ArenaNet, the studio that develops Guild Wars, just fired
two employees because of a furor that erupted in social media. The Verge covered
it well; essentially, an ArenaNet narrative designer was tweeting
about how she writes narratives in Guild Wars, and a streamer politely offered
some commentary about how he’d like to see things done – and then the whole
thing exploded as the narrative designer got angry at this, heated messages
were exchanged, the issue became popular on Reddit, and then the designer was
brought in to talk to the CEO of ArenaNet who fired her. He also fired another
long-time developer who had come to her defense. Now the issue has become politically
charged, and while outrage is spread around and amplified some important
lessons from this incident may get lost.
The issue is much more complex than that simple summary
above, of course. If you’re interested check out the articles on the incident,
and especially read through the tweets that precipitated everything, and form
your own opinions. I’m not sure if there’s clearcut right and wrong here, but there
are important things marketers and game developers should learn, and that’s what
I’m going to focus on.
Stepping back a bit, it’s certainly true that many companies
expect or encourage or even require developers to interact with the community.
Sometimes those interactions don’t go so well, which shouldn’t be a surprising
outcome for people whose expertise does not lie in public speaking or community
management. Community management is extremely important – it helps keep the
audience engaged with your game, it’s a way to learn from the audience, and
it’s a good way to try and deal with problems that occur. Like all tools,
though, community management can be harmful in direct proportion to its power
and utility.
How do you prevent a situation like this one from
developing? By hiring good community managers and making them responsible for
interactions with the audience, and by preventing anyone in the company from
posting to social media or forums on
behalf of the company. Employees (and contractors) need to put a disclaimer
on their social media profiles and on the email signatures – Opinions expressed
by me are not those of the company (there’s better language out there, but this
is the gist of it). This is true even of small developers – if you only have a
couple of people, figure out who’s better at talking to the public and have
that person do it.
It’s great if you want to have other members of the team interact
with the community, but the community manager should help with such interactions
and oversee them. The community manager can then step in if things get out of
hand on either side of the interaction. Here, it looks like the narrative
designer got angry out of proportion to the commenter, and then matters escalated
from there. (At least, that’s what it looks like from a distance – I’m sure
there’s more to the story.) If a good community manager had been overseeing
this, the escalation could likely have been defused before really bad things
happened (like people getting fired, and large numbers of people getting upset
with ArenaNet).
Was the CEO’s response appropriate? Perhaps, but I’d want to
know the full story (including the company’s policies, if any, and what had
been said before to the employee) before rendering a judgment on the CEO’s
actions. Certainly the heated response to a polite inquiry seemed far out of
proportion – and the continuing explosion of the developer was unnecessary and
reflected badly on the company.
What’s important for other companies is to learn from this
and try to set things up so it never happens to them. Marketers (and developers)
need to realize that marketing isn’t entirely under their control now – and
that’s a good thing. When you’ve got a strong message, an audience can help
spread that if they’re treated right. But don’t delegate that responsibility to
people that aren’t ready for it. Establish policies for employees about
communicating with the public or the press. Have someone skilled at community
relations and public relations available to step in and help as needed (even a
small developer should know some PR-savvy person they can call in to help when
the situation gets nasty).
Keeping your audience engaged with your content and your
company is important, but leave it to people who are skilled at dealing with an
audience – and who can keep their cool when provoked. Sure, sometimes you will
get complete trolls attacking, but that’s when you really need to know how to
deal with people like that. Pouring gasoline on them and setting it afire may
be emotionally satisfying in the short term, but it’s probably not the best way
to win the hearts and minds of the largest audience for your games.
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