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

Friday, November 02, 2007

A Clicky Situation


There's a really good discussion occurring on HCRealms at the moment about HeroClix and the role of the company (in this case, WizKids) in outreaching to and interacting with online communities. I made a post over there that I'm particularly proud of and figured it would be worth sharing here:

So I wanted to compose my thoughts on this, because there are some really good conversations going on here that are very similar to a lot of conversations going on in PR in general right now. PR's in an enormous period of change - probably the biggest "revolution" since we started this field. Before, companies used to simply talk to the press, send reporters goodie boxes full of swag and expect to receive good coverage for these "review" products. There was no accountability because the general public never knew that the good review of that new television, or game, or whathaveyou was written because there was now a brand-new, identical television sitting in the reporter's home.

But that's changing. Companies simply can't get away with that anymore for a number of reasons. First, the "mainstream media" is becoming increasingly irrelevant as more and more people are going online for news and information. Trust of the media is at its lowest levels ever. When's the last time you bought something based on a review in a magazine vs. the last time you went online and found reviews of a product on Amazon, or on a community about your product?

Companies are realizing that what the fans think really does matter because it often (not always, but often) reflects concerns of consumers as a whole. If enough people think something sucks, then there's a very good chance that it does in fact suck. In a lot of ways, WizKids was way ahead of the curve on this count. Since leaving, I've worked with companies that either have no clue what's going on online or in some cases don't want to hear what's happening. I've literally had to edit reports because they were "too negative," because the upper management didn't want to hear about the problems online and would prefer to ignore them. I'm not kidding.

So listening to and reading what the community has to say is the first step, and I think WizKids does pretty well on this count. I know Seth reads these forums often - he linked me to this thread, after all - but the next logical step is community interaction. Sure, we know what people are saying, but what can we say back? There is, as hair10 posted, a hell of an opportunity here to talk directly to the people who are buying your stuff. And it's one I was, quite frankly, given free reign to utilize, sometimes with not-so-great consequences. More than once, my foot went firmly in my mouth.

I believe, however, that a few mistakes are worth the overall gain when talking to the online community. Connecting with fans, being honest with them and straightforward (something I always strove for), acknowledging the limits of what you can appropriately tell people but still keeping them "in the loop" for lack of a better term - all these things are extremely important. Coming online to say "no" isn't really conducive to conversation. More importantly, whomever the representative is has to be OK with some back and forth with the community - that is the basis of conversation, after all.

There are limits, of course. There are some things that for whatever reason I couldn't tell you guys, or really you didn't need to know (just because it didn't matter, not because I was trying to keep anyone in the dark.) But overall the interaction is worth it because it builds community, and it doesn't matter where it happens - on WizKids' own forums, here, or another site. A Facebook group maybe, or a group chat on Xbox Live. There's lots of places to hold these conversations, and if you're limiting yourself to one place you're missing a good deal of conversation elsewhere. I myself was guilty of this when we shifted focus entirely to the WizKids forums and left HCRealms out of the loop for a while.

At the risk of this turning into a novel I should probably wrap it up, but I wanted you guys to at least know what was going on a little "behind the scenes" - but more importantly, I want you guys to know that what WizKids did a few years ago really was innovative. Not a lot of game companies (and certainly very few companies overall) do what WizKids did, and I know that there is some very strong resistance to it from people more entrenched in the "traditional" PR of talking to print media and sending people fancy review swag method. There are people who don't realize that those ways are rapidly dying out but simply don't want to change how they operate because change is hard. Anyone who has ever lived through a website changing its template can attest to that.

I don't mean to make excuses and I don't want this to sound like you guys are ungrateful - that's the exact opposite of what I want to communicate. Overall, WizKids should engage with you guys more. Seth does an admirable job, but he is, in the end, a game designer and spends a lot of his time designing games. In an ideal world there should be another "BrotherMagneto," someone who is brand-agnostic (as opposed to a brand manager not versed in communications) who has the time to engage with the community and let you know what's going on. That doesn't mean spilling details on upcoming sets and dials (although that's certainly one of the more fun parts of the job!) but engaging in conversation, listening to what you have to say and offering the company's perspective on things.

