<!-- MHonArc v2.4.4 --> <!--X-Subject: RE: [MUD-Dev] Attracting players --> <!--X-From-R13: "Ybfgre, Dncu" <exbfgreNbevtva.rn.pbz> --> <!--X-Date: Mon, 04 Oct 1999 10:59:33 -0700 --> <!--X-Message-Id: 11A17AA2B9EAD111BCEA00A0C9B4179303D6DC97#molach,origin.ea.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, RE: [MUD-Dev] Attracting players</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:rkoster#origin,ea.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00000.html">Previous</a> | <a href="msg00004.html">Next</a> ] Thread: [ <a href="msg00015.html">Previous</a> | <a href="msg00009.html">Next</a> ] Index: [ <A HREF="author.html#00001">Author</A> | <A HREF="#00001">Date</A> | <A HREF="thread.html#00001">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>RE: [MUD-Dev] Attracting players</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: RE: [MUD-Dev] Attracting players</LI> <LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI> <LI><em>Date</em>: Mon, 4 Oct 1999 12:50:50 -0500 </LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Been a while since this thread saw any activity, but I came across this article at Mud Journal and thought it relevant and interesting. <A HREF="http://www.mudjournal.com/Articles/petrarch.htm">http://www.mudjournal.com/Articles/petrarch.htm</A> start quote---> Creating a First Impression, by Francesco Petrarch The way I see it, when a new player comes to my MUD there are three first impressions if not more which they will see and quickly judge my MUD by. The better these three points the more likely they will stay. I have been to many games which have influenced the way I created and edited pieces of my game so that they are more newbie friendly for everyone. 1.Logging In The first thing a player will see when logging on is the login screen and character creation process. These are some points about login screens. Creators names: Why bother? This is nothing but an ego boost for the immortals on the MUD. Any new player couldn't really care less and it gives the impression that the game only exists because someone wanted their name on a login screen. Mostly Modified: It is often a good idea to put the MUD lib/version/type/codebase in the login screen. Experienced people will take note of what they like. Real newbies don't care and it won't make much of a difference to them. Avoid mostly modified and other similar terms, because we all know they aren't and that will just be an automatic disconnect to experienced mudders. The MUD name: This should be easily readable. Lots of nice ASCII characters are nice but if you can't read the welcome screen it gives the impression of the immortals attitude being, "This is my MUD, I made the login screen look good to me, who cares about you." Color: Color is good to use on a welcome screen if you put in the correct code to check if the person can actually decode it. There are still many terminals out there that cannot decode ANSI codes and displaying color to these will cause weird symbols to appear. Again this gives the same appearance of the immortals saying, "I coded this mud for me and I don't care about all the players." Now assuming that the player hasn't left yet they must now go though character creation. At this point they haven't decided that they are going to stay and play yet, nor have they any opinion on your MUD or the players on it or anything of the sort. What they want is to log in, be given a very basic understanding of what is going on and be set on their way. Passwords: After entering a name they need to enter a password. If this person is rather new to MUDs they will need some instructions. Those experienced in online games will just ignore anything that appears on their screen and enter their password and quickly skim though the login process so instructions are not that big of a bother to them. Character Creation: Make this quick and painless. The shorter the better. Some MUDs have you choose races classes and specialties right away. This can take a long time and for people just having a look see at your game can be time consuming. I have seen this done fairly well on one MUD though, the use of color and good help files aid in this. Optional information: Like real name and web page are just that, optional. Have players enter an email address and at the same time inform them of a command that will allow them to change this information and add all this option information later once they are in the game. Having people enter a ton of optional information right away will just annoy them and most information entered will be fake quick answers anyways. News: Again who cares, anyone? These are new players, they don't really care if the Black Forest has been discovered on the western continent. They don't even know where west is, what difference does a new area really make. Rules: Who is really going to read through a bunch of rules when they are logging onto a MUD for the first time? These people want to check the MUD out not read all the rules. I have logged onto several MUDs where you have to read pages and pages of information before even getting the opportunity to type "look". This will just discourage people from playing your game. In short you have to keep in mind most new players to your MUD want to play the game. They don't want to wade though hundreds of lines of information which is not relevant to new characters. 