I've written a lot about forums, their problems, and how I would aim to fix them. Finally, after much deliberation, research, and discussion with similarly minded individuals, I believe I have a tangible solution. First, I'll recap a bit:
Why Forums are Important:
Forums might be archaic and unwieldy, but they are also irreplaceable. No other format can support the massive amount of content generated by a large community, or allow so many concurrent conversations with so many participants. There is no alternative.
The Problem:
The problem with forums is fundamentally linked to their strength: The sheer number of participants they can support. While everyone can have a voice, actually getting those voices heard amidst the roaring chorus of others is difficult. The most carefully written and informative post will often be drowned out by hundreds of lesser posts, with little chance of recognition. You lose the feeling of being part of a cohesive community.
The Solution:
For the sake of this explanation, I'll split posts into two categories:
- Direct Response: A post directly in response to the thread starter.
- Commentary: A reply to one of the following posts.
If you are interested in the topic of a thread, you are probably also interested in peoples opinions on that topic, so it makes sense to display the direct responses. Then we have commentary, which is a level of abstraction away from the topic (i.e. opinions of opinions) and far less likely to be relevant or interesting.
Step one of the redesign is splitting the two, so we can then work on filtering the commentary posts. That's actually pretty easy: You remove the generic reply box. In order to post in a thread you must first select which post you are replying to, be it the original post (for an direct response) or a following post (for commentary). It then displays at the top of your post who you are replying to, and notifies that person with a link to your response. The key incentive of this system is the notification, as you can be sure the person you are replying to will be aware of the response.
When viewing a thread you now only see replies directly relating to the original post (direct responses), with none of the usual tangential conversations or back-and-forth arguments. That's certainly a lot clearer, right? Obviously it's not a forum without conversation, so it's important to note that the commentary isn't removed - simply hidden. The next step is adding it back in a way that works for the user.
If you're familiar with Twitter, you'll know how it keeps the feed clean by hiding @replies unless you follow both people involved, and the system here would be similar: Essentially, you create a list of members whose commentary you are interested in seeing - probably because you value their opinion to some degree. All posts from these members would now show throughout the forum. What we have now is an incredibly simple method for improving the signal to noise ratio on large forums.
Members would find people to follow via four main methods:
- Simply by reading direct responses, and recognizing members who post interesting content.
- Checking reply notifications, and finding members they would like to continue to engage with.
- Presenting new members with a list recommendations based off correlating flags in their profiles (specific interests, for example).
- Presenting existing members with recommendations based on trends in other members lists.
The final step is to combine this filtering with standard social tools, such as follow recommendations and sharing, to encourage the development of micro-communities within the broader forum community. These individually tailored micro-communities would ensure that each user is getting appealing content by drastically reducing the amount of fluff they have to sift through to find it. These smaller social groups would also create stronger relationships and greater loyalty than a broad forum community of many thousands ever could. There's also fewer opportunities for friction and argument, lowering the work load on moderation staff. Finally, the system would also encourage people to put effort into their contributions as a way to attract followers and greater attention.
You now have a forum that can be scaled to any degree without destroying the sense of community, requires less work to maintain, builds stronger bonds amongst your community members, encourages constructive and intelligent posting, and makes those posts easier for everyone else to find.
In theory.
Google+'s implementation of 'Circles' deserves some praise for tackling one of the larger problems with social networks: Sharing content with an audience of varying personalities, interests, and relation to the user. Unfortunately (rant mode: engage) that's a rather small victory if the presentation of that content is poor anyway.
A couple of things have been on my mind in the past few days:
- Dominic Mason's interesting take on promoting indie titles, on the Against All Expectations indie gaming/development podcast.
- Cliffski's post on the attention span of consumers, and the difficulty of fitting the explanation of relatively complex material within that.
Essentially: Without the financial backing of publishers, covering ad campaigns and getting boxes on shelves, how does an indie developer ensure a necessary level of exposure? How do you capture people's interest, and encourage them to learn more about your project?
Yesterday, hailing from from various parts of the US and Europe, 15 excited individuals shared a single destination: Seattle, WA - home of the the ArenaNet offices.
What do they all have in common? An inexorable passion for Guild Wars 2, the community around it, and the developer. Oh, and an invite to ArenaNet's 'Community Open House' event.
A few days ago I ranted about games companies using sketchy tactics to gain exposure on social networks. Today I want to revisit that, but with two more recent and mainstream examples.
The first I came across was an Assassin's Creed Facebook promotion. You are invited to 'Like' their Facebook page in return for an exclusive sneak peak of the next title in the series. Turns out this 'sneak peak' is just a short, blurry and inconclusive looping video clip. Feeling a little cheated? Don't worry! Just use the buttons provided below to share the page, and by doing so you contribute to speeding up the full reveal!
Ignore the totally bogus activity monitor and progress bar, just hit a couple of those buttons and share it with your friends! It's so easy, and it's not like it costs you anything, right? It sure would be a shame if you never got to see that... whatever it is they're going to show you.
Many community builders make the mistake of setting up their ideal community site before a single member joins. This may seem like solid preparation, but it lands you in the difficult position of developing a community on a stagnant and potentially restrictive platform.
A little while ago, Mortal Online announced an interesting scheme for promoting their upcoming MMORPG.
It allows players to tie a Facebook account in with their game account, which would occasionally be used as a conduit for auto-posted Mortal Online stories. In return these lucky people would receive a subscription discount based on the number of friends they have, starting at .25 EUR for 5 friends, all the way up to a staggering 1.25 EUR for 750 friends!
[How much are your friends worth? About 0.05 - 0.0017 EUR, apparently.]
Effective brute-force leveraging of social networks, or a cheap attempt to get some exposure? I'm going with the latter.

If there's a game on the horizon that I'm truly excited about, it's the Undead Labs 'Class 4' project. Unfortunately there's not a great we know about it yet, but I have an immense amount of faith in the studio to pull off something fantastic - here's why:

Back at the beginning of March, Rift looked like just another new MMO queued up to take a futile swing at World of Warcraft. As a subscription based fantasy MMO with thoroughly convention MMO mechanics, many wondered how it would differentiate itself.
In this pseudo-review I'm not going to delve into the specifics of what I liked... Mainly because it's much easier to criticize. Rest assured that rift events, artifact hunting, exploration, public grouping, dungeons, and an impressive level of polish all had a hand in keeping me going along the way.
So with that aside, let me get stuck in to the things I didn't like..



A disturbing new trend is developing in the MMO gaming industry in regards to developers and community manager's − a noticeable and marked retreat from their fans.
It's become more prevalent that community manager's are less interactive with their communities and have turned into a simple marketing tool. It's become almost common knowledge that a developer is simply there to code and meet that impossible deadline, rather then loving a game and participating with their fellow gamers. I don't believe this is the fault of the CM's or developer's themselves, but rather that companies want a tighter control over their message. With that control comes scripted messages, dissenting opinions silenced or marginalized... all the while telling their community that it's for our own good. It's done under the guise that they are providing a clearer message, that they are focusing their communication with fans.