Events on EVE: Online in the last few days have certainly been interesting to watch. For those unfamiliar with the situation, the creators of EVE: Online are currently facing a community backlash nightmare after allegations of developer misconduct within the game. Full details are still emerging, but a good solid understanding of the situation and the issues can be found on the Escapist website.
This is far from the first time developers have had to deal with backlash when they play the games they create. There have been any number of situations, from tiny communities playing text based MUD’s to claims of misconduct in massive games such as Star Wars Galaxies. I have seen this happen many times, and in each situation the pattern has been virtually identical.
1) Player(s) uncover what looks like misconduct on the part of a developer with an account in the game.
2) Player(s) react, either by contacting the developer or in a knee-jerk manner.
3) Player(s) reactions are ignored, denied, or hidden by the developer.
4) Player(s) spread their opinions and findings through the larger community.
5) The developer takes active measures to block the spread of information.
6) The community violently reacts.
7) The developer is forced into a situation where they are in direct opposition with the game community.
I have not only seen this pattern many times, I have been a participant in this pattern on BOTH sides of the equation, community and developer. As a player my reactions were always volatile, I called for blood, I joined the mob, and satisfaction was impossible to get. As a developer I hid information, deleted forum posts, and made the standard placating comments. Looking back it is easy to see how both of these response patterns are counter productive.
So what is the solution to these sorts of problems? And more important, what is the solution to these problems when you have a large and highly active live team of game masters who are constantly involved in playing the game? It would be so very easy for me to do a post about legitimizing certain game design practices and changing the rules of MMO game development. Rather than that, which I may do in a later post, lets take a look at how I think these conflicts should be dealt with once they arise.
First, the problem should be tackled immediately and in as personal a manner as possible. When a player allegation comes forward it needs to be handled in a serious manner, preferably over the phone. A simple email or message stating ‘we will look into it’ has almost no impact, having a company representative call up a player and say ‘hey, lets talk about this’ has far more positive impact. In short, it should immediately enter a conflict resolution scenario. If Uncle Enzo has to fly to the players’ house in person, then Uncle Enzo does so.
Second, the –worst- thing a developer can do is try to hide ANYTHING. The player base will already be angry and instantly assume you as the developer are 150% guilty, no trial, bring out the pitch forks and nooses. I’ve learned this one the hard way. Rather than hiding or censoring aspects of the community that are laying accusations, developers need to address these problems in an open and frank manner. That means giving the community information about what is going on, and often giving them time-frames for further updates.
Ultimately these situations have to become a dialogue between the parties involved, and when necessary, with the entire community. If there is not a dialogue things just end in a big tangled mess. That is a lesson I’ve learned, and a lesson that CCP is quickly learning.
Perhaps after events on EVE: Online wrap up I’ll do a post about some changes in game design that I think would help. I honestly hope CCP and the player community come together and solve this problem in an equitable manner, it would be a shame to see EVE: Online fall prey to this situation.