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Havelock
12-18-2005, 10:47 PM
59
The future of the Vanguard community has been a hot topic since Nick "Glip" Parkinson reminded everyone that the official Vanguard forums are going to largely disappear at launch and all substantive Vanguard forums will be created and controlled by players, with the devs staying in touch with the community by participating on affiliated site forums and other Vanguard-related boards. Here's a look at some of the challenges and opportunities such an arrangement might produce.

Let's Take It Back to the Start

When I first started at Silky Venom, I was recruited just a week or two after discovering Vanguard: Saga of Heroes and my first assignment was to give a noob's perspective on the community. I've always wanted to follow-up on this article with where the community is now and where it's going, and it seemed fitting that I finally get around to that as a way of wrapping up our look at the site in light of the registration of our 1,000th member.

My noob post is here (http://www.silkyvenom.com/forums/showthread.php?t=405&highlight=noob) - it ended with this:

With E3 on the way, we can expect the flow of new members to the community to become a torrent. That’s great news for the game, but it will require some adjustment. The small, tight-knit community will become a subcommunity, part of a greater whole. The OVF will move ever more quickly, making it tougher to get to know individual posters and tougher to maintain the strong sense of community that pervades the boards now. That feeling may survive on the established fansites, where long-time community members could recapture the intimacy of the pre-zerg forums. . . .

3Sigil appears to have predicted similar growth and community dissolution and decided that it did not want the Vanguard community to be located in such an anti-community setting. Vanguard fans have come out vocally on both sides of Sigil's decision, with some believing that the decision spells doom for the Vanguard community while others think it will be vastly better for that community to exist in dispersed enclaves.

I side with the latter camp; while there are some downsides and some problems we as a player community will have to overcome, I think that on the whole eliminating the centralized forums will be better for the players.

What Might Have Been: The WoW Boards

Like many Vanbois, and a great many people in general, I play World of Warcraft. The game has its high points and its low points, for sure, but one of its most obvious failings is its forums. With millions of people and just a few dozen forums, there is little chance for any meaningful conversation. A post will be knocked back five pages before anybody gets a chance to respond. At best you can hope for a little bit of a back-and-forth with someone in the midst of the swirling chaos of any given thread. The very nature of the forums makes them largely useless for anything but (1) devs providing information to the players and (2) venting about what you don't like.

The sheer size of the WoW community compounds this problem immensely, but other games have felt it, too. In SWG, for instance, the more popular boards - particularly the jedi board, as I recall, flew by, and only a few threads managed to thrive at any given time. The smaller boards produced better conversations and tighter communities. On these boards people knew each other and developed some idea of where the other posters were coming from. By learning to respectfully disagree, these smaller communities produced constructive dialogues that gave them an enjoyable experience and gave the developers meaningful feedback on the aspects of the game those boards addressed.

The ugly specter of an unmanageable and internally incoherent community has been increasingly evident on the official Vanguard forums, especially the Game Play and Off-Topic forums. Meaningful communication is on the decline, and the forces of reason and cameraderie appear to be in retreat. Much of the fault lies not so much with the quality of posters as the sheer number; a lot of people are excited about Vanguard and want to express that excitement (along with, unfortunately, their unhappiness with other games they've played) repeatedly and at great length. The structure of the boards, rather than the people using them or the people running them, is to blame.

1107By fracturing the community, the close relationships and quality conversations can be preserved, and the accountability and intrapersonal relationships a smaller board population brings will be available again to all members of the Vanguard community. This is why, while I can see potential problems with decentralized forums, I am optimistic that Sigil's decision will prove to be the better choice.

Here are some thoughts on the sites that will fill the void and provide an out-of-game home for the Vanguard community.

Server Forums: Easy, Right?

In SWG, the first MMO in which I was really active in the broader community, we had an extremely busy Bloodfin server forum on the official game forums that contributed immensely to the life of the community. As time went on, though, the moderation became more heavy-handed than many of us liked and a lot of us looked to the forum of one of the top guilds on the server as our new out-of-game home. Most of us would not have found that forum if the official forum hadn't tried our patience one too many times, but once we got to the guild site and made it our unofficial server forum, it was a home much better suited to us. Honest and uninterrupted discussion of the game's deficiencies, unmitigated smack talk, and the ability to use a broader vocabulary all contributed to making the guild board a whole lot more fun and useful.

By eliminating the "use the official boards until you get so frustrated by them you make your own" step of the process, Sigil is giving players a chance up front to shape the sort of community they want. This is a good thing.