2. The First Minutes So assuming your new player has not been discouraged by some over pompous immortal barking rules on a login screen, or by having to read six screen full of completely irrelevant information to them they will now see your world. These next few minutes will make a big difference. They made it though the login stage, now they have to decide if they will like newbie life here, and this decision is made in the first few minutes. Like before, there are several points which will effect this decision. Players: Most people will of course type "who" or "users" as one of their first actions. They want to see how many people play the game. If there's no one there they may leave right away. This isn't always the case, however. I started to run a MUD with a western theme at one time. Besides coding a few introduction help files and a general outline of the world I didn't have much time to work on it and soon took it offline. During that time though, new players that would appear would often spend 30 or more minutes before leaving. This was because they wanted a Western MUD and will explore such a world alone. However, unless you have a very unique theme they will often leave. Noise: What type of noise is present in the town square or starting room? If messages of an eleven child running through the streets echoes through the room every 30 seconds it gets quite hectic. People yelling about auctions, automatic newbie help, players running in and out, shouts, channels and more are all very distracting if the player isn't use to it. A lot of this noise can be reduced. Color: This is a selling point, but not always needed. Colors will help separate different types of noises and can be quite appealing. Descriptions: I can't tell you how many times the first room I log into has a description that fills my whole screen, and when I read it, it is giving me instructions on what to do. This is crap. I log in and I'm still in character creation. "Welcome to MyMUD. You are my guest here, do as I say," blaa blaa blaa. If that doesn't throw people off I find all MUDs like this end up having their custom area descriptions of one or two lines only. Descriptions describe stuff, or they are suppose to at least. Ok, so they now the player has logged in. There's a good player base, or just the right amount of useful colors, the room description describes stuff instead of shouting orders and he's not spammed by dozens of newbie irrelevant messages. So your newbie is going to stay, maybe. Now comes the third impression. Is newbie life here worth it 3. Newbie Life If your newbie is still here you almost got him hooked. Now he needs a reason to put work into the character and to come back tomorrow. People will come back if they have friends who play, have a goal to make or have a good time. People: You need a friendly player base. Now most people are proud of their MUD and are willing to help others. It's hard to control your players and not much can be done if you get a bad bunch. We have a rule of "no harassment" which we have only had to use twice in two years. With this rule we can ban anyone who is found harassing another player. With new MUDs you can't be afraid of deleting 5 players who all know each in real life and are causing problems on your MUD, even if those 5 players are 80% of your player base. Get rid of them or you will lose many more good players by their actions. Goals: Goals can be levels, skills, stats, money and so on. Better amour, better weapons and the like are also goals, but they shouldn't be newbie goals. The way to make players come back is to make their goal "to explore". The first MUD I played had a corpse in a bedroom and you had to find his murderer. I must have spent a week looking for the answer, unfortunately the quest sucked and I was quite disappointed in it in the end, but by that time I had friends there and other goals as well. A Good Time: This is the most important goal for the administration. To give a newbie a good time their first time on your MUD. Weather they are a real MUD newbie or a veteran newbie. This means making certain aspects of newbie life easy. Help files should be helpful (that's a whole other article). Money and supplies should be easily accessible for newbies. Either start them with equipment or make it readily available. If they have to work for 10 minutes every time they log on just to get equipped they may not return a second time. These are just my opinions anyways, and they seem to work since we hit over 50 players at peek times every day and we are relatively young still. One last note out there for all MUDs, avoid newbie schools. Sure they are somewhat helpful to clueless newbies, but you have to remember that most people who log on will not be newbies and a stock newbie school immediately shows you haven't put the effort into creating something original. <---end quote _______________________________________________ MUD-Dev maillist - MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00009" HREF="msg00009.html">RE: [MUD-Dev] Attracting players</A></strong> <ul compact><li><em>From:</em> Matthew Mihaly <diablo#best,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00000.html">Re: [MUD-Dev] Battle Systems</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00004.html">Re: [MUD-Dev] Battle Systems</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00015.html">Re: [MUD-Dev] Dynamic muds</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00009.html">RE: [MUD-Dev] Attracting players</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00001"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00001"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><strong><A NAME="00007" HREF="msg00007.html">Re: [MUD-Dev] Dynamic muds</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 04 Oct 1999, 18:54 GMT <UL> <LI><strong><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] Dynamic muds</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 04 Oct 1999, 19:48 GMT <UL> <LI><strong><A NAME="00015" HREF="msg00015.html">Re: [MUD-Dev] Dynamic muds</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 04 Oct 1999, 22:08 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00001" HREF="msg00001.html">RE: [MUD-Dev] Attracting players</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 Oct 1999, 17:59 GMT <UL> <LI><strong><A NAME="00009" HREF="msg00009.html">RE: [MUD-Dev] Attracting players</A></strong>, Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 04 Oct 1999, 20:23 GMT <UL> <LI><strong><A NAME="00010" HREF="msg00010.html">RE: [MUD-Dev] Attracting players</A></strong>, David Bennett <a href="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</a>, Mon 04 Oct 1999, 21:56 GMT </LI> <LI><strong><A NAME="00012" HREF="msg00012.html">Re: [MUD-Dev] Attracting players</A></strong>, Andrew Wilson <a href="mailto:andrew#aaaaaaaa,demon.co.uk">andrew#aaaaaaaa,demon.co.uk</a>, Mon 04 Oct 1999, 21:56 GMT </LI> <LI><strong><A NAME="00011" HREF="msg00011.html">Re: [MUD-Dev] Attracting players</A></strong>, Laurel Fan <a href="mailto:lf25+@andrew.cmu.edu">lf25+@andrew.cmu.edu</a>, Mon 04 Oct 1999, 21:56 GMT </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>