Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Tuesday, April 07, 2009

Majority Report


We added a "Report" button to ourWorld this week. Players may now report naughty-doers directly to me and I can evaluate the report and take whatever action I deem appropriate. Usually I do nothing, sometimes I add an extra filter to the person's chat (and send an Email explaining this), and a few require full account deactivation. Of course, there's a catch.

Prior to the Report buttong we got 5-10 'reports' via Email per week.

Since yesterday I have received about 3000 reports with the new button. 90% are useless. Most are too petty to bother with. If we muted everyone in ourWorld who was marginally rude, we'd not have any members at all! Many are completely incoherent. There's room for improvement in the system. The funniest are personal attacks meant for the target of the report, sent to me by mistake. One such report was so profane that I had to take action against the reporter. It included in it the threat of being reported. Oops.

That's not to say it's not working. I've found and taken action again several players who were clearly violating the Code of Conduct. Really bad actors, trust me. The Report button provides info the players don't see which allows me to take action without taking anyone's word for it.

The system just needs refinement. We launched the Report button with too little friction (it's too easy to do) and with too little explanation about what it is and isn't for. No biggie. We'll refine it into an even more useful tool, and then I'll really be the man with the ban...hammer.

-Adam!!!

Monday, March 09, 2009

Dominion Chat Police


Lets accept the Club Penguin numbers that say 4% of all virtual world players make some sort of purchase. Let's also take into account that after two weeks, the odds of a player making a purchase drop by 50%. Very rough statistics, but I believe them.

So, how does that impact how I should treat free-account bad actors? What is the risk to the bottom line if those players simply vanish?

Free customers bring value to the site in three ways:
  1. They become paying customers
  2. They refer other players who become paying customers
  3. They add value to the site through participation in the community.
Lets say I get a report that PlayerX is leaving threatening messages. Without even confirming the validity of the report I can look up Player X's account info. I learn that:

Value possibility 1: Paying Customer. Player X has been playing for three months, and made no purchases. At this point there is a 1 in 50 chance something will happen turning him/her into a paying customer. 1 in 50 is not enough to give the player the benefit of the doubt.

Value possibility 2: Refer a Paying Customer. Player X has used the 'Invite Friends' promotion to refer one player to the site Assuming the reference is real. PlayerX has brought PlayerY to the site. PlayerY played six days, two months ago, for free. Didnt' refer anyone. There are other types of references, of course, but I have no evidence that PlayerX is a 'sneezer'.

Value possibility 3: Contribute to the community. PlayerX has generated one complaint from another player. You can assume that for every complaint, there's more people impacted, maybe a few, maybe dozens, maybe hundreds. How valuable are these players compared to PlayerX? Player X's contribution, based on limited evidence, is already a net-negative.

I don't make it a habit of deactivating accounts based on single accusations of wrong-doing, but if I did, I doubt I'd go far wrong provided I keep in mind what sort of customer is likely valuable, and which sort is not. What makes a player valuable?
  • If the player has made any sort of purchase, of course.
  • If the player has referred other active players or paying customers.
  • If the player has ligitimately contributed to the community (hard to measure, but if I could, I would.)
Also, my opinion is that most of the people who fall into one or more of the 'valuable player' categories above, don't have complaints made against them, with the exception of the occasional feud. Those player care about the community enough to take care of it. They usually provide solutions, not problems.

-Adam!!!

Friday, March 06, 2009

The End of Days

Every day I deactivate free ourWorld memberships. Every day I wonder why I'm doing it.

Boom, but why?

Some of our partners don't even offer the option to deactivate a free membership. You just can't. Technically we don't offer it either, but since I can do it, I do.

One player suggested she was doing us a favor, not requiring us to take up memory with her account info. I *think* the usual idea is that we jettison whatever information we have about that player, so they feel somehow more anonymous. Of course, we're not jettisoning anything, we just flip the switch so they can't see it anymore.

For a while, players were working our 'free gems' referral system by creating dummy accounts that fed into their real accounts. That's fine with me, except that a few of the players decided they wanted me to deactivate these dummy accounts for them. It's one thing to work the system for free stuff. It's another to take up my time doing it, for no reason at all. I was polite, but firm, with those players.

ourWorld is an eco-system. Players earn various forms of currency, they leave messages for one another, they become friends with one another, and the system sustains this action through the site's features. It also means the players are extremely inter-connected. It's not even possible to just 'delete' somebody, as that would throw all that inter-connectedness into chaos.

Deactivating free accounts for no good reason may be a mistake. Parents requesting thier child's account be deactivated is a legitimate request, so I'm not saying not do it at all. Potential customers may not be aware that I can reactivate the accounts, and therefore not return when they otherwise may decide to. A longshot, to be sure, but closing doors is generally bad policy.

What I'm saying is, don't expect a "Cancel Account" button on ourWorld any time soon.

-Adam!!!

Monday, February 23, 2009

The Transitory Nature of Things

I think there is a desire for things to be permanent, yet so much that we treasure is made even more valuable by the knowledge that its not forever.

I'm toying with the idea of a communal art-project for ourWorld, that allows players to cover up the work of the previous artists, or if left too long, vanishes with time. I love the notion that players could impact their virtual world, if only for a little while. It's just an idea, and I'll have to do some convincing to make it happen. It's not technically prohibitive, it can be monetized, and it's pretty fraking unique. Fingers crossed.

Speaking of Transitory. Here's a clip from my last robot fight. My robots were the losing pair.



-Adam

Monday, July 16, 2007

Fan Dance

What makes a fan club cool? What makes is special? Those are the million dollar (I hope) questions. What would I be willing to do/pay to be a part of a fan club? More to the point, what would YOU do?

A fan club's duty to the fan. It should:

Identify you as a fan. You care more than the average person. Celebrate that.
Provide content that only you, the real fan, wants, needs, and can get.
Allows you to identify yourself as a fan in some public manner. Wave the geek-flag, as it were.
Allows you to participate in the success of the thing you love.

Embrace and build your fan community. If people care, provide them an outlet for that emotion. Listen. Care back. Be your fan's greatest fan. Act on their behalf as you'd have them act on your's.

-Adam!!!