are composed from layers of plug-ins. As he puts it, “to transform yourself into an active and understanding consumer, you also need to be equipped with an ability to calculate and to choose” (209). But this certainly isn’t simply a case of something like an economic infrastructure, a market force, determining and limiting the gamer consumer, as we’re talking about the exercise of an agency that is itself shaping emerging markets. The relationships between agent and network here are quite dynamic. So how are these competencies circulating, how do we plug-into and navigate these emerging choice networks? And in the context of something like Fury, what is the relation between the individual gamer agent and their collective identities as members of teams and guilds. As one of the guild leaders commented in chat, responding to my question about skills I should practice to become a competent PvPer, “well the really important thing isn’t so much your individual skills, it is getting into a good group and playing lots together, learning together”.
Well I’m off to plug-into my Fury character for another weekend of “choice gaming” – the challenge is what abilities will I work on unlocking for my avatar in this round of play. What choices will identify me as a competent “healer” who can then contribute to coordinated team play? How can I best put on display my choices? You see the Fury game design opens a certain “choice economy” that the players are in the process of figuring out how to game. Are our choices constituted by the game or do our choices shape the game? I’ll post more on all of this soon - propagating social network markets, evolutionary economics, working with the Auran Fury community relations team, and of course playing Fury.