{"id":1115966,"date":"2023-06-30T16:57:58","date_gmt":"2023-06-30T20:57:58","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/uncategorized\/community-managers-find-the-path-for-developers-and-players-to-venturebeat\/"},"modified":"2023-06-30T16:57:58","modified_gmt":"2023-06-30T20:57:58","slug":"community-managers-find-the-path-for-developers-and-players-to-venturebeat","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/intentional-communities\/community-managers-find-the-path-for-developers-and-players-to-venturebeat\/","title":{"rendered":"Community managers find the path for developers and players to &#8230; &#8211; VentureBeat"},"content":{"rendered":"<p><p>      Missed the GamesBeat Summit excitement? Don't worry! Tune      in now to catch all of the live and virtual sessions       here.    <\/p>\n<p>    This article is part of GamesBeats special issue, Gaming communities:    Making connections and fighting toxicity.  <\/p>\n<p>    Communication is important for every game studio these days.    Its important to keep an open line of dialogue with players,    especially if youre running an online and\/or live service    game. Thats where community managers come in.  <\/p>\n<p>    Community managers do more than relay information, although    that is part of their job. If a big update or patch is coming,    you can expect them to help shape the language that explains    anything thats new or different.  <\/p>\n<p>    For many, its a dream job. Liana Ruppert is the community    manager and co-lead of accessibility for Destiny 2 over at    Bungie.  <\/p>\n<p>    I know that might sound corny, but this is a community I have    been a part of since the early Marathon days, Liana told    GamesBeat, referencing one of Bungies earliest titles. Its    family. Being able to gauge what players are excited about     even what they may be frustrated with  and take that back to    the teams here and watch it resonate with the people who make    the game is nothing short of magical. The teams here really do    love Destiny with every fiber of their being. We Fireteam up    every single day, we laugh at the memes, we cry over the    beautiful art, and its amazing. Im telling you, there is no    feeling in this world that matches watching live community    reactions to what the teams have been working so hard on for    months, sometimes even years, in secret. Its such a moment of    connection, and its so beautiful.  <\/p>\n<p>    Community managers also have to take the temperature of    players. If theyre happy or upset, they can relay that to the    rest of the team. And, yeah, sometimes the community can get    pretty angry. Thats when a community managers job can become    difficult, as that anger can turn toxic. The community manager    is often a public facing person for the whole game. They can    become an easy, if undeserved target for complaints, angry    messages and even harassment.  <\/p>\n<p>    The hardest part of community management is that the internet    never turns off, Harris Foster, director of communications at    indie game developer Good Trouble, told GamesBeat. As the sole    community manager at a popular indie game publisher, there were    many times when Id have to excuse myself from dinner or    vacation time to handle a user acting up in our online spaces.  <\/p>\n<p>    Should problems or complaints from users turn into the    responsibility of community managers?  <\/p>\n<p>    At least with my team, we generally know that being a    community manager isnt necessarily customer service, Danreb    Victorio told me. Victorio has worked at some major publishers,    although hed rather not name them outright, but he has worked    at some large studios. I have days that are easier and harder    than others, and while I wont snap at a player, I generally    feed him or her the same energy back. Youd actually be    surprised at how many players arent threatened by    that. At the end of the day, a community wants to feel heard.    Its rare that a company can fully make that a reality, but    players need to know that the devs are trying too. As for how I    personally handle it  thats why breaks exist. Go eat. Go    workout. Vent to your manager about it. These are all fine    options that wont make you look bad.  <\/p>\n<p>    Being a community manager doesnt mean that you just have to    make yourself a punching bag for frustrated players. The    philosophy I always shared to combat fan toxicity is that every    piece of communication between fan and dev should be held as if    it is happening within your own house, Foster told me. The    community I manage is my home online. Its where I start and    end my digital day. I want to welcome as many people into my    home as possible, but if you come into my house and cause    problems, you wont be welcome for long.  <\/p>\n<p>    Destiny 2 launched a Twitter account, Destiny2Team, which gives the studio    a way to communicate with players and deliver news without    having to rely on community managers to post on their personal    accounts. But even then, any interaction that a community    manager might have on Twitter or on other social media    platforms can matter.  <\/p>\n<p>    Outwardly, I try to lead by example, Ruppert told GamesBeat.    I put my kindest foot forward in interactions with players and    with the teams I work with. I hope that kindness comes through    and inspires others to also be intentional with their reactions    and interactions.  <\/p>\n<p>    People skills are important for the job. A community manager    has to listen and, potentially, defuse contentious situations.  <\/p>\n<p>    Being a community manager is an extremely context-based    profession, Sebastian Faura, who is the social media and    digital content manager at Amplifier Game Invest (a part of    Embracer Group), told GamesBeat. Having a strong sense of    emotional intelligence is vital, because it allows you to    discern when someone has a legitimate grievance, or if someone    is there just to cause problems and otherwise not conform to    the space youre trying to maintain. This is why, in most    instances, its best to let trained communications    professionals handle precarious community situations. Without    the level of tact required, a statement made on behalf of or as    a representative of an organization can exacerbate already    existing issues, and further strains any sense of goodwill.  <\/p>\n<p>    Dealing with unruly players is just one aspect of the job.    According to Faura, managing player expectations is a big part    of his role.  <\/p>\n<p>    People have a lot of feelings about what they want, which is a    great thing because it means theyre engaged! Faura told me.    But theres a lot of care and focus that goes into making sure    people are acutely aware of the actual aim of the developers as    they make the game. This process is repeated ad nauseam as    interested audiences join communities but is generally    alleviated by making information easily accessible or    alleviated by other community members who are more familiar.  <\/p>\n<p>    Faura explained that its important he help both sides,    developers and players, understand each other.  <\/p>\n<p>    Helping communities understand the realities of development is    a unique challenge, Faura said. Acting as a go-between is    important; being able to express the how and why of a    particular design decision in a digestible manner is tough, and    at the same time, taking feedback from the community and    summarizing it into key, actionable points is also tough, but    necessary. Even community members who can feel negatively about    a particular decision or communication might have something    important to say, its just buried under potentially emotional    language.  <\/p>\n<p>    Games are complicated. They are difficult to make, and very few    outside of the development process actually understand what    goes into creating and maintaining a game. That can lead to a    lot of frustration. Lets say a character in a fighting game or    shooter is overpowered after the release of a new patch. For    players, this is a huge frustration. Theyll want that    character nerfed immediately. But there are processes and    realities to game development that make that process happen    slower than they expect.  <\/p>\n<p>    The secrecy and closed-off nature of game development leads to    very little customer understanding of how these things actually    work, Foster explained. Id say a vast majority of irksome    interactions a community manager has to deal with come from a    fan who is operating under a skewed assumption or    misunderstanding of how game development works. If the games    industry were more transparent, I think wed have happier    community managers.  <\/p>\n<p>    On social media, everything is lightning fast, Ruppert told    GamesBeat. We ask the question now, and we demand an answer    now. Thats understandable, but its often just not possible.    Sometimes, investigations are needed. Sometimes, its 2 a.m. on    a Saturday. Sometimes, the situation is far more complicated    than it may look on the outside.  <\/p>\n<p>    But what exactly are community managers allowed to say and not    to say? What are the guidelines?  <\/p>\n<p>    Theres actually a surprising amount of freedom in regard to    direct community interactions, Tom Clancys Rainbow Six Siege    community manager KC Nwosu told me. We have a small team of    community managers, so there are guidelines for the sake of    keeping a consistent tone, but largely were trusted to    interact in ways that feel natural.  <\/p>\n<p>    Of course, each team and studio will have different guidelines.    But often, there is a level of trust given to community    managers to make the right calls.  <\/p>\n<p>    Community managers deal with a deluge of player feedback. Its    up to them determine whats important.  <\/p>\n<p>    While a lot of great feedback from the gamers is given,    theres also some feedback that isnt so great, Victorio    explained. I manage a community for a free-to-play mobile    game, and the whales\/VIPs demand a lot of attention, but I    still have a lot of other responsibilities to juggle.  <\/p>\n<p>    As you probably gathered by now, the job comes with a lot of    responsibility. Sometimes, it can be too much.  <\/p>\n<p>    Companies need to know that while community mangers generally    know theyll be wearing a lot of hats, its extremely difficult    to handle the job alone and still be sane, Victorio noted. A    lot of companies only have one community manager assigned per    game. Some even have one on multiple titles, and its a lot of    work especially when you have to put on plenty of hats. In my    current situation, not only do I have to personally deal with    user feedback and social media management, but I also have    various live-ops duties that include producing content like    push notifications, setting daily login rewards, helping with    marketing by taking full ownership of the asset submission    process with our licensed partners along with all of our e-mail    communication and subscriber upkeep. I also coordinate studio    swag. Im one of those guys thats a community manager, a    marketing coordinator, a social media manager, a customer    service agent, an office manager, and all sorts of stuff rolled    into one, and I need help. A lot of companies hire community    managers on six-month contracts, with job descriptions even    more complicated than mine  good luck with that.  <\/p>\n<p>    For the companies that employ them, the community manager is a    vital part of the team. But that doesnt mean that they have    absolute power. Studio heads dont have to listen to what they    have to say, which can lead to frustration.  <\/p>\n<p>    If they understand your business and theyre getting really    bad signals, you need to heed what theyre saying and work    internally to find other solutions, Faura told me. If    decisions are being made against their recommendation, then you    need to keep them apprised so they can plan for what to say and    how to respond; personal accountability for a decision is also    incredibly important as well and will show your community    manager that theyre not just there to be a meat shield for    abuse.  <\/p>\n<p>    And when things do get a bit heated? Nwosu said that a little    patience can sometimes go a long way.  <\/p>\n<p>    Both the community and our internal teams could benefit from    taking a beat every now and then to see how a situation plays    out rather than rushing to comment or respond, Nwosu told me.    Often times the volatile situation that demands immediate    attention from all sides is actually something that gets    handled and forgotten about in short order, so the energy spent    on hitting the panic button is just a waste.  <\/p>\n<p>      GamesBeat's creed when covering the game      industry is \"where passion meets business.\" What does this      mean? We want to tell you how the news matters to you -- not      just as a decision-maker at a game studio, but also as a fan      of games. Whether you read our articles, listen to our      podcasts, or watch our videos, GamesBeat will help you learn      about the industry and enjoy engaging with it.       Discover our Briefings.    <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more from the original source:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow noopener\" href=\"https:\/\/venturebeat.com\/games\/how-community-managers-find-the-path-for-developers-and-players-to-coexist\/\" title=\"Community managers find the path for developers and players to ... - VentureBeat\">Community managers find the path for developers and players to ... - VentureBeat<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Missed the GamesBeat Summit excitement? Don't worry! Tune in now to catch all of the live and virtual sessions here. This article is part of GamesBeats special issue, Gaming communities: Making connections and fighting toxicity.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/intentional-communities\/community-managers-find-the-path-for-developers-and-players-to-venturebeat\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187810],"tags":[],"class_list":["post-1115966","post","type-post","status-publish","format-standard","hentry","category-intentional-communities"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1115966"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=1115966"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1115966\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=1115966"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=1115966"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=1115966"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}