One of the games that I’ve noticed has had a lot of good press, not only from the enthusiast media, but from their community is Fallen Earth, from Icarus Studios. It’s a niche MMORPG that enters the unique and often overlooked genre of the post-apocalyptic/ sci-fi genre in MMOs. One of the many reasons it caught my eye is that unlike most MMOs on the market now, it’s a classless game, similar to SWG, that uses a skill based system to level up characters. I’ve seen the trailers and it’s one of the few MMOs that’s come out lately that I’m really excited to try out.
However, in the midst of some positive reviews from the gaming media and players themselves, the general consensus is that the game is fun, challenging, unique and not for everyone. It’s been simplistically described as “Fallout 3 Online” because of the setting, the look and feel and, of course, the proximity to Fallout 3’s overall success.
However, an article yesterday on Massively titled “Fallen Earth fan: “Don’t Play Fallen Earth”” points to an article by Syp at Bio Break, titled “Why You Shouldn’t Play Fallen Earth“. Massively’s Elliot Lefebvre says:
“Syp outlines all of the reasons that most players, even if they’ve been enamoured of the game’s press, might want to use extreme caution stepping into Fallen Earth for the first time.”
Syp gives potential players six reasons why they “should not play Fallen Earth”.
- Like Its Frontier Setting, Fallen Earth’s Stability Is Rough And Wild
- The Economy Is A Foggy Crystal Ball
- End Game? Who Knows!
- It’s Complex
- You Can Gimp Yourself
- Greed Rules The Wild, Wild West
As a marketing guy, I’ve worked on the marketing campaigns of hundreds of clients, ranging from video game clients like Tecmo and most recently Spark Plug Games, to Fortune 500 clients like Lowe’s Home Improvement and Motorola. Part of working on their marketing is reputation management. Sometimes, it’s as simple as setting up a Google Alert with the right keywords and, as Google sees those keywords pop up on the web, they send you the link via email. Yet when a professional marketer sees a title as potentially incendiary as “Don’t Play Fallen Earth”, I can absolutely relate to the sinking feeling as you click on the link to read the article. You just don’t know what to expect as you read the article.
In this case, Syp plays Fallen Earth and is a fan of the game. While his article has a good critique of the game, he makes sure to let his readers know that while there are issues and questions about the game, there are two things he wants to leave the readers with.
- In a year, it will improve
- If the points he brings up are deal-killers for you, then you will be disappointed.
Now that there’s some context behind the article, this brings up two very important concepts in marketing that I want to expand upon in the competitive and community dependent world of marketing MMOs.
The Reaction to Negativity as Marketing:
Firstly, it’s incumbent upon the developer/ publisher to set the right expectations. This has been something that Fallen Earth has done very well. Anyone who’s done any research on the game will know that Fallen Earth is from a smaller, indie company that’s putting out a game that has no thematic equal in the MMO space. Gamers immediately know that they’re not dealing with a monolithic Blizzard/ EA and for the most part, can forgive the details if they’re having fun. Gamers will know that they’re playing in a niche game, and if the article from Syp reinforces anything, it’s that Fallen Earth is not for everyone. The media that Fallen Earth has produced has been complex and interesting, from the faction interaction wheel to the crafting system descriptions to the numerous point allocation guides, players should know that they’re entering a complex game in a brutal world that requires them to plan ahead.
Just as I’ve dived into building an Ikea entertainment center without the instructions, some gamers will enter an online world that’s at least twice as complex as an Ikea cabinet, suddenly realize that the game mechanics that they’re used to in other, more mature games, aren’t there, they can be turned off. Some gamers will enter the forums and start their own researching, others will turn to the nearest blog post and immediately start comparing a brand new game from an indie company to a nearly decade old game that’s had multiple expansions and countless patches.
What does a game company do to address these complaints? Do they send their army of loyal players to go and counter the argument? Do they draft a press release to reassure people that there’s a new patch coming that could address the issues? Do they stay silent, take the feedback and use that to modify their existing plans? Do they insult their players and issue a non-apology like EA did after their whole Comic Con #EAfail incident?
The challenge for gaming companies, and specifically companies that are running a MMO is that the plans change. Most often, negative statements are absorbed but not responded to because if you give a group of gamers a deadline, they’ll hold you to it. Failing to comply with those statements will just make you look even worse. Other times, companies acknowledge the issues, make vague statements about “overall improvements, stability and features” but they give no timeline. There has to be a response between responding and not responding. There is.
One solution is to build an alpha-testing team out of players who’ve shown a capacity to give constructive and brutally honest feedback. The company can create a dedicated team of volunteer community managers who can organize community feedback and report it to the team on the overall state of the players. These are good ways to reinforce within the community you’ve already built that their concerns are being heard and worked on.
The most important part of any MMO is the community, these are the people who will go to their friends and convince them to play. These are the people who will do hilarious mashups and machinima for YouTube. These are the people who will, by their own enthusiasm, become the greatest marketing force you could hope to employ. By selectively engaging with the community and leveraging their feedback, companies can not only turn negative press into a positive, it could ultimately lead to the game becoming a stronger experience for everyone.
Test, Launch, Measure, Relaunch, Repeat:
Taking a look at the core critiques of Syp’s article, there is a way for the marketing and technology teams to work together in tandem.
I’ll take the game economy as a test example. The current critique is that Fallen Earth’s economy is facing some challenges of item scarcity and commoditization. Without analyzing the problem of item saturation, artificial scarcity, decay and market glut, the way that a marketer can work with the technology team is to first, determine what the successful markers are for an in-game economy.
I’m not going to pretend to be an economist or an expert in MMO economy, I’ll leave that to people like Tobold (and his excellent article about MMO economies).
However, once we’ve agreed upon what the key performance indicators are for stimulating the in-game economy, experiments can be run, data can be collected, data can be adjusted in-game and the experiments re-run. Part of the experimentation would be to look at the raw numbers as well as the qualitative feedback from the community.
I’d take a baseline number of “There are X negative economy posts” per month. Then as the tests are being run and data collected, do the same analysis. If I find that there are less people complaining about the economy, if there are constructive ideas about how to fix the it, then we’re addressing two issues at once. We’re addressing the quantitative aspect of measuring the KPIs as well as the qualitative aspect of community feedback. If the data supports growth and the community is happier, then we’ve simultaneously addressed a technological problem and a marketing problem.
The happier the community is kept, the more likely they are to recruit other players and generate more media themselves, giving the game an additional “marketing team”.
Ultimately, in terms of MMOs, the players are the most important resource. It’s critical to listen to them and address their concerns. Understanding that there will be trolls, there will be those who’ll bash the game, those people can be quickly identified by the marketing team and the community, the ultimate goal is to be able to understand the community, build their trust in the game, manage their expectations and overall, provide them with a game that they cannot wait to play.