Here's how I see it playing out: a few players, probably from some pretty sophisticated guilds or alliances of guilds, will create a board and announce that it is the place for people from their server to go. Most of that announcing will take place in-game, and that's where server forums have an advantage over other types of forums: the forum community is theoretically identical to the in-game community, so there's no cost in terms of finding members of the community and communicating with them. The community is whoever you run into in game. They'll start visiting the boards they know about, and they'll find out about other boards in game and probably through mentions on the boards they visit, and over time a few boards will emerge as the centers of discussion, maybe specializing (a PvP-oriented server forum, a crafter-oriented server forum, etc.). Different tastes will help dictate who goes where; some may be drawn to coarse language and links to pornography, while others may prefer an environment entirely bereft of such things. And over time, the tides may shift, and new or lesser boards may rise to prominence, and prominent boards may fall, but any given member of the community will always have at least one place to call home.

736At first I thought that there would be no real challenges as far as server boards went, at least beyond the challenge for individual sites in gaining a critical mass of users. But then I remembered that the server communities will begin the game fractured and will stay that way, or so we're told, for awhile: there are three starting continents, and a player will not be able to brave the fearsome oceans that separate them his journey is well under way. That means there are three natural communities, with no immediate in-game connection between them. In the long run this is not a big issue: when people come together, some sites may dissolve, while others may merge to reflect the coming together of diverse user bases. There are things that can be done to mitigate this initial split - getting the server name as a domain name can help draw in-game strangers to the site, and advertising on general community sites like Silky Venom could do so too. But it is a twist that will keep the competition for server-board supremacy interesting as players progress through Telon.

There will also be numerous guild sites, some set up through Guild Portal, some set up independently. No doubt many of these will serve as feeders to server forums, and advocates for server forums will visit different guildsites trying to attract users. It will be interesting to see how that dynamic develops. And some guild sites, such as Fires of Heaven, will provide robust communities in their own right and serve as the primary forum home for some members of the Vanguard community who are not even members of the guild.

Class Sites, Sphere Sites, and Other Sites Focused on Discrete Game Elements

These sites are much different than server forums and have a lot of advantages. For starters, they can develop well before launch. In fact, we already have a slew of specialized Vanguard sites - Vanguard Crafters, Diplomatters, Vanguard Fighters, Vanguard Casters, Vanbard, Vanguard Rangers, etc. - laying the foundations for future success. The people who get into these sites from the get-go are generally very committed to whatever portion of the game the site covers, and generally these enthusiastic early-adopters will be able to push out a lot of useful content for the sites. Newcomers will then turn to the sites for the distilled wisdom of those who devote themselves to a given class, sphere, whatever. In EQ, I was an extremely unsophisticated player, completely detached from the game community beyond people I talked to in game, but I still managed to find my way to The Druid's Grove to learn the basics of the class.

135Players flock to these sites because they give them immediately useful information. No matter what quest you're working on, no matter what level you're at, no matter what continent or server you're on, you have certain skills and abilities that determine how you interact with the game world. These sites give players critical information that helps them interact better with the game world and gives them an advantage over the uninformed players, or, from a different perspective, puts them on a level playing field with other players who have visited the site.

The challenge for existing sites of this nature is a lack of information. Some get exclusive nuggets of information about their focus - Genda's crafting articles, for instance, or The Safehouse's interview with Talisker about rogues - but for the time being information is very limited and there's not much hard content these sites can produce. Fortunately, there is a prospective player base rabid for whatever info they can get, and savvy enough to know that down the road there will be enjoyable intangible benefits that come from being a known and respected member of their class site with an early registration date, so these sites are building community despite not yet being able to provide the comprehensive information for which they will someday be renowned.

Another interesting wrinkle for this genre of fansites is the inherent lack of competition. Once a site becomes the druid site, or the rogue site, or the disciple site, everyone will flock to it, and competing sites will have a difficult time providing anything that the existing site does not already offer, and thus have a difficult time drawing members of that class (or sphere, or what have you) community away from the established site.

The forums for these sites will be very active, and I suspect will draw a high percentage of the developer posts. But because of the intentionally-narrow perspective that will dominate these sites, I'm not sure players will consider them their primary community forum - though of course I may be entirely wrong about that. And in the case of broader-based sites - especially sphere-centric sites like Diplomatters and Vanguard Crafters - the community may be as broad as players like, involving many more points-of-view than may be meaningfully represented on a class-specific forum. I am curious to see how this works out.

General Sites

This is where the fiercest competition, and the highest risk, will be. Google will be littered with the burned-out husks of hundreds of would-be Vanguard fansites that didn't make it. The successful sites are going to be those that give players something they can't find anywhere else, that look good, that are easy to use, and that get enough attention initially to attract a critical mass of users.