Wednesday, September 19, 2007

The Value of Engagement, Part Three: Taking It To the Community

For context, see my first post about the value of both listening and talking to the community and how it differs from traditional PR, and my second on how engaging with blogs is only the first step in online marketing. I concluded with this:

    I have said before we need to figure out "how" to do this - frankly, we know how. It's a challenge dealing with individuals, but that's how you have to do it. It really is throwing out the old rules of engagement (to use CC Chapman's description) and not so much writing a new process as dealing with things on an individual level. You can no longer spam a press release to 500 people, get 100 hits and call it a success. But one good post on a forum related to your target audience, where 500 interested and passionate individuals might see it - now you're cooking with gas.
Engagement of individuals is where this industry is heading, and this is especially important to agencies. I've thought more about what I was asked that initially sparked this entire train of thought. While engaging with blogs is within our area of expertise, engaging with so-called "top tier" blogs isn't much different than engaging with a magazine. By "top tier," I mean the blogs that have grown to begin replacing print media - the Engadgets of the online world. I do not mean this in a negative way; it's the natural progression of things, and a PR professional would be a fool to ignore them. In fact, I've seen people in my agency on the traditional PR side begin taking ownership of outreach to these blogs and relationships with the bloggers/reporters there - which makes perfect sense as well, because talking to these bloggers is a lot more like talking to traditional media, except things happen in "Internet time," something that really requires an entire post of its own to explain.

But going back to the main thrust of the two previous posts, the underlying "thesis" here if you will, its actual individual engagement with community members that offers the potential for the most value. When a blog like Engadget covers something, dozens if not hundreds of other blogs pick it up - and the news often gets posted to specific forums dedicated to whatever the item is. For example, if Engadget covers a new cellphone it's a shoe-in that cellphone enthusiast forums are going to pick up on the post.

So why go on those forums to talk to the community members there, if they're already getting their news (or if you've got an online agency sending them news?) What's the value in that? The answer to that question is what I've been trying to set up - that the value, although somewhat immeasurable by "traditional" means (hits, key message playback, and so forth) lies in the emotional attachment to the brand and the feeling of investment created in the community by such interaction.

What ho! says the traditional marketer? Isn't this also an opportunity to control our message, to disseminate and throttle and control information as well?

Well sure, I suppose. But there's an underlying disparity in how the traditional marketer views information flow and how the new marketers (should) view information flow.
  • Traditional Marketing Wisdom: Engagement is how we control information, revealing only what we want and when we want and not worrying about transparency.
  • New Marketing Wisdom: Engagement is about transparently providing context to information, whether that information has been released by "us" or not.
Transparency has been a major point of discussion in the marketing blogosphere in the past, and something I've weighed in on myself. But "context" is word I've been thinking more about recently. Context implies framing information in a certain way, but in a transparent world context is the next logical step in the sharing process (the "opinion" of the Opinions section, to steal from my first post.) I realize "context" comes close to "influencing information," but that's not the way in which I'm using it. Context should be providing more information to make the information that's out there make sense.

So how does this work exactly? From my own personal experience at WizKids, it involves someone (me) watching forums, answering questions, recognizing when the community may have missed something or simply doesn't understand what you've said for whatever reason, and then trying to address it. But from a professional standpoint I'd like to look at what was originally going to be a couple of examples from the video game world, but has since kind of melded into one big example. Transparency declaration: the examples involve a game that is due to be released on the Xbox 360. I have not worked on the Xbox 360 account officially since the end of June, and the last billable work I did on the account was long before that, but I needed to say it anyway just so there's no confusion.

The game is Fallout 3, and (transparency again) it is a franchise I have been involved with for 10+ years if you count chatting on the Wasteland forums on Prodigy. I wrote the original Fallout PnP back in college, I worked on the d20 Modern translation that will never see the light of day, and I've been involved with the community from a fan's perspective since 1999 at least. And I've posted before about Fallout and the various things Bethesda was and wasn't doing to engage with the community, including the "Community 20 Questions" in that last post.

Engagement. Engagement never changes. Bethesda runs a pretty tight ship on their own site, and they have been focusing the lion's share of their engagement efforts thusfar on both traditional gaming media like Game Informer magazine and gaming-related websites like IGN, Kotaku and so forth. Fallout has a really active fan community - No Mutants Allowed and Duck and Cover being the two largest and most active - that even before Fallout 3 were announced, some eight years after the last Fallout game shipped, were still receiving dozens of posts a day on their forums. Let that sink in: eight years since the last product shipped, and the community was still more active than a good deal of communities dedicated to current games / products. How's that for a dedicated and invested fanbase?

