Customer Service - a better business model?

Ok, so two topics that have been troubling my over-extended mind lately has been customer service and piracy (they seem to go well together, don’t they :wink: ). The solution to one would seem to be the antigonist of the other. However, I just read a response to a Gamasutra article (ok, an older article and post, but still…) that give me pause for thought.

Let me frame this up for our discussion, the article deals with anti-piracy measures, particularly DRM, and the love-hate relationship even within the game industry. The responder is from, what the publishing industry would consider, a “secondary” market. Now, as the responder begins I see the standard idological arguements, with some tangible real-life issues related to the economy of his location. What struck me was what he adds as he expands his idea of “understanding pirates motivations” and the target consumers in his area.

My thoughts lately have come around to how customer service is a revenue opportunity, not the traditional “sink hole” and necessary evil of doing business. The game industry has long struggled with carrying the costs of customer support, and in almost every case I have experienced, customer support is left to a basic “level 1” technical support service (lately, an “arm’s lenght” service offered largely via e-mail or web based forums).

Ok, let me pause and drop the Gamasutra article response in here for you to review (edited slightly for more family viewing :slight_smile: ):

Ok, so let me net out what I read about local pirates in his market:

  1. They removed the problematic DRM (so do north american hackers)
  2. they patched the game, sometimes creating better fixes than the original creators
  3. they localized the game, that was nice of them!
  4. they made at least some efforts at cultural sensitivity (local teams, bad guys don’t always look like my family reunion, and so on). Now that’s good customer relations!
  5. they accept returns, even after the box was opened! Pure customer service right there…
  6. they run the majority of advertisements in the country/region. WTH? Secondary market or no, that’s just treating a population like second class customers!
  7. all that at a price which is within the means of the local population (people felt like they were getting a deal).

By the author’s accounts, this business model is profitable in his market.

Ok, so where am I going with this? The local “pirates” have created a innovative and viable business model (don’t tell me if Apple MS can call what they do innovation, that that ain’t innovation right there!!). These individuals took an existing product and wrappered real customer value (ok, let’s skip the legal implications, but rather focus on the fact we are talking about a true apples to apples comparison of two identical base products with the real differences being customer support/service).

So, my questions (for what will no doubt become a raging “debate”),

  1. What do you think of my assurtion that customer service is not a cost, but a revenue opportunity?
    2)instead of driving more complex anti-pirating technical solutions, should we not find a way to take these notions and deliver better customer service?

Let me try and layout some assumptions/givens:

  1. you will never completely stop piracy
  2. you will never completely satisfy everyone with any level of customer service

Cheers,

Galen

A quite interesting read, thanks. Goes to show you that mainly if the publisher/developer basically does not understand the needs/motivations of people in a given culture/economic climate, then their lack of sensitivity is going to leave a gaping hole which other people can rush into to provide a bridge across the gap. If the publishers were more adaptive to the people instead of expecting the people to worship them, the people wouldn’t be so at odds with them and there’d be no foundation for such a strong black market.

Also if you have places like Brazil where the people are barely scraping by to live and survive, it’s obviously not going to be good for the publisher to just expect that people there will pay the big bucks. The marketing/price point is out of sync with the cultural/economic background.

@ImaginaryHuman - I tend to agree. One way I frame this up is a mix up in entitlement. The publishers feel entitled to full release day asking prices in markets where they export (ie dump) leftover stock from primary markets. What’s the lag time for one of these markets, from US release? (I really don’t know, so anyone feel free to chime in) I would guess you’re looking at at least 6 months. Now, 6 months out from a US release, and most games are starting to experience a falloff in sales (with the exception of a few very high profile titles). With that drop comes discount prices and the begining of support drop off. Just as these markets are seeing the games for the first time.

Flip side of that coin are the pirates (what an interesting term to apply to a reverse engineer aka hacker… oh never mind). There is a demand, originating from desire and a sense of entitlement. The publishers (aka the “establishment”, usually foreign, and from most perspectives rich beyond reason), make unreasonable demands (from the average person’s perspective) for entertainment which is (by the above author’s account) priced above average means, not readily accessible in the first place, not localized for them, and not culturally sensitive in some cases. So, they take what they want… well, in this case, they actually pay… a local person, who makes needed fixes, accepts returns, and in some cases at least, makes the game more… customer oriented.

The result, the publisher makes little money in those markets, doesn’t change behaviour or attitudes towards those markets, ups the “antipiracy” tools/legal pressure, and the cycle continues, ever deepening the divide.

There must be a better way…

Cheers,

Galen

I firmly believe that you have to do more than just make something, whatever it may be, if you want it to be a success. Many publishers have assumed that they can stand still and go forwards (with the innovation of the game creators/musicians/whoever bring the only driving force), but it doesn’t work like that.

Engaging with customers is important, but you have to have a target market to do that. In the internet age it’s easy to say your target market it the whole world, but that’s an illusion. Realistically, I wouldn’t know how to sell in Brazil - and if I learned I’d be none the wiser about what Koreans would like. To do things right in other markets takes time, effort and understanding. Unless you’re native then these things clearly also require money.

So if we have our target markets, how much should we worry about people elsewhere stealing out product? Well, firstly I’d say, not at all if doing so impacts negatively on people who are in our target market. That is folly.

Of course, things are never simple. There’s always a raft of questions (how do people on $60/month have a computer that can play Crysis, pirated or not?), why’s and wherefore’s (I just love those). My view is, unless you’re actively catering to a certain market, don’t expect to sell much there, don’t lose any sleep when you don’t sell much there, and certainly don’t respond by compromising the areas you are selling.

You were asking in general about customer service as a business model. Well, it’s part of one. I’ve been working in customer service for a few years on-and-off at an online retailer. The site has telephone support, live chat, email, fax, and several social networking options. We don’t sell software but the customer service stuff is essential. People have questions, people get stuck, stuff gets lost, stuff gets broken, stuff doesn’t work, stuff isn’t delivered, stuff is confusing, and people have all kinds of questions and interpretations of things that they need help with. Without that support I could well understand that many many people would not be happy and might not even want to buy from us.

You were asking in general about customer service as a business model. Well, it’s part of one. I’ve been working in customer service for a few years on-and-off at an online retailer. The site has telephone support, live chat, email, fax, and several social networking options. We don’t sell software but the customer service stuff is essential. People have questions, people get stuck, stuff gets lost, stuff gets broken, stuff doesn’t work, stuff isn’t delivered, stuff is confusing, and people have all kinds of questions and interpretations of things that they need help with. Without that support I could well understand that many many people would not be happy and might not even want to buy from us.

Well, I’m from uruguay, I never had to live on just 60 bux a month, but I worked a whole year as a 3D animator for 200 dollars a month. And no, i don’t think anyone living on $60/month or $200/month can get a nextgen pc, that’s out of the question, but some can get a hold of a pc or playstation, and they’re going to want games for it, and they might not get crysis, but as soon they find out games can be pirated, they’ll just go ahead and do it. Hell, pirated games are sold on the streets right next to the socks and incense, and kids might not even know it’s “pirated”.
As for people who can pay for it, but wont… well, brazil dude here might be right, a store in a country governed by piracy, will never have a good stock on good original games. So you get your pick from a wide range of easy to get pirated videogames, or old over-expensive(due taxes) original videogames. It’s ridiculous, I agree, but trying to stop piracy is like trying to stop pot, pretty difficult.