65This space will be complicated further by Vanguard sites on the various networks, which have a ready-made audience and which can afford to be a bit more laid back about adding content and advertising in a way that independent sites cannot because of the guaranteed visits from players familiar with the network. Unfortunately for potential entrants to the general site scene, those network sites are not sitting around resting on their laurels - they are working as hard as the other fansites, trying to leverage their initial advantage into an ever-larger share of the Vanguard audience. There are very limited opportunities for scrappy upstarts to enter this fray and survive, and as time goes on the odds are even longer against sites that attempt to provide one-stop shopping for Vanguard information.

Another problem for new entrants is the number of general sites already in existence. Many such sites, including Silky Venom, are members of the Sigil affiliate program, meaning they get links on the Vanguard homepage and exclusive content from Sigil such as developer interviews and beta screenshots. In addition, members of the Vanguard community have been repeatedly pointed toward the existing general sites by other community members on the official forums. This gives the current general sites name recognition and familiarity that future competitors will not enjoy. It's going to be very tough for new non-network sites to established a foothold in the hearts and minds of Vanbois and Vangrrls, especially once the official forums shut down. Some will do it, no doubt, but they will have to work very hard and provide unique services that players cannot find elsewhere.

To tie this back to the talk of forums and where people go, I expect a lot of the current Vanguard community will look to the general fansites to provide a new home. This strikes me as probably holding especially true prior to launch, where the players who make the preemptive jump to fansite forums will not have server attachments and have not had the chance to bond in-game with their chosen class (assuming they've even settled on a class yet).

Where Do We Go From Here?

We have lots of plans, but since this article started off talking about the community and the forums, that's what I'll focus on in this conclusion. Right now our forums are pretty healthy - they're growing quickly both in terms of registered members and in terms of members posting. In the couple weeks since we hit 1,000 members (thus the Silky Venomillenium celebration), our list of registered users has already grown by over 15%.

We're working to meet community needs by offering some more specialized forums than are available on the official site. For instance, our Other Vanguard Guilds (http://www.silkyvenom.com/forums/forumdisplay.php?f=31) forum (remember, Silky Venom is a guild and this is, among other things, a guild site) provides a place for guilds and prospective members to advertise and communicate, without worrying about their posts being lost in a fast-moving forum covering many diverse topics.

With the introduction of The Volcano, we hope to preserve the quality of conversation without resorting to censorship. When a post gets too stupid, it gets relegated to The Volcano. When a poster gets too stupid, he gets relegated to The Volcano. (The boss might want me to couch this a little more diplomatically, but that's the gist of it). People who want to sling ad hominems and spout rants entirely disconnected from things like "fact" and "logic" can happily do so - in The Volcano. And those who want to avoid such nonsense need only avoid that particular forum.

Those players looking to provide information to their fellow Vanbois and Vangrrls can also help in a non-forum context by contributing to the Wiki (http://wiki.silkyvenom.com/), a great infromational resource for the Vanguard community. The Wiki is pretty comprehensive for the time being given what we know, and as more information comes it will become ever-more detailed and helpful, particularly after launch.

625We hope that by providing quality forums, alternative means of expression for community members, up-to-the-minute news and comprehensive information about the game, and additional features that make the site useful for visitors and registered members alike, we can provide a good home for that segment of the Vanguard community that is here now and for those who will come this way when the official forums shut down.

So to everyone reading this, relax, make yourself comfortable, and, should you choose to heed the invitation, welcome home!

Doresain
12-19-2005, 01:55 AM
Excellent article Havelock. I think you're right on with your analysis. The growth on these forums in particular is going to be astonishing in the next six-eight months.

Oh... and thanks for the welcome! :)

Dignara
12-19-2005, 06:47 AM
On the subject of the Volcano, how about 3Xs to the Volcano means you get sacrificed and banned.


Another consideration might be a 'simple' forum where all registered users from the official forums (assuming they dissolve) are automatically registered. It would take a dedicated staffer or 3 to monitor of course but at least folks won't feel 'killed off'

And there should be at the very least a spot on the main site for technical postings (since a lot of them can be solved by helpful forum reviewers without staff bothering) and an official notice spot to tell folks of updates, downages and special occurrences.

Tindiyen
12-19-2005, 07:17 PM
Good article and probably about dead on. The one thing you left out that was on the recent ARGO radio program pointed out (and I think is important) is that some of the people who currently moderate and run sites for fun may soon have an unpaid full time job in front of them.

Interesting times are ahead for sure.

Jodokai
12-20-2005, 09:20 AM
Great article and you make some valid points, yet I disagree. I think we need to look at Horizons. Anyone remember the outcry when they didn't have offical forums? Not to mention the amount of misinformation that is produced.

I think it's a bad idea not to have forums on the official web site. It gives people a central location to go to for information. It also gives that information credibility.

Players feel they are more likely to get their posts read by the devs if it is on the offical website. I'm not saying it's true or not true, but that feeling is there. You have believe that the devs are going to go out and check all of the fan forums out there, find your post and take it to heart. Is that more likely to happen on an offical forum? I don't know, but it sure feels like it would be.

