[MUD-Dev] Separating newbies and oldbies
Ola Fosheim Grøstad
olag at ifi.uio.no
Wed Sep 15 14:20:54 CEST 2004
Hypothesis: Oldbies ruin the game for the newbies.
- Newbie proudly announces what he has found. Oldbie says "old
hat, you want the-coolest-item-in-the-world".
- Oldbie drags newbie around the world. Burning discovery
potential.
- Oldbie tells newbie what is not worth doing. Burning content.
- Oldbie tells newbie what the game is about. Limiting sub
cultures.
- Oldbie kills easy monsters. Limiting gameplay.
- Oldbie rerolls, plays up new character. Limits Peerage.
- Oldbie chats on private channels. Newbie experience a silent
world.
Main problem: How do you keep oldbies out of the way?
Sub problem: How do you aggregate newbies?
Sub problem: How to get rid of structures that tie oldbies to
newbies?
Sub problem: Lack of control over communication.
- Guild chat
- Fansites/Forums (can't be helped)
Proposed solution:
- Tie subscription to server-cluster, not game. Allocate new
accounts to a newbie-cluster.
- Make the server populations large enough to prevent incompatible
global cultures. Allow players to move between severs outside the
newbie cluster.
- Focused marketing each time you open a new server. Expansion
etc.
--
Ola - http://folk.uio.no/olag/
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