<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Community Management Blog by Arvind Juneja &#187; ugc</title>
	<atom:link href="http://community-management.pl/category/ugc/feed" rel="self" type="application/rss+xml" />
	<link>http://community-management.pl</link>
	<description>Community Management Blog by Arvind Juneja, zarz±dzanie spo³eczno¶ciami. Czyli czym siê zajmuje Community-Manager. Blog</description>
	<lastBuildDate>Fri, 14 May 2010 00:18:14 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Gaming Communities &#8211; User Generated Content?</title>
		<link>http://community-management.pl/ugc/gaming-communities-content/88</link>
		<comments>http://community-management.pl/ugc/gaming-communities-content/88#comments</comments>
		<pubDate>Wed, 24 Dec 2008 04:30:11 +0000</pubDate>
		<dc:creator>Arvind Juneja</dc:creator>
				<category><![CDATA[ugc]]></category>
		<category><![CDATA[Age of Conan]]></category>
		<category><![CDATA[AoC]]></category>
		<category><![CDATA[Erling Ellingsen]]></category>
		<category><![CDATA[FunCom]]></category>
		<category><![CDATA[gaming communities]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[User Generated Content]]></category>

		<guid isPermaLink="false">http://community-management.pl/?p=88</guid>
		<description><![CDATA[Long long time ago, there was this conference called Community Standard. On that Conference Erling Ellingsen from Funcom told us about Communities in MMO Games (presentation title &#8220;Being a God &#8211; Creating Virtual Worlds&#8221;).Â  So on one slide of his nice power point &#8211; BTW I hate power point &#8211; presentation was called &#8220;The Process&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p>Long long time ago, there was this conference called Community Standard. On that Conference <a href="http://www.facebook.com/profile.php?id=622271915">Erling Ellingsen</a> from <a title="Funcom" href="http://www.funcom.com" target="_blank">Funcom</a> told us about Communities in MMO Games (presentation title &#8220;Being a God &#8211; Creating Virtual Worlds&#8221;).Â  So on one slide of his nice power point &#8211; BTW I hate power point &#8211; presentation was called &#8220;The Process&#8221; and it was showing the process of creating a Virtual World of <a href="http://www.ageofconan.com">AoC</a>. The process goes like this:</p>
<p><em>Step 1 &#8211; </em><strong><em>A good idea</em></strong></p>
<ul>
<li>Brainstorming meetings</li>
<li>Get the ideas onto paper</li>
<li>Create a &#8220;design bible&#8221;</li>
</ul>
<p>Step 2 &#8211; <em><strong>Planning</strong></em></p>
<ul>
<li>Structuring the project</li>
<li>Hiring the right people</li>
<li>Milestones and processes</li>
</ul>
<p>Step 3 &#8211; <em><strong>Production</strong></em></p>
<ul>
<li>Code, art and <strong>content</strong></li>
<li>Prioritizing, cutting</li>
<li>Putting the parts together</li>
</ul>
<p>Step 4 &#8211; <em><strong>Test and distribution</strong></em></p>
<ul>
<li>Product quality assurance</li>
<li>Sales and marketing</li>
<li>Distribution to the market</li>
</ul>
<p>I&#8217;m pretty sure that&#8217;s just a very simple way to show how it really looked like &#8211; we all know nothing is that simple ^^ &#8211; but in case of this post what I want you to focus on isÂ  keyword &#8220;<strong>content</strong>&#8220;. Let&#8217;s have a look on all 4 steps. They look like a very universal 4 steps to build anything from gaming virtual world to any other web based community service.Â  From what I understood from this speech was that the most challenging thing for &#8220;Gods&#8221; in Virtual Gaming Worlds is that it&#8217;s them who have to create the content FOR the community. So I started to think, what kind of content gaming communities have/create.</p>
<ol>
<li>In-game content made by game developers. New extensions (like Lord of Destruction for Diablo 2) new lands, new creatures etc.</li>
<li>In-game content made by users. Small like new cars, items etc. or bigger like full game mods or whole cities (Second Life).</li>
<li>external content made by users. Fan arts, websites, forums etc. On-line communities created by In-Game Communities (can I call it like that?)</li>
<li>old fashioned marketing content&#8230; doesn&#8217;t really matter :P Social Media FTW!</li>
</ol>
<p>so as you can see we have like a lot of content types.Â  So to speak here is where we differ. In magic, not mentioned :</p>
<p><em>Step 5<strong> &#8211; Keep your community alive. </strong>Providing content or getting content?<br />
</em></p>
<p>For sure it&#8217;s easier if you allow your Gaming Community to provide 2nd type of content and put it inside the game &#8211; check the success of Second Life &#8211; but this is a very risky way to go.</p>
<ul>
<li>you have no control on the posted content &#8211; moderating it is not too &#8220;social&#8221;&#8230;</li>
<li>you have no control on the quality of injected content..</li>
<li>because of point 1 your business model of in-game advertising is compromised</li>
<li>that should be enoguh ;)</li>
</ul>
<p>that&#8217;s amazing for me, I work in GoldenLine where UGC is our best quality ( ~22k posts/day, all signed with name, surname and a picture of the author with a CV attached, like LinkedIn but with real life attached ) but in our case that Content is (as you can guess from UGC short) provided totaly by users.</p>
<ul>
<li>How to deal with that issue ? Yeah, for me it&#8217;s an issue, are you surprised? :)</li>
<li>How to motivate your gaming users to WAIT till you provide them a new content &#8211; wait inside your world.</li>
</ul>
<p>I have nightmares because of those 2 questions and because of that I will make an interview ith Erling soon and I will definitly post it in here :) Till that time, if you have any ideas please post them in comments.</p>
<p><strong>Update #1</strong></p>
<p>I forgot about one thing, I&#8217;m a gamer myself :) So I went back to the past when I was waiting for Call of Duty 4 patch with new content (maps etc.). What keept me with this title?</p>
<ul>
<li>custom modifications &#8211; well yes, they were unofficial and they were in most cases crap but still, something new.. (second type of content)</li>
<li>glitches on exsiting content &#8211; some maps had some bugs which I didn&#8217;t know and that was like a fresh content to me :) (first type of content)</li>
<li>people, most of us play multi player games because of people, doh, I know some people who play games they don&#8217;t even like.. they just like the people they play with..</li>
<li>soooo many leagues to check..Â  esl.eu, cybersports.pl etc. (third type of content)</li>
</ul>
<p>so from that we can assume that the best solution is to keep your world closed for custom modification, keep its integrity but allow &#8211; and even give tools &#8211; to create custom made worlds with your brand name&#8230; in that case you have a lot of new stuff that shows your game to the world and you&#8217;re not even responsible for it&#8230; briliant :)</p>
]]></content:encoded>
			<wfw:commentRss>http://community-management.pl/ugc/gaming-communities-content/88/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