Then since fan run forums don't have to be "fair" there is the fear of censorship. Obviously, fan sites exsist because the people that run them are fans. This will make them biased. Fan Sites are under no obligation to fully disclose and could easily censor negative, but truthful comments.

On the other side of that, what if the owners of a fan site don't like the direction the game takes, and start to skew the information? Things that should be positive, suddenly take on a darker light.

Then of course you have the fear that you're going to the RIGHT fan site for the information you want. How do I know which fan site I should go to? Do the devs visit one more than another? If two fan sites are saying opposit things, which one should I believe? Now I'm scanning the whole internet looking for fan sites to see what they all say and see which side is in the majority...but then I still don't know which is true.

Personally I think not having official forums is a bad idea, and Horizons proved it.

Skarlath
12-20-2005, 10:33 AM
A lot of the problems you point out are removed or at least reduced by the fact that Sigil has had a good hard think about this. They are planning for it. The affiliate program is something that Horizons never had - devs posting frequently and consistantly on all affiliate boards is something we are likely to see. Sigil is keen to work with the community, is that something that other games even attempted?

In terms of centralised information - the official Vanguard site will still provide important information. Things like patch notes are likely to be available - people will know to head there for certain things. On top of this, I wouldn't be surprised if the Affiliate Program leads into the official site links to the affiliate sites (as it does now) with a word or two about what you can find there. "Vanguard crafters contains blah blah crafting blah recipes blah". If this is the case then community members wont feel adrift - they will know where to go. On top of this, certain sites will quickly become known as the places to go (case study: Maggie the Jackcat for AC1). I don't doubt that players will not feel all that cut-loose.

A fansite isn't under any obligations, but an affiliate fansite is. If they do not comply to a few simple guidelines Sigil wishes then they will be removed. This would mean things like no more devs posting there. Besides, there isn't much to be biased about when it comes to reporting MMORPG news.

Skewing the information ... well our smear campaign in which we portray Jansan as a gnome lover is evidence that we cannot simply fake information. Glip is still holding off paying up on this until Jansan publicly admits his admiration for those short fellows.

I'm sure that to begin with people wont know where to look. However over time the sites will become more specialised. Some will fall apart and disappear. Players will work out exactly what it is they want, for example information about crafting, and so attach themeselves to the relevant site. I don't think this is something that will take all that long either.

There is the possibility of things going wrong, but I have faith in us, all the other affiliates and the Vanguard community as a whole. :)

Jodokai
12-20-2005, 11:18 AM
I do hope there is something on the official forums that says Go here for Crafting, Diplomacy is here, etc. but I still don't like that as well as having one offical forum. It means that I have to sign up for numerous forums, learn the rules and layout of various forums, and spreads the community out, which you take the good with the bad. Sure you don't have threads getting lost in 10 minutes, but you also don't get the benefit of everyone's perspective.

I really don't understand the logic of it at all. ESPECALLY considering the amount of interdependency this game says it's giong to rely on. I mean if I want to get a large crafting party together I'm going to have to post on 5 different forums to make sure I can reach enough people in my area.

I just don't see the benefits out-weighing the disadvantages.

Skarlath
12-20-2005, 11:55 AM
Sigil wants a nice community to form. You described in your previous post one of the exact instances they probably want to avoid:

Players feel they are more likely to get their posts read by the devs if it is on the offical website.

The devs don't mind, and can't stop you if you want to voice that you feel things should be changed. However if you give a large number of people a specific location to voice what they feel is wrong, give that mass of people a place to try and 'change things' then you get a confused mass of spam. You get no real community forming, as any attempt is swept away in the tide of "omg n4rf!" posts.

By splintering the community to a small degree, players can more easily settle into their surroundings and bond. The abomination that is a forum infested with spammers will not appear to anywhere near the same degree.

The devs want to make players happy. They want to keep in touch with community opinions and feeling, but they cannot do this if you have the situation faced on the WoW boards: every player has a different view of what needs nerfing. 4 million people posting their individual hates will not get anything done. However if the devs pop over to the 'Druid community hang-out' they can pick up general views. etc.

Centralised forums can easily breed players who don't want a community.

Jodokai
12-20-2005, 12:45 PM
Centralised forums can easily breed players who don't want a community.
And I don't dispute that. Like I said you take the good with the bad.

In Havelock's inital article, he gives an example of SWG. He says his Server fourm got too heavily moderated, so they all decided to go to another website...How do you think he knew to go to that other website? It was posted in a central place. How effective would that new forum have been if there was no way to tell people it was there?

This is what I really don't understand: The game is desgined so that players need each other, they should all want to be together to acomplish really great things, yet they don't want a central place for people to communicate.