Bethesda's engagement efforts, though, did not include that fanbase - at least initially. The reason they gave, and this is not a bad reason, is that they wanted to focus more on gaming sites and magazines. A company with limited resources needs to choose its battles, and the gaming press can have a major impact on how well your game sells, especially when you're investing a "metric shitton" (official measurement) of money into producing a game. You need to make a profit, so your game needs to sell to a wide audience.

OK, cool, and Bethesda has said they plan to engage with the community at a later date. The "20 Community Questions" were asked and answered. And Bethesda asked the fans themselves "what do you want to see us do to interact with the community moving forward?" But in the midst of all this, some community members decided that the promised future outreach wasn't enough and secured an interview with Pete Hines of Bethesda at the games convention in Leipzig. They did this by "becoming" members of two European gaming sites, and then publishing their interview / demo impressions on No Mutants Allowed, which the Fallout 3 blog reported on as well (along with many other outlets too numerous to link to here.)

The language used in the post on the Fallout 3 blog is telling: the two reporters / community members were "intrepid ninjas," and their operation was, in the words of Fallout community manager Matt "Gstaff" Grandstaff, "Very sneaky indeed." It's important to note that Brother None, in announcing the interview, doesn't use language to denote that he was being sneaky at all - but he does note (quite importantly) that while he and the other community member were allowed into a demo, a NMA member who registered as a member of NMA was not.

There's a lot of things to learn here, not the least of which is: in an information vacuum, community members can go to great lengths to get information being kept from them - and to actively seek out engagement with company representatives. Brother None and the NMA crew were certainly within their rights to do this, just as Bethesda is within their rights to react to it in any way they choose (and it seems that the interview kind of forced Bethesda's hand on community interaction, which in my opinion is not a bad thing - see an interview with Pete Hines about community for more information.) Another thing that one must keep in mind is that even members of the most traditional media can be bloggers, and what appears on a personal blog is not subject to the same standards as a press site, let alone a traditional media publication. Rather than rattle off a list, I will simply mention that to my knowledge no blogger or community member has been successfully sued for libel or slander over something written on the Internet (feel free to correct me in the comments if I'm wrong, and I'll update.) Even though a community member may be a reporter (or in my case, a marketing stooge) they're still community members with opinions, passions and a love for the product.

It's clear that Bethesda is doing a lot of things right insofar as community interaction. Proof positive of this is their dedicated Fallout Community Manager, Matt "Gstaff" Grandstaff. One of the most impressive online gaming-related campaigns I've seen recently was the frenzy whipped up by 2K for BioShock, and I'm not the only one: the Hollywood Reporter did a great article on it. Money quote, as quoted on the Fallout 3 blog:
    “As with, say, science fiction movies or other genres that are considered ‘cool,’ fans tend to look at marketers as ‘clueless suits’ who hype everything,” says Bass. “We knew we needed to be careful to do things in a way that was cool … not to build hype but to build buzz. Especially when we started marketing the game two years before it was finished. I mean, how do you go out on the E3 floor and say you’ve got one of the greatest games ever made when there’s nothing for anyone to see or play?”

    Rather than label “BioShock” as “the next big thing,” Bass decided to create a Web site into which he could keep releasing assets to show — not to tell — how good the game would be.
Bass makes a very important distinction between hype and buzz, and one that will probably be the subject of a future post. Hype is something that builds expectations. Buzz is something that builds awareness. And the tricky thing about expectations, especially in the gaming space, is that they're very easy to create and very hard to live up to. When you create buzz, you accomplish your goal (selling more units) while still keeping the trust of the community because expectations aren't out of control. By all counts, BioShock was a great success and even though there were some hiccups around launch time they seem to have been ironed out and the community is that much stronger for it.

Neither Fallout 3 nor BioShock would be driving the kind of buzz they're driving (and drove) simply by engaging with blogs. Both stores - one evolving, one almost over - are examples of interacting with the community as individuals, and the "value" is clear. You can begin to win over a negative community, and you can create the kind of buzz that turns a hard-to-sell game into a success.

