Quote:
Originally Posted by Regina Buenaobra
Social research shows that in any community, whether it is online or offline, people can be grouped into two participation styles. You have a small group of dedicated folks who are active, influential, and super passionate that drive community activity, and you have a much, much larger group of people who may be as passionate as the smaller group, but maybe they don't have time or inclination to participate as much as the smaller, core group. For better or worse, the small group tends to drive community discussion and draw attention to their needs, simply because they are more vocal, more passionate, and more involved.
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What, in my view, you should be doing is deciding which group you intend to cater towards primarily, and devote attention to them. There's no way the game can be run by listening to anyone who makes enough noise - a problem with GW in that the focus of the game was very wavering.
After all, there will be vocal members of the community from all groups (competitive, casual, etc). This isn't to say you can't make a game for everyone, but that there should be direction - ie: a competitive game can accommodate casual players in lower tiers, while comments from the upper tiers are what is listened to. This was somewhat lacking in the current game, and has been brought up for years.