You can accomplish the same thing by haveing a central forum, just split up the conversations. Instead of one large forum that says Gamplay, make a bunch of little ones that say "Gameplay bugs", "Gameplay Suggestions" then split those up even more.
There is the possibility of things going wrong, but I have faith in us, all the other affiliates and the Vanguard community as a whole.
So why do you have faith in everyone to avoid the pitfalls of seperate forums, not not avoid the ones of a combined forums?:p

Skarlath
12-20-2005, 01:52 PM
In Havelock's inital article, he gives an example of SWG. He says his Server fourm got too heavily moderated, so they all decided to go to another website...How do you think he knew to go to that other website? It was posted in a central place. How effective would that new forum have been if there was no way to tell people it was there?


SWG had the advantage that it was a game that built communities much more than MMORPGs like WoW. People were already forming tight-knit groups and so the best place to hang out could quickly move through the ranks so that everyone knew where to go.


This is what I really don't understand: The game is desgined so that players need each other, they should all want to be together to acomplish really great things, yet they don't want a central place for people to communicate.


I think a large part of it is that they do want you to communicate, but not in terms of Vanguard being a game. They don't want it to be that simple. They want it to be a world in which the community flourishes. A centralised forum encourages people to chat and share information in an /ooc type format. They want us keeping things in game terms, really living the adventure. I believe it's better this way - I despise /ooc chat channels and all similar forms of communication.


You can accomplish the same thing by haveing a central forum, just split up the conversations. Instead of one large forum that says Gamplay, make a bunch of little ones that say "Gameplay bugs", "Gameplay Suggestions" then split those up even more.


But that means they are in control. That means they would see things like people despising them as a company for 'heavy-handed moderation' (see: SOE with SWG forums). If they release responsibility and allow fansites, specifically cooperative affiliates, to pick up the slack then they can accomplish a LOT more. They can focus on a community in a natural setting, rather than wading through heaps and heaps of threads posted because there are a lot of whiney fans out there who think that that is the best place to find a developer who will listen.

If the community takes up responsibility, it also means a lot of us invest time in the community. We are able to bring more innovation to the community - as a company Sigil might have more important things to be doing, but we just want to see the community thrive and so will think up all sorts of crazy things. Invested time and a community players feel a part of equals high marks scored when it comes to player retention.


So why do you have faith in everyone to avoid the pitfalls of seperate forums, not not avoid the ones of a combined forums?:p

Because a centralised forum is one big forum. As it turns out, the problem is greater than the sum of the parts, so if you fragment the community to a small degree then you can have efficient teams working every inch of it, ensure it is in better running order.

Think of it like surface area. A centralised forum produces a big lump problem, but spreading the load between fansites reduces it to a powder ...

(10 points of the great analogy!)

Jodokai
12-20-2005, 04:56 PM
Think of it like surface area. A centralised forum produces a big lump problem, but spreading the load between fansites reduces it to a powder ...

(10 points of the great analogy!)
Ah but you aren't just reducing it to powder, you're also throwing in a few more impurites in there.

Alright I didn't want to go this route and let everyone see my defeatest attitude, but you've left me no choice :p

I don't think Vanguard is going to have the numbers of players to be able to thin things out this much. I don't beleive Vanguard will EVER have 1 million subs in the US alone. I HOPE I'm wrong, I've never been so excited about a game since I first heard about Half-Life 2 (and that was a pretty big let down, but that's a rant for another forum).

I'm excited that this game won't appeal to the masses. I'm excited that the devs have stated that they won't change their vision to bring in new customer. I love that Brad thinks he can do things world chagning without instances, but I think the success of games like WoW and CoH, and the direction DDO took, points to the fact that this isn't what people want.

Let's add to this that the world is supposed to be expansive, no easy way to travel, and the starting populations spread out all over.

If this game does get WoW like numbers, we're golden...if it doesn't (and odds are it won't) we're screwed.

You're spreading the community too thin. First their characters are spread all over the map, and now their means of communication is spread all over the internet.

Skarlath
12-20-2005, 06:06 PM
Ok, case study time again! (*YEY!*)

Game: Asheron's Call 1
Rating: Awesome
Community Size: Titchy
Centralised Forums: No
Player Retention: Alright

Asheron's Call 1 was an awesome game, and had no centralised forums. It was my first MMORPG and so the idea of centralised forums being a possibility came a lot later for me. What did this mean to me as a player? It meant I needed people. AC1 was arguably one of the best MMORPGs for building inter-player relations. A caring patron would impart the url of Maggie the Jackcat unto their attentive vassal. They would guide them to forums and information. It was all roses.

Asheron's Call 1's player population was fairly small, but the lil' game started back in 1999 and is still going. It's even going to easily outlive its snazzy-graphics sequel. It's population is very small these days, but the dedicated devs continue to provide for their niche fans. Being a big game isn't everything.

