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<H1>Re: [MUD-Dev] Justifying twinking</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Justifying twinking</LI>
<LI><em>From</em>: <A HREF="mailto:jolson#micron,net">jolson#micron,net</A></LI>
<LI><em>Date</em>: Tue, 18 Apr 2000 18:42:57 -0600</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>
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<PRE>
&gt; Damion Schubert once said to me, "I want a newbie to see the 
&gt; coolest thing
&gt; the game has to offer in the first session. Imagine if they saw a 
&gt; dragon and
&gt; helped kill it on the first day." (Very rough paraphrase here). 

Sounds like a shortcut to boredom, which is one of the reasons I think 
institutionalized twinking needs to be combined with controls, like 
level limits on equipment or geography.  A significant portion of the 
player populace thrives on the continual discovery of new sights, new 
feats, and new abilities - show them the dragon on day one and you've 
effectively said, "no matter how well you do, this is the coolest thing 
you'll ever see."  To an Explorer, that's death.

I think it's better to show them things slightly over their heads and 
just hint at the dragon's existence.  The anticipation is what makes 
the experience exciting - delayed gratification and whatnot.  

&gt; Above all, it cannot be humiliating (cf Jonathan Baron's "Glory 
&gt; and Shame").
&gt; Killing rats is humiliating.

Being killed by rats is humiliating.  :)

&gt; (Remember, we are speaking of averages here... our anecdotal
&gt; perspectives on these things are colored by the extremely visible 
&gt; dinos...it's very hard to gather decent data for a text mud where 
&gt; "departure date"
&gt; is so unclear. But a commercial mud can and should mine all of these
&gt; numbers.)

I'd be interested in the numbers of people who don't extend their 
subscriptions beyond the trial period.  

I'd offer that there is a third barrier point: the point where 
the "romance period," the time during which a player's interest is 
sustained simply by the newness of the environment, ends.  At that 
point the player has a good feel for the features and problems of the 
overall game and is no longer impressed by glitz and glitter as only a 
newbie can be.  I'd further offer that the romance period generally 
lasts only a matter of weeks - usually enough time to make a decision 
about subscription renewal.  

&gt; Institutionalized twinking would be a system whereby elder players are
&gt; incentivized to help newbies in this manner because they need them 
&gt; for their
&gt; own purposes. By all accounts, the old Kesmai Multiplayer 
&gt; Battletech did an
&gt; excellent job at this. The modern example to point at is Turbine's 
&gt; Asheron'sCall. In both cases, the institutionalized twinking is 
&gt; done via hierarchical
&gt; social structures. 

Friends are a resource too.  Because not everyone is adept at making 
them, a social structure that encourages players to help their juniors 
is a necessary ingredient.

Asheron's Call seems to have done well at simultaneously encouraging 
twinking with socio-political structures and limiting its effectiveness 
with skill limits on equipment.  I believe the skill limits are 
critical to the success of this system, because they eliminate the 
resentment of "have-nots" in mostly-uncontrolled systems like 
EverQuest.  In AC there will always be a player who's gotten better 
twinking than you, but it won't be so much better that his abilities 
are radically different than yours.

In addition to social structures and level/skill limits though, there 
is a lot that could be done to aid not only the newbie in finding a 
mentor, but the mentor in finding a newbie.  Things like guild halls, 
message boards, even character flags ("Newbiticus, level 2 enchanter, 
seeking an apprenticeship") would facilitate what can be a frustrating 
and variably-rewarding exercise.

&gt; Mathematically, I'm pretty sure that the number of people you get 
&gt; past that
&gt; inflection point leads to more revenue/lifespan than the loss that 
&gt; resultsfrom the shortened lifespan of a twinked character--
&gt; especially if the maxxed
&gt; out twinked character then chooses to do it over again "on their 
&gt; own" for
&gt; the challenge of it.

If you can't beat 'em, join 'em.  Balance the environment from day one 
with twinking in mind.  Slide the difficulty curve up a notch with the 
assumption that the average newbie will immediately receive a +1 
OrcSquisher from a more experienced player.  Then just make sure that 
experienced players will want to give out +1 OrcSquishers.  :)

-Josh Olson






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<li><strong><A NAME="00455" HREF="msg00455.html">RE: [MUD-Dev] Justifying twinking</A></strong>
<ul compact><li><em>From:</em> "Raph Koster" &lt;rkoster#austin,rr.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00439" HREF="msg00439.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
Schubert, Damion <a href="mailto:dschubert#origin,ea.com">dschubert#origin,ea.com</a>, Wed 19 Apr 2000, 00:02 GMT
<UL>
<LI><strong><A NAME="00440" HREF="msg00440.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Wed 19 Apr 2000, 00:36 GMT
<UL>
<LI><strong><A NAME="00442" HREF="msg00442.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA#Skotos,net">ChristopherA#Skotos,net</a>, Wed 19 Apr 2000, 01:07 GMT
<UL>
<LI><strong><A NAME="00445" HREF="msg00445.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Wed 19 Apr 2000, 01:30 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00443" HREF="msg00443.html">Re: [MUD-Dev] Justifying twinking</A></strong>, 
jolson <a href="mailto:jolson#micron,net">jolson#micron,net</a>, Wed 19 Apr 2000, 01:07 GMT
<UL>
<LI><strong><A NAME="00455" HREF="msg00455.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
Raph Koster <a href="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</a>, Wed 19 Apr 2000, 03:07 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00447" HREF="msg00447.html">Re: [MUD-Dev] Justifying twinking</A></strong>, 
Travis Nixon <a href="mailto:tnixon#avalanchesoftware,com">tnixon#avalanchesoftware,com</a>, Wed 19 Apr 2000, 01:38 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00414" HREF="msg00414.html">[MUD-Dev] Skotos Proximity System - a Technical Summary (LONG)</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA#Skotos,net">ChristopherA#Skotos,net</a>, Tue 18 Apr 2000, 19:49 GMT
<LI><strong><A NAME="00411" HREF="msg00411.html">[MUD-Dev] incremental revenue discussion</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Tue 18 Apr 2000, 19:49 GMT
</UL></BLOCKQUOTE>

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