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Player Driven
──PODCAST · EP_087 · FEBRUARY 11, 2025

How Player Support Shapes Gaming Communities with Danielle Shneor

Ilyon's Danielle Shneor on running player support like hospitality, and how empathy and always offering a choice turned 40,000 tickets into 90% satisfaction.

How Player Support Shapes Gaming Communities with Danielle Shneor
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Most studios still treat player support as a cost center: a queue to drain, a deflection rate to optimize, a place tickets go to die. Danielle Shneor, Head of Player Experience at Ilyon, runs it as the opposite, the part of the company where loyalty is actually won or lost. Her case for it is simple: every ticket is a human asking to be seen, and the studios that see them turn frustrated players into the most loyal spenders they have.

Service is service, whether you are a flight attendant or running player support

Before games, Danielle waited tables, managed kitchens, and worked as a flight attendant. The thread through all of it is the same craft she now applies to players: people are people, and they expect to be treated well and to be seen. The flight attendant years taught her how much the exact words matter, that asking a passenger for their "waste" instead of their "trash" changes how they respond, and that how you deliver a message decides how it lands.

The craft of saying no: give the why, then offer two options

Saying no is unavoidable in support. Doing it well is a skill. Danielle's rule is to never leave a no hanging: explain the reason behind it, because people accept a rule when they understand it and keep pushing when they don't, then immediately offer a path forward. On the same breath as the no, she gives the player two options to choose from, because a choice hands them back a sense of control.

Say no, but this is option one, this is option two. When people have a choice, they feel more in control of the situation.

Danielle Shneor, Head of Player Experience, Ilyon

A rigid no can cost you a paying player

The cost of getting this wrong is concrete. A player spends money in a game's first days, gets close to finishing a timed event, then misses it by a day. They email support and get back a single line: the timer was clearly displayed, nothing we can do. No compassion, no alternative. That player uninstalls the game. They were never asking for a free handout, only to be treated like a person who had invested real time and money, and the flat no told them they were a queue entry, not a customer.

How Ilyon cleared 40,000 tickets and hit 90% satisfaction

When Danielle joined Ilyon, support was barely a function: an email address, an in-game chat, no protocols, a team of about one and a half people, and roughly 40,000 unsolved tickets. Her first move was not to restructure. It was to observe, learn the existing process, and answer tickets herself, playing every game so she understood what players were actually talking about. Then she made one structural change: on a small team, everyone does everything, so no specialty silos and full coverage when someone is out. The backlog cleared in about a month. Satisfaction went from 34% to 87% in three months, and has held above 90% since, done with two added teammates and, as she is emphatic to point out, no AI.

Bots can start a conversation, they should never end one

Danielle is not anti-bot, she is anti-dead-end. Be honest that the player is talking to a bot, keep the flow short instead of burying them in menu trees, and never close the conversation without a clear path to a human. Older players especially will not tolerate being trapped with a bot, and the moment a player cannot reach a person is the moment the experience breaks.

It's okay when you start a conversation with a bot, but it's not okay when you can't reach a human after that.

Danielle Shneor, Head of Player Experience, Ilyon

Treat players like humans and small spenders become loyal VIPs

The payoff loops back to retention. Danielle has watched non-spenders and small spenders turn into loyal, high-value players after a single good support interaction, because they stopped seeing a faceless company and started seeing a person. She uses her real name and real face in chat for exactly this reason. When a player feels seen by a human, they stay.

When people really see you, have a face and a name, they don't see you as a company, a big unknown thing. They see a human being, and they stay loyal.

Danielle Shneor, Head of Player Experience, Ilyon

Hear the full conversation with Danielle Shneor on the Player Driven podcast.

For more from the operators running live games, get The Operator's Briefing each Tuesday at https://playerdriven.io/level-up and join the conversation in the Player Driven Discord at https://discord.gg/GC5PkbKFH.

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