So small communities do work in powder form. If you make the community bigger then things only get better as the powder may be a large number of granules, each slightly larger than the grains from when the community was small. Of course the reason why these small-clump-granules are better is simply for the same reason that everyone loves it when they are putting brown sugar on their porridge and the sugar spreads out a fair bit but now and again you get little sweet clumps of happiness that really make your morning.

Mmmmm...

Jodokai
12-20-2005, 08:28 PM
I've never played AC1 (did try AC2 and left due to small community)but does it have the level of interdependecy that Sigil says it will give to Vanguard? You see it won't matter if everyone is spread out and you don't need anyone. Does AC1 have the expansive world that Vanguard is supposed to have?

If you do another case study, this time with something a little more modern: EQ2. The developers decdie to keep everyone in one of two cities as opposed to each race getting its own starting location like the original EQ. The reason behind this was that EQ2 was originally designed so that everyone was dependant on someone else. You needed other people in crafting, and in adventuring. That's why they kept everyone together, and gave them reasons to be in the same place (Crafting socities).

EQ2 has since gone away from that model as people complained (which does not bode well for the population at Vanguard), but I think the original logic is sound.

Now the problem comes, that people need other people. With other games that have a central forum, you can put up your personal ads so-to-speak in one place. Without that, you either go to 5 different websites with 5 different forums and post, or you spam in game chat channels. Personally I would rather read it on at message board where I can take my time, filter out and not read the stuff I don't care about while I'm not trying to play a game, than have to try the same feat while trying to play.

I guess we're just going to have to agree to disagree. I think it's goofy in this day and age not to have something as simple as a forum for your game. I do not understand the logic of it, and I don't think you'll be able to convince me otherwise. I just does not make any sense to me.

Doresain
12-20-2005, 08:40 PM
I am in agreement with the model Sigil has chosen, for a lot of reasons stated above. Another advantage for Sigil, however, is likely financial. Centralized official forums mean costs for bandwidth and the personnel required to moderate those forums. By offloading those burdens onto volunteers at affiliate fansites the devs are free to spend their money and their time answering questions, responding to issues, and bettering the game instead of policing the forums.

Just another positive way to look at the decision.

Skarlath
12-21-2005, 06:32 AM
I've never played AC1 (did try AC2 and left due to small community)but does it have the level of interdependecy that Sigil says it will give to Vanguard? You see it won't matter if everyone is spread out and you don't need anyone. Does AC1 have the expansive world that Vanguard is supposed to have?

AC1 was a big gameworld, all seamless. No /ooc channels. As for interdependancy, well crafting wasn't really part of the game till much later, but when it came to adventuring you often needed people to help out.


If you do another case study, this time with something a little more modern: EQ2. The developers decdie to keep everyone in one of two cities as opposed to each race getting its own starting location like the original EQ. The reason behind this was that EQ2 was originally designed so that everyone was dependant on someone else. You needed other people in crafting, and in adventuring. That's why they kept everyone together, and gave them reasons to be in the same place (Crafting socities).

EQ2 has since gone away from that model as people complained (which does not bode well for the population at Vanguard), but I think the original logic is sound.

But perhaps this helps my point? EQ2 was a larger population, you said yourself that the interdependancy makes it a good comparison for Vanguard, yet with a centralized forum things still weren't good.

I guess we're just going to have to agree to disagree. I think it's goofy in this day and age not to have something as simple as a forum for your game. I do not understand the logic of it, and I don't think you'll be able to convince me otherwise. I just does not make any sense to me.

I think it doesn't make any sense for you because you are accepting the benefits of a forum, but not all of the real disadvantages.

If people post adverts on a forum, your community goes to heck. What you want is ingame knowledge. You want people saying "I need a supplier of wooden grips and pommels for my swords" and then heading to a well known vendor. You want people making a name for themselves in game, meeting up, talking things through, working on a project side by side.

If the swordsmith had posted on a forum instead, then the other person wouldn't have stopped to chat. They would have most likely made 15 wooden grips and pommels and used the ingame mailing system to send them, or given them to the buyer, taken the money and left.

People will still of course use the fragmented forums for this purpose, but it wont be to the same degree. When you remove centralized forums it convinces a lot of people to just do things ingame, or in their own little communities where the transactions wont seem so clinical. If you get people involved in a player-run community then they are more likely to stick around and continue to put time in. Retention is always the key aim of MMORPGs.

Doresain - Exactly, very good points. Investment elsewhere in the community is definitely a key reason.