I will be the first to admit that this strategy won't work in all cases. If you're selling dishwasher soap, chances are there isn't an invested community out there interested in discussing dishwasher soap. But there very likely is a community out there that's passionate about some aspect of your product (maybe your soap is good for the environment, or fights germs better than other soaps), and finding those communities is the key.

Which brings me to the end of this series of posts. I've thought of some other things I want to talk about, but they will be more appropriate in other places.

And if you read this far, I'll give you a cookie.

Thursday, September 06, 2007

The Value Of Engagement

I had an interesting discussion yesterday with a coworker who asked a common question when dealing with the folks here in EIS: "what value are you adding?" If I had a dollar for every time I've heard that, I'd have a lot of dollars.

But underlying that question is a sentiment that lies at the heart of both PR today and specifically what I do, and where I think we need to go from here. We (meaning, the New Marketing folk) have trained the traditional marketers to see the Internet as something of which they need to be aware, and in which they need to participate. That's good, but it's only the first step on a long road and unfortunately it seems that more and more, traditional PR practitioners see it as the destination rather than that first step.

The traditional PR "comfort zone" modus operandi is this:

    1. Examine product or service and create a catchy strategy for getting people exited about it.
    2. Call or write or email (aka, "pitch") magazine or newspaper with catchy product idea. This can be a clever press release, a press kit that may or may not relate to the product itself, or a "product sample" that the reporter can play with and then choose to keep. Or a combination thereof.
    3. Set up an interview with the reporter, where the PR person prepares the company's spokesperson with a series of questions the reporter could ask, the important things the spokesperson needs to talk about, and a little bio about the reporter that details what the reporter likes and dislikes.
    4. After the interview, the reporter writes the story, and PR provides them with images, answers follow-up questions, and so forth.
I realize I squeezed a lot of traditional PR know-how into four sentences and obviously glossed over some things, but if you reduce the total to four main components, it would look something like that.

Traditional PR people like that because it's safe and controlled (to a certain degree), but more importantly they can measure the value in such a thing. Another way of saying "what's the value" is "what's the ROI" (return on investment.) That's a marketing and advertising term that bled its way into PR after people realized the importance of our industry, and advertising and marketing people started migrating over to PR jobs. ROI can best be expressed by an equation:
    ROI = ((X*Y)^Z)/A, where X is the number of stories about a product, Y is the tone of those stories measured on a standard scale, Z is the circulation numbers of the publications, and A is the "investment" in time and resources (AKA $$$) spend on securing the coverage.
There's a reason people like this method: it's quantifiable, it's trackable, and in the end you can present hard numbers to a superior (or an auditor) and say "look at what we did with our budget!"

Author's Note: I was not a PR or business major, so I'm sure someone who studied this stuff will correct me on the formula and definitions above - but the spirit of it is correct.

So when faced with the Internet and "the blogosphere," it's not surprising to see traditional PR people looking for something sane and familiar. They see blogs and think: "blog = news outlet, blogger = reporter" and want to engage and measure appropriately. Several times I have run into the question, "why are we planning on outreaching to this blog when this other, completely unrelated blog has a much higher readership?"

Here's the thing: this really is the first step in a much larger process, and "success" should not be measured by the number of stories appearing on blogs and the total readership of those blogs. Why? Because that isn't where the interesting things are happening on the Internet. Sure, you should try to get bloggers to write about your stuff, but what's really interesting is in the comments sections in the blogs, and on the forums and newsgroups and email lists where real people are sharing their opinions of the product. The real measure of success isn't stories, it's sales, and you can have all the great stories in the world - but it ain't the reporters who are going to line up to buy your product. It's the people doing the commenting, the people engaged in the conversations.

Here's another way to look at it: when I was a tyke, I read two sections of the newspaper every morning, the comics and the Opinions page. The comics because they're funny, and they were still publishing Calvin and Hobbes back then. And the Opinions page because it was the most interesting section of the newspaper. Who wants to read the news, when you can read what people think about the news? What gives you more insight into your community (I use that term here to indicate "the town in which you live") - news about your town, or what the people in town think about the news about your town?

