The Benefits of Game Web Sites
By Tricia Harris
You would be hard pressed to find an upcoming game
that does not already have a Web
site associated with it. Usually, game players find out
about a new project and, if they are psyched enough,
dedicate their personal time and resources to create a
fan site.
Anyone can set up a game site, whether it is a
general news source, or dedicated to a game or
developer. But not every site manages to rise above the
online clutter. For those that do, the rewards and
benefits vary from the simple ego boost of having one of
the best Web sites on the Internet to catching the eye –
and perhaps a job – working on an official site for a
game’s developers.
On
RuneGame.com, my job as Site Director and
Community Relations Manager stemmed from the work I did
on my fan site, Ragnarok. That’s a big title for
what is simply a liaison between the community and Human
Head Studios (PC/PS2), Atlas Games (RPG), Westlake
Interactive (Mac) and the publishers of Rune – Gathering
of Developers and Take 2 Interactive.
As more people become comfortable with Web-creation
tools, the number of fan sites for games will increase.
Official game sites will also need to do more to provide
product information and community resources to help with
sales and marketing. It’s with this in mind that I’ve
listed several reasons why game Web sites are
advantageous and how game developers can provide support
and gain benefits.
First Steps
Gamers who simply enjoy everything game related often
create the best sites. They understand the need to
locate important files, see the latest screenshots, and
keep track of updates. These are the first signs your
game has a community building around it.
Some developers shy away from fan sites because they
don’t have the time to supply them with the latest
images, or participate on community forums. But this
attitude is counterproductive to your goal: to sell as
many games as possible.
When a fan decides to create a site for your game, he
or she may email you with the great news. They’re
excited and often "star struck" to contact you.
Determine in advance how your company will handle these
inquiries. If possible, assign someone on the staff to
respond to fan site requests.
In the early stages of the site’s creation, the site
director will ask for images from your game, story info
and game features. If you want to be fair, create a "Fan
Site Creation Pack" that can be easily downloaded by
anyone. It should contain several key elements: your
official logo, the logo of your publisher, screenshots
from your game, documents on the story, features and
gameplay. Include a Read Me file that clearly explains
how this information is to be used on a fan site.
Let’s say you want everything to show your trademark
and copyright. In order for a fan site to go up, it must
agree to include this information in every page. You may
want to include a "contract" which can be printed off
your Web site, or be included in the Fan Site Creation
Pack. This contract would state the rules of using your
game information and require that it be signed and
mailed back (or create a Web-based submission form).
You’ll also want to discuss with the development team
how the company will handle requests for interviews,
screenshots and other files from the public. In most
cases, someone is already in charge of handling media
inquiries. But fans are special. They may be especially
interested in the programming side of your project, and
want to interview members of the coding team.
You can handle this two ways: either have one person
answer all interview requests, or spread the interviews
to selected team members who feel comfortable talking
about one aspect of the project. Not all developers like
to do interviews. Get a list together of those employees
who do and make sure the person handling fan requests
has a copy.
Second Wave
Fan sites are also like a double-edged sword. Prior
to your game’s release, most of the news and discussions
in the community will be positive. You’ll read a lot of
"I can’t wait" or "This game will rock" posts from eager
fans. Don’t let your head swell too much.
During this time it’s important to develop a friendly
relationship with your fan base. With the help of the
better fan sites, consider offering prizes for a
contest. Or take some time to answer development
questions on the site’s forums. Your goal here is to
give the company a "human" face. Some questions will be
harder than others, and some suggestions of what the
fans want in the game may make you wince. Take it all in
stride. They’re excited and want the world. Tell them
you’ll do your best, but don’t make any promises.
The flipside usually comes after the demo or final
game is released. What developer has had a trouble-free
development experience? None probably. This will be
reflected in your game’s community.
The disgruntled fans will appear, and boy will they
test your nerves. This is when the community looks like
your worst enemy. People will complain, whine, demand,
threaten, and basically make you wish you never had
fans. Above all else, ignore the trolls and flamers –
people who simply want to stir up trouble for the sake
of it.
Don’t despair. If handled professionally and calmly,
you’ll see this phase has benefits as well.
What are the complaints about? Is your game buggy?
Too long/short? Does it lag servers? While no one wants
to hear the game they put two years of sweat into
"sucks," a smart developer will look at the constructive
complaints as good feedback. Sure, you may have already
come across some of the bugs they mention, but unless
you announce a patch is coming the same day the game is
released, chances are your fans have no idea if anything
will be done to fix the game.
If you have an official site for your game, complete
with a community forum, make sure to hire a mature,
professional person to keep fans informed. The number
one complaint people have about game developers is they
never tell people what’s going on. The person you select
for the role may already be running a fan site for you,
so look at who’s doing a great job and ask them to help.
Down the Stretch
It’s clear that a game’s lifespan is impossible to
predict. In the games industry the success of a product
is judged by sales. If you sold a million copies, then
you had a hit game. But I tend to look at it from a
different perspective.
Let’s say you released your game in 1999. You had
tons of reviews, interviews and a look at community
forums and servers showed them packed with players. Fast
forward to 2001. No more reviews. Fewer interviews. But
the community forums and servers are still lively. Why?
There are additional ways of measuring
success beyond sales. If after a year, fans are cranking
out new mods, maps, skins, and playing online, then your
website has built important brand awareness for your
title and company. You've seeded the market for a
sequel, expansion, or repackaging of the game as a
"Gold" edition. It's always good to support your fan
base, because those fans are the ones who will be first
in line to buy your next game.
One way to help with this is to release tools for
people to keep adding to your game. But don’t just drop
an editor online and wish them luck. Write a few
tutorials on how to use it to make new levels and
modifications. Answer questions in an editing forum on a
fan site.
It also wouldn’t hurt to release a few new "official"
add-ons like maps or skin packs. There’s no need for a
packaged retail product. Simply use the fan sites or
your official site and provide it for download.
The drawback a company may see in this is they’re not
going to be paid for it. Chances are your publisher
isn’t going to pay you to do any more work on a game
that didn’t "sell." So you have a decision to make: wash
your hands of the game and move on to the next project,
or do it for the fun of it.
You may also notice a few projects coming out of the
community that show professional-grade work. Let your
fans know you appreciate what they’re doing for your
game. Offer advice on tough areas. The benefits are your
game is given new life, the community can continue to
play your game, and it didn’t cost you a thing to be
helpful.
Tricia "Kazi Wren" Harris is the site director and
community relations manager for RuneGame.com and
Ed.RuneGame.com, both official sites for Human Head
Studios’ Viking action game, RUNE. She’s a Texas-based
freelancer who regularly writes on gaming issues, as
well as the founder of
Mercenary Studios.