Jodokai
12-21-2005, 11:24 AM
I am in agreement with the model Sigil has chosen, for a lot of reasons stated above. Another advantage for Sigil, however, is likely financial. Centralized official forums mean costs for bandwidth and the personnel required to moderate those forums. By offloading those burdens onto volunteers at affiliate fansites the devs are free to spend their money and their time answering questions, responding to issues, and bettering the game instead of policing the forums.

Just another positive way to look at the decision.
Right free to spend the time looking over 20 different forums, maybe having to repeat themselves 20 different times etc. Wouldn't it be a much better use of their time, when they want to put something out to do to one place say what they have to say and be done with it?

As far as bandwith, I could afford to pay for the bandwith usage a forum would take, and I'm in the military so it's not like I'm rich. The cost of bandwith for a forum is a non-issue.

As far as policing, have some community leaders volunteer to moderate. It's done all the time, heck that's how Thunderheart got hired by SOE. He was just a fan in beta.

Skarlath,
That is a great dream, but it really is just a dream. You see in AC1 when you needed someone for an adventure group, anybody around your level walking by would do for the most part. Crafting isn't that way. You have to have a specific class. Now lets add to that, there are going to be WAY less crafters than adventurers and you have problems just waiting to happen.

You see your secenario of stopping to talk will only happen once in awhile. With the amount of space people have to spread out, coupled with fewer crafters, what's really going to happen is people aren't going to be able to find the crafter they need to finish their project. This will happen a lot and they'll get fustrated and quit.
But perhaps this helps my point? EQ2 was a larger population, you said yourself that the interdependancy makes it a good comparison for Vanguard, yet with a centralized forum things still weren't good.
Acutally you misunderstood. Things were awesome and they worked wonderfully. There were a few balance issues (everyone needed Alchmists, and Provisioners needed no one) but for the most part was a great system. They changed it because people didn't WANT to depend on others. They wanted crafting to be a totally solo endevor.

I just think that having a non-centralized forums adds another rift to the community that doesn't need to be there. Especially considering the type of game Vanguard is supposed to be.

Doresain
12-21-2005, 12:24 PM
Right free to spend the time looking over 20 different forums, maybe having to repeat themselves 20 different times etc. Wouldn't it be a much better use of their time, when they want to put something out to do to one place say what they have to say and be done with it?

That is a concern, but it seems like they feel they have a system in place for this. If they didn't think they could keep in touch with the community this way I don't think they would have made this decision. I'm going to give them the benefit of the doubt on this one.

As far as bandwith, I could afford to pay for the bandwith usage a forum would take, and I'm in the military so it's not like I'm rich. The cost of bandwith for a forum is a non-issue.

I have to admit my ignorance on such matters. Even a forum with hundreds of thousands of users? I have no idea, so I'll assume you know what you're talking about. :)

As far as policing, have some community leaders volunteer to moderate. It's done all the time, heck that's how Thunderheart got hired by SOE. He was just a fan in beta.

This is a sticky situation, for the same reason we need GMs and not just volunteer guides. Even if they did use community moderators, which I think the industry is moving away from for a lot of reasons, there still needs to be overseers.

As for your other points, I'm just going to mention my experience with the EQ2 forums. They were crowded and useless, basically. Most server forums were graveyards. The various gameplay forums were almost unitelligable due to all the ranting. I used to joke with friends that they could all be merged into one forum entitled "Bitch Here" and no one would notice. The only mildly useful official EQ2 forums were the class-specific forums. They were only useful because people talked a bit internally, they never saw dev presence, and class forums can be done much much better on community sites (Druid's Grove, Caster's Realm, etc.)

I really feel the lack of official forums will cut down on the insanity and discourage the RANT RANT RANT mentality... or at least confine it to the volcano. ;)

Jodokai
12-21-2005, 02:39 PM
I don't want people to think I don't understand the problems with a central forum, I do undertand them, heck I played SWG from release until the NGE, I know ALL about them. I just think the benefits outweigh the disadvantages.

Even if it's only a place to say "Hey if you're interested in crafting, go to this website" or "If you're looking for a guild post at this website". I think there needs to be a central place for people to go for information, even if it's only a directory that leads you to somewhere else.

Doresain
12-21-2005, 03:11 PM
Even if it's only a place to say "Hey if you're interested in crafting, go to this website" or "If you're looking for a guild post at this website". I think there needs to be a central place for people to go for information, even if it's only a directory that leads you to somewhere else.

I am in absolute agreement. Right now the links to affiliate/fan sites are somewhat hidden in the architecture.

merithyn
12-27-2005, 10:44 PM
Perhaps I'm out of line as I'm new to this site and therefore unsure of the protocol established, but have none of you played EQ? Do you know that I played that game for well over a year before I ever visited the "official" forums on Sony? Allakhazam, the great and powerful guide, gave me what I needed, and there were some pretty cool chats on the forum, though I rarely participated.