Of course, a lot of bloggers put their own opinions into stories, which is good - and it's one of the things that differentiates them from traditional news sources. Just like in literary studies, there's kind of an unwritten rule in blogging: if you're quoting a source (say, an article you picked up somewhere else or a song you're posting), then you should write at least as many lines discussing the quote, if not double the number of lines. It's a rule I haven't always followed, but it's one I try to follow as best I can, and many other bloggers do too.

But like the Opinion pages of yore, the most interesting perspective of the online community is in their discussion of goings-on. At WizKids, I used the community's reactions to identify short-term problems but also long-term trends, which we could then use to adjust our overall strategy. It's definitely an investment in time, but it's one that companies would do well to invest in more often.

UPDATE: Next post in series: the current debate about how to engage bloggers, and why it doesn't go far enough.

Tuesday, August 28, 2007

16 Observations on Social Design

I grabbed this off Leah's Twitter stream: the 16 Observations on Social Design by Joshua Porter, on his blog Bokardo. It's a good read, and these are good things to remember whenever you're interacting with people (specifically in groups, IE forums) online. #16 is probably my favorite: "Because life in not deterministic, we cannot always predict human behavior."

Anyone who doesn't believe this should sit by and watch months worth of carefully-laid plans about an announcement start to crumble as the community picks up on something you never dreamed they'd care about, and turn your positive announcement into something that's going to make you pull a "long weekend" shift. HeroClix fans, I'm looking at you.

Fallout 3 Community Questions

The Fallout 3 Blog posted a list of 25 questions about Fallout 3 generated by the fan community. Bethesda has taken a slightly different approach to the Fallout community with this game than I might have taken, but it's great to see that a) Bethesda is making a good effort, and b) the questions are really good and really responsible (not a single instance of "rape the franchise.") In other words, company and community have met on a middle ground, and I hope this is the start of a good relationship.

I'm not kidding anyone - I'll be picking up a copy of Fallout 3 on the day it's released even if it's nothing more than Brahmin dung in a box (which I don't think it will be.) But I'm very curious about the questions the fans asked. It's also interesting to note how many of the questions relate to gameplay mechanics and interface. Game companies, take note: release fewer trailers and more videos of gameplay in action. Rockstar, I'm looking at you.

Thursday, July 26, 2007

Fallout: Can't We All Just Get Along? Also, a Gift to Fallout Fans [UPDATE 1]

If you take a look at my gamertag on the right nav, you'll note that my picture is now the famous Vault Boy from the Fallout series.

It's safe to say I like Fallout. A lot. Enough that, back in college, I wrote and subsequently managed a pencil-and-paper version of Fallout (and doing so earned me my only entry in a Wiki that I'm aware of.) I didn't start with Fallout; its predecessor, Wasteland, was one of my favorite computer games growing up. The post-apocalyptic setting, the open environment, the different quests, the involving storyline - the game really was the first of its kind. It was the first C-RPG I actually completed, playing through all the way to the end. I participated in (and moderated) discussions about Wasteland on Prodigy back in 1990 and 1991, where Brian Fargo was an active and transparent member of the community.

My first real "short story" was post-apocalyptic, as was my first novel. I have an entire bookshelf devoted to PA fiction, and studied it in college for honors credit. Working on the Fallout PnP game was my first real introduction to game writing, and to the power of what a community could accomplish together. It's safe to say that my involvement with Wasteland and eventually Fallout had an extremely profound impact on my life.

I even signed up for the now-canceled Fallout d20 project from Glutton Creeper Games. I did my part, the check cleared, and that was that. Some projects just weren't meant to be.

So when the first Fallout RPG (sorry, I don't count Tactics) in nine years is announced - that would be Fallout 3 - I got interested. And excited. And even more interested when it wasn't Interplay or Black Isle behind it, but Bethesda, who I knew best for Oblivion and the original Terminator FPS.

They started teasing it at E3 last year, and this year we got a teaser trailer with Ron Perlman's voice and a look at a nuked-out Washington, D.C. and a member of the Brotherhood of Steel strutting around. And then the magazine previews began, and the fans starting going nuts.

Not Jericho nuts, this was more of a frenzy of "what the fuck?"

Fallout fans (and I consider myself a member of this group) are some of the most passionate, driven and vocal online communities. They never hesitated to let me know what was wrong with the Fallout PnP game, and their input helped make it better. But one middling (Tactics) and one awful (Brotherhood of Steel) game later, and they aren't really a trusting lot. I signed on to Duck and Cover (one of the two major Fallout communities, No Mutants Allowed being the other) in the early days of the Fallout d20 game to tell them to "wait and see" before calling the game bad.

