Contact: 858-435-0803  Email: support@gamecentergroup.com

 

 

 

  

Player Quotes

 

“Hi, I bought this account off of EBay, but none of the items advertised were on this character… Can I have them back please?”

 

-Anonymous SWG player

 

CS Decision:

Denial of reimbursement, and an explanation about how we do not support EBay transactions.

 

 

 

  In-Game Branding

  Customer Satisfaction and MMOs

  Knowing is Half the Battle

 Unified Front – Seamless Backend

 Offshore or Not?

 QUICK TIPS

 1) Measure Twice, Cut Once – Don’t squander your agent’s training time. Watch like a hawk for bad habits – un-training them takes so much more effort.

 2) FAQ Creation- Have your agents note simple gameplay questions that they ‘ve received and submit them for FAQ entry at the end of the day. 

MMO FOCUS – Terminology

1) Mob: Mobile OBject. A term originally used in MUDs to distinguish between static objects and objects that could move (which tended to be synonymous with monster NPCs). The usage continued unabated as MUDs evolved into the graphical masterpieces we know today, even as its own origins fade into obscurity.

 

2) MUD: Multi User Dungeon, Domain or Dimension. The very first incarnation of the MMO, these games were text based, played over bulletin boards, usually with very slow modems (2400 baud) and a sizeable number of people.

 

 

 

 

Welcome

 

To another edition of mmoToday! We hope everyone’s holidays were excellent and joyful. With another year behind us, there’s another one ahead of us full of opportunity to streamline and enhance the value of your call center.

 

Without further ado, please enjoy this January edition of mmoToday!

 

 

In-Game Branding

 

Game Center Group is proud to announce the latest addition to our suite of game centered services.

 

Take a look at our in-game branding brochure here.

 

 

Customer Satisfaction and MMOs

 

Does your company track Customer Satisfaction? If it doesn’t, you are missing out on a very key metric.

 

One of the most common arguments we hear against tracking CSAT in the MMO space is that because of the nature of MMOs (being, at their heart, games with specific rulesets), it can be difficult to leave a customer fully satisfied. More than other industries that provide customer service, those in the MMO industry tend to have to say “no” more often than their player base would like. There also seems to be a trend from the customer side, where bad customer service (or at least the appearance of bad customer service) is to be expected from the MMO world.

 

Why then, you ask, should we track CSAT, if we know out of the gate that the response will generally tend toward the negative?

 

Our argument is, how can you know this, if you have never tracked CSAT in the first place?

 

CSAT should be considered one of your primary KPIs, not something you can ignore. After all, customer support’s primary responsibility is to retain and keep customers coming back. If you don’t have a clear indicator of the overall satisfaction of your customer base, how can you determine whether your department is succeeding in its purpose?

 

The honest answer is that you can’t.

 

And if you can’t, how can you justify your department’s existence?

 

Sure, you can get indicators from your forums, but this requires that your customers take an active interest in expressing the love or hate that they have for your support department. As is often the case in any industry, customers are far more inclined to go to great pains to express their displeasure rather than pleasantries. This will skew the appearance of your success, and if the forums happen to be the only place where your president or CEO can gather this information, your department is likely to suffer from it. If you give customers an exit interview after every CS interaction, for instance (or after some predetermined random selection process), you give the customer an avenue to express their feelings about the interaction immediately, while the experience is fresh in their mind. This way, you can capture feedback on experiences that were by the book, above and beyond, as well as those interactions that were below par, and are not just depending on the flamefest that are the forums.

 

After a month of gathering that data, then you can say whether or not your CSAT is overwhelmingly negative. And if it is, now you have real data you can use to make it better. Identify the root causes of the negativity, and you now have the power to fix them, whether it’s a result of players having too high an expectation from Customer Service, policies that aren’t clear enough, policies that may be too strict, or maybe inconsistencies within the CS decision making process.

 

Don’t be afraid of that negativity, just make sure everyone is prepared to hear it, and more importantly, is ready to *do* something about it.

 

That’s what retention is all about.

 

Knowing is Half the Battle – Part I

 

Tier Zero support can be a customer service department’s best friend in terms of budget and satisfaction.

 

Sadly, all too often, Tier Zero support is a friend neglected and left to whither all alone out in the cold.

 

For MMOs, Tier Zero support generally takes shape as a Knowledge Base. Oftentimes, it takes the shape of a thin FAQ, usually difficult to find, lacking in robustness, quickly falling out of date, and eventually ignored by the player-base, like a year old strategy guide.