It didn't start out that way, and things will develop as they do, but Sigil isn't new to these types of games. All of them have been involved in this community for a decade or longer. They've seen how things naturally develop and are taking steps to alleviate the negatives. It, like everything else, is a learning curve, of course, but I expect to find that their decision is for the best. If not, I fully expect them to change what they do.

Well, except Janson... he'll never like gnomes no matter how much we try to prove that they're wonderful.

~Darvonia

Havelock
12-28-2005, 12:09 AM
Perhaps I'm out of line as I'm new to this site and therefore unsure of the protocol established

You're pretty much within the protocol. :) Welcome to the site, and nice post (for a gnome-lover :p ).

merithyn
12-28-2005, 08:51 AM
You're pretty much within the protocol. :) Welcome to the site, and nicepost (for a gnome-lover :p ).

My thanks. And gnomes are the best.... :wub:

Aethokh
01-05-2006, 03:36 AM
I think I will mostly hang out here, on the FoH forums, and on the PvP server forum I choose :D I will sure miss my reg date from the official forums though!

Merwenn
01-05-2006, 03:38 PM
In EQ, there was no point to going to the official website because it rarely gave you any new information. (For a while it was just all graphics leading to different expansions and other crap) Then they added those forums which were moderated to death, where you really couldn't get a real answer from any devs and at the same time you were hindered as to what you could say.

As a shaman I always visited the Shaman's crucible even from the early levels around 10 or so. And actually there were alot of devs that also looked at those forums regularly, and sometimes posted on there.

Cril
01-10-2006, 10:17 PM
I personally played EQ 5 years and for the first probably 3 years did not even know EQ had offical forums. I hated the offical forums. They were nothing more than a set of forums for all the You nerfed this and that. Reading all the above posts I can see why some people would be upset with the idea of no offical forums. I think most will find it alot easier and better to have the Fansites and Class specific sites.

Some people say this will take away from community but I never saw that in EQ. We had a server specific board which I went to sometimes just to see who was doing what etc (guild wise). I spent most of my time on General sites such as Alakazam (I know spelling wrong) and CastersRealm. The bulk of my time was spent on Druids grove (my first char) then Monkly Buisness (Became new main). I didn't want to have to sift thru 100's of posts which had no bearing on my Monk, to find that one question someone had asked about a particular Quest/item etc that I was asking myself. Or sift threw all the You nerfed me posts!!. A central site dedicated to one specific class was perfect. We got to rant and rave in certain forums without a heavy hand banning us from the Offical Game forums and had others we worked together in to solve quests and help each other.

On Offical Game forums the company has to be concerned about what is posted and MUST moderate them in an effort to remain a Morale company and not allow offending posts to be viewed. Offending posts can and do cost subcriptions. Brad and company are not stupid. They will have someone if not multiple people who will scan fansites and class specific sites daily to see what we are screaming about and what we are praising. The posts they don't have to moderate just read. These people will be able to tell the deisgners "Hey I think you may have screwed up such and such" "It's not just 1 person screaming you nerfed me""The entire Warrior community on such and such sites are really upset" They didn't have to sift thru 1000 posts made by every single class in the game to see what had all the warriors so upset. Why would they want to sift thru 100's of posts daily to see how the community is accepting a change when it only impacted one specific class.

I may have missed it and not absolutely sure VSoH's will have them, but we had server wide/cross server player created chat channels in EQ. One dedicated to each class. If 90% of the monks in EQ on all servers linked to one channel all discussing a New epic quest helping each other is not community I don't know what is.

The community will build itself. A great example is the FoH site and this site. Like the article stated you will find a site you like and stick with it and hopefully that site will stay current and not dissappear. I currently have 2 Vanguard sites bookmarked. Vanguard offical site and here. When I log in I immediately come right here. I find this site easier to navigate and honestly the info I am looking for is presented in a more efficent manner. After release, when I chose my class I will have at least 1 more bookmarked. I take that back at least 2 more because the wife already knows hers. Now I need to see where the Class Specific Cleric site is and get it bookmarked. If someone could post a link to the Cleric site I would really appreciate it <<--- HEY!! that's a community in action question there ;)

I guess to each his own but since they have already said the forums will not be there then no sense worrying about it. Time to start looking for the sites that have the type of info you like and the way it's presented. I have found mine and will find a couple more to fill in class specific needs. Sorry this became so long winded but I could have gone alot longer...lol.

Jaymend
01-14-2006, 09:43 PM
If EverQuest is any indication of what Vanguard will be in terms of online communities, I have a hard time seeing how general fan sites will even exist in the long term.

I predict we'll have class-specific, crafting-specific, diplomacy-specific, server-specific, and guild-specific forums. All others will fade away as they did in EverQuest and every other MMO that has been out for at least one year.