I've been following the Fallout 3 discussion on fallout 3: a post-nuclear blog, which is doing an excellent job of capturing the various interviews and nuggets of information around the web and allowing fans to respond. One of the two reasons I'm writing this post is to suggest once more to my fellow fans that we need to take the same "wait and see" approach to Fallout 3. I've read some pretty terrible things online from the community - intentionally making a mod like "Hot Coffee" in an attempt to get the game banned being one of the more egregious - but we seriously need to wait and see.

Which isn't to villanize the community at all - their voice needs to be heard. But it's better heard if delivered calmly. I offer as evidence the Jericho community's reaction to their show being canceled. They didn't cry "CBS is raping the franchise!" They organized, presented their point of view (NUTS!), and got the network to reverse their decision. Most importantly, they were positive in their approach and the appropriate people responded to that.

I share many of the communities' concerns about the game. It's set in the East - awesome. Did it have to be the Brotherhood of Steel and super-mutants? Nuke-tossing grenade launcher? Ugh. My biggest complaint (and one that probably won't be changed) is the lack of turn-based combat, or even something turn-like (see: Tactics.)

First-person point of view, I don't care about. Some of the other things sound downright awesome. The idea of integrating character creation into the story of your character's early life is fucking awesome. And the graphics, if they can pull off half of what we've seen in early screenshots, are going to rock my socks.

But I've been fooled by early looks at video games before. It's more than a year before the game comes out, so again, I'm going to go back to "wait and see." I suspect we've seen only a fraction of what Fallout 3 is going to be, and I have a feeling that it's not too late for them to make some changes if necessary (like, say, the look of the super-mutants.) To put it more bluntly: some of the fans need to chill out. If it comes time, organize and be positive about it. Use what happened with Jericho as an example of how to get something done with an online community And for fuck's sake, stop using the term "rape" to describe what Bethesda or anyone else is doing to Fallout. The number of times that term is thrown around would make one wonder what kinds of Freudian things are going through our (the communities') subconscious.

The thing is, I've been through this before. Fallout was "inspired by" Wasteland. But it was a different game, and a lot of the things that the community is saying about Fallout 3 (some deserved, some not in my opinion) were things I was thinking about Fallout when it came out. When I held the box in my hand and read it, my first thought was: "this isn't goddamned Wasteland. How could they even put that on the box?"

And it wasn't Wasteland. It was something new, with its own awesomeness and its own problems. Oh, were there problems. The grinding parts of Fallout 1, facing rats and ants. Woe to you, player, if you created a character other than a brawler your first time through, and even then you could count on reloading once or twice. Or Fallout 2, rushed out the door so quickly it was (and still is) almost unplayable without a massive patch. But I adapted, and love Fallout for what it is, flaws and all. Will Fallout 3 be the same? I'll wait and see.

At any rate, here's the real point of this post. I've been toying on and off with the idea of an RPG that's user-created and user-edited. Kind of like Wikipedia, but for a game system. What could the community come up with for a PnP if turned loose on a system and a setting, with the same degree of responsibility and the ability to edit in Wikipedia?

So, fellow Fallout fans, I contacted my friend Ausir who runs the Vault. Although I've toyed with the idea of working on a new version of the Fallout PnP, unless it was a paying gig I couldn't justify the time. Mercenary I know, but them's the shakes these days. So I turned over all my PnP materials to Ausir to convert to a Wiki, and the result is this: the Fallout PnP game Wiki, completely open-source and available to the fans to edit, take apart, restructure, correct, and change as they see fit. It's not complete yet, and Ausir has some materials I don't have, but I encourage everyone to check it out.

Additionally, as I have been asked for these on several occasions, I zipped up the last version of the document I worked on along with all other Fallout PnP-related items I could find and uploaded them to my website. Get that file here. Ausir promises me that a larger, updated .zip with more materials will be available on the Wiki soon, at which point I'll either mirror that file or simply take mine down (but I'll update when I do.)