 

As any friend, a Knowledge Base will only take a bullet for you if you invest time and effort in it. And like a friend who would take a bullet for you, will help you suffer the slings and arrows of outrageous fortune (or the accounting department)

 

Players want to help themselves. They don’t inherently enjoy waiting 15 minutes to 2 hours to get an answer to a question. Most players just want to get back to their game as soon as possible.

 

Take a look at your queues, just for a minute. How many of these questions are from new players? How many involve confusion about game-play? How many are looking for a command that does or does not exist? How many of these questions in your queue have a ready, simple answer?

 

The answer should be “None,” or “Very Few.” If you answered correctly, congratulations! You probably have an amazing KB. If you answered wrong, it means that your KB is either difficult to navigate, difficult to find, out of date, not robust enough, or all of the above.

 

Unified Front - Seamless Backend – Part I

 

Your CSRs are your front line, the soldiers on the field battling for your company. It makes sense then, that you’d want to give them the easiest means to accomplish their mission.

 

Their tools are invaluable components of their job. They become even more valuable if they provide a unified front to the CSR. If a CSR has to open ten tools in order to get their job done, they’re slowed down considerably moving information from one place to another, alt-tabbing, keeping track of their workflow, in addition to simply answering the customer.

 

It’s best therefore if the tools are created in tandem with a clear picture of how they are going to work together, and how they can be integrated into a single UI.

 

Offshore or Not?

 

We hear this question all the time; should I use offshore resources or not? The response we often give is it’s really based on your short term resources and your overall live service management strategy. Things to consider when moving a complicated process off shore like CS are:

 

Logistics – Do you have dedicated resources, who understand how to manage large scale MMO support center operations?

 

Are they available to stay away from home for extended periods of time? Even more importantly do they have international travel experience? If not, seriously consider sending them with an experienced traveler. From personal experience it’s an extremely lonely feeling when you arrive at Indhra Ghandi airport, half-past midnight, dead tired, guys with machine guns in the corners and not a familiar face in the crowd. Daunting to say the least. Ensure your vendor has dedicated someone to meet your employee and usher them through customs and drive them to their hotel. My first trip years ago took me on an $80(US) dollar cab ride to my hotel. Little did I know that it should have cost around $3. Lesson learned. Sure it was expensed (sorry EA) but embarrassing all the same.

 

Have the connectivity and tools configuration been installed and tested BEFORE your people hit the ground? There is no worse wasting of time and money than sending an employee half way around the world to handhold the outsourcers hand to set up tools or establish basic connectivity. Test it before you get there.

 

Does everyone making the trip have a passport and associated work Visas? Are their medical needs taken care of before hand? Essential medical prescriptions absolutely include Cipro or other antibiotics along with some sort of malarial tablets. Without going into too much detail I have made these trips multitudes of times and end up using these medications….. every single time.

 

Finally, and perhaps most importantly, STAY AWAY FROM ANY AND ALL DAIRY PRODUCTS. Did you get that? Nothing, and I mean nothing is more frightening than climbing in your spacious as you reflect on your successful trip and having your stomach do a complete flip flop. Brrrappp!?

 

Wait, was that cheese on my sandwich?”

 

It’s gonna be a long flight folks.

 

Costs: Flying folks to the other side of the globe is a necessary evil when trying to set up a top notch CRM implementation. Do you have the budget to make this happen once a quarter? Typically the International Integration team members, sometimes more than one, spend upwards of 3 weeks at a time in a foreign land to kick off the process and get folks indoctrinated into the process. We usually budget roughly $10K to $15k per person for everything for a 3 week stay if they fly Business Class and $8K to $10K for coach. Editors note: Making someone fly coach half way around the globe has actually been introduced to the Geneva Convention as cruel and unusual punishment.

 

ROI - While the lure of “inexpensive” labor is enticing, be sure to sit down and really crunch the numbers. Typically ramping a team up to support an MMO in another culture will take a long time to realize benefits. After about a year the numbers begin to flatten out but not with out significant upfront investment. Give us a call and lets us show you the pros and cons of doing support offshore. We’ve done the number crunching, have assets on the ground already and all the footwork for you. Avoid reinventing the wheel by contacting us today.

 

 

 

 

 

 

“We Don’t Make The Games, We Make The Games Better”

 

 

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