The resources in this .zip:

  • Fallout PnP "Unlimited" (a never-released, partially completed revision) .doc format
  • Psionics rules, .doc format
  • Great Wastes sourcebook, .doc format
  • The Enclave 2.0 sourcebook, .PDF format
  • Tribes sourcebook, .PDF format
  • Waterworld total conversion, .txt format
Have at it, guys. Do me, and us, proud.

Update: I talked with Ausir a little bit about Fallout 3, and he mentioned that a lot of people online would be OK with it being called Fallout X, where "X" is something other than "3." Kind of like how Heroes of Might and Magic isn't Might and Magic 10, because it's slightly different than Might and Magic. And kind of how Fallout: Tactics wasn't Fallout 3 because it's a different kind of game.

I'm not 100% convinced such a move would be the right thing to do (after all, technology has changed a bit between Might and Magic 1 and Might and Magic 8), but it's one worth considering.

I'll update with the new .zip file later.

Wednesday, June 06, 2007

Jericho: SAVED

This is astounding.

Like many TV viewers with an Internet connection, I enjoy discussing my favorite shows online. I've subscribed to the Jericho thread (spoilers in first post) on Something Awful for a while now - which became a call to action after the show was canceled shortly after the season finale.

The show was supposedly canceled for poor ratings (even though CBS put it up against American Idol - a show more popular than the fucking Superbowl). But the story doesn't just begin and end with the canceling of a show.

CBS did some very intelligent things with Jericho. They offered users their own message board and wiki, right on the CBS site. Good, because it drives traffic to CBS' site (as opposed to an offsite forum like Something Awful), and good because it gives fans a place to rally. Jericho was a story arc show much like recent, successful dramas on network (Heroes) and cable (Deadwood, The Sopranos), which is to say that each episode built on the last. It also meant there was a fair amount of fans trying to figure out mysteries, whether it was the morse code message at the beginning of each episode to the mastermind behind the nuclear attacks in the show.

In short, it was a brilliant stoke of community development online.

So what happens when you've given people the tools to come together as a community around a show they care about, and then suddenly announce that show is canceled?

Fans get upset. They mobilize.

It's happened before, of course. Firefly fans managed to get Serenity made (which still ended up flopping), but CBS was firm: the show was done for and there was nothing that could be done.

Or could there? One guy, who owns a nut company in New Jersey, decided a tie-in to the "nuts!" phrase from the final episode would make an excellent rally point. So he designed a nuts campaign to save Jericho - where he would deliver nuts to CBS headquarters as a statement of support (the nuts would then be donated to charity, and proceeds from sales would go to helping rebuild the town of Greensboro, Kansas, recently devastated by a tornado - Jericho is located in Kansas.) How many nuts have been delivered to date? Almost 20 tons. The YouTube videos of the deliveries are pretty awesome. The campaign became an Internet phenomenon as well, making sites like Metafilter.

The show's actors and producers were surprised by the outpouring of support. So too was CBS; they wanted to find a way to resolve the storyline. Maybe a two-hour movie? Nothing doing. The show's writers refused.

And today, on the LA Times' TV blog, comes this post: Resurrection: The fans save Jericho. The most interesting part is producer Carol Barbee's comments about the inaccuracies of ratings and the shifting face of entertainment:

I really think that what has been learned here is that networks are going to have to look at numbers and who is watching their show and who is downloading their show in a different way from here on out. I think they have to understand that the Nielsens are not telling the story anymore and that the 18-49 demographic they're all so keen on is online and that's how increasingly they are getting their news and entertainment.


That's quite appropriate - since I myself watched the first 10 episodes on my Xbox 360, downloading them from the video marketplace.

It was the Internet that united fans of the show, and it was the online communities created around it that led to the passion, investment, the tools for communicating and mobilization, and the dedication not to give up that saved Jericho.

Whether a company is utilizing the online community to promote their brand or product, a group of dedicated citizens is using it to enact positive political change, or an as-yet undreamed-of use that is still years away - Jericho's being saved is a great example of the wonderful things that a dedicated community can enact when given the tools. Frankly, it makes me proud to be in the line of work I'm in.

Friday, May 25, 2007

Anti-Trolls

I've posted about trolling before, but this article from Information Week about combating trolls is pretty good (article received from a co-worker.) It's not so much a single solution as a survey of solutions that keep sites (or rather, users) honest, from Digg to Making Light. There's no single quotable element, but the whole thing is worth a read to those interested.