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This is a discussion on "Reaching out beyond text MUDs" in the Top Mud Sites MUD Administration forum : Originally Posted by the_logos Interesting point. The main reason we ask for personally identifying info is to help people get back their characters when they forget the password (and sometimes even the character name itself if they are coming back after a long hiatus) and just in general to know our customers a little better. It's nice to be able to see a character and think, "Oh yeah, Pete Jones....cool guy." Of course, people can just lie and put in false info (making it very hard for them to get their character back if they lose ... |
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#91 | |
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New Member
Join Date: Sep 2007
Home MUD: Carrion Fields
Posts: 18
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Re: Reaching out beyond text MUDs
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-How many people were put off before the tutorial introduces your business model? For these, the likelihood of it being the text-based gaming or some other mechanics of the game they didn't like being the reason for leaving. -How many people were put off after they learned of your business model? Some of these people could be players who aren't too happy about your business model, but part of this uncertain crowd would probably stay if you wouldn't ask the registration questions, which at that stage might feel like a commitment. This uncertain crowd is not sure whether or not it wants to make this commitment. This is one reason why registration could be such a turnoff. I think that some of this uncertain crowd might stay if you don't ask them questions that make them feel like they have to commit into it right now. Some of these uncertain players might eventually turn into paying customers if they stay (and even if they don't become paying customers, they are still useful to you as the free players make the game more attractive to new players and paying players can feel that they are special), so it would be financially sound not to push them too hard for information early on as this might scare them away. You'd need the substatistics to gauge the magnitude of this effect, though. As a free to play game, you don't really need any personal information about the player to let him play. If you need some information about him for the payments or the delivery of the purchased product (such as IRE credits), you can ask for such information alongside with the sale when it's relevant. |
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#92 |
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Moderator
Join Date: Jan 2006
Location: Seoul
Posts: 192
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Re: Reaching out beyond text MUDs
I personally don't see any big issue with them asking for that information. All they ask for is name, email and birthdate(required due to US laws and protection of minors, anyone under... I think 13 can't play). The other questions are things like, "where did you hear about us?" and what part of the world you come from(USA/Australia/Asia/etc) which is usefull for a business to get an idea of where most of their customers/players come from.
Not like it's hard to write down false information, and remember what it was you used incase you need to get a password back or something. |
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#93 | ||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,084
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Re: Reaching out beyond text MUDs
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--matt |
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#94 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,084
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Re: Reaching out beyond text MUDs
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--matt |
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#95 |
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Re: Reaching out beyond text MUDs
I think one way MUDs have to attract players is to have clients with maps. Why should someone remember where to go back to? why should someone switch between the game screen and a browser map?
Matt, for your games for example. It is difficult to orient in there. I have posted many times on your forums asking for you and your guys to recode the Nexus and include an automap. Each MUD should have an automated mapper. And please don't tell me that CMUD and ZMUD have one.They do,but do you think that players want to waste time downloading new softwares to just being able to play a MUD? MUDs need to provide features way above of what is expected or thought expected |
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#96 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,084
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Re: Reaching out beyond text MUDs
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--matt |
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#97 |
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Member
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Re: Reaching out beyond text MUDs
One way to deal with it is to make an announcement that you are working on mapping for Nexus and have an estimated date. Then update regularly the progress.
In addition,you can make it as an extra feature available for a one time fee or something |
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#98 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,084
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Re: Reaching out beyond text MUDs
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--matt |
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#99 | |
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Member
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Re: Reaching out beyond text MUDs
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My point is that you and IRE are the leaders in the MUD community(from what I can tell) and IRE announcing/working on something like that will create a good repercussion throughout the community. Me thinks |
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#100 |
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Member
Join Date: Apr 2002
Posts: 123
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Re: Reaching out beyond text MUDs
My experience is that the conversion rate is very low when trying to reach out beyond the traditional community sites. Matt, your stats indicate about 19% at the first barrier, fyi the same calculation at the Wheel of Time MUD gets about a 30% conversion. Where were those banners run though? Your conversion ratio will always depend on the community you're advertising to.
Anyhow 30% is all well and good, but you're spot on, the huge dropoff happens in the first minute of actually playing - when they discover it's text, when the text whizzes by impossibly fast etc. I completely blame ourselves, we could be so much better at anticipating what problems new users are likely to have and doing something about it. Imo, a GUI-like interface which splits the various outputs into several boxes would be the answer, something along these lines or better which Flash and I wanted to develop 5 years ago at wotmud but never had a chance to. I also understand from some thread I saw elsewhere that you're also in the midst of developing a MUD based on a specific book theme/author. You'll find that helps because there's a base of people who are already interested in that world. There are certain things you should do now to maximise your return from that in a year's time though. ... my request to all you commercial guys would be this. If you could give some GUI based on the standard MUD applet that any MUD could hook up with some minimal config back to the mudding community without strings attached that'd be great. You're all developing these in some shape or form, and whilst it gives you a competitive edge, if the community as a whole doesn't do something to help itself it'll be in deep doodoos sooner or later. Matt, you're talking a lot of sense in this thread about what works and what doesn't, and although we'll always have our differences because you're commercial, everyone who runs a MUD should be paying attention to this thread. Especially the fact that the data is based on stats rather than gut feeling. What we have are the benefits of analytics and data tracking; I'm also an analytics and data tracking weenie. I'd recommend anyone that doesn't to get interested in this subject and use it to work out how to prioritise your resources (which in the case of us free guys, is time and effort). Last edited by nass : 04-01-2008 at 09:54 AM. Reason: typo |
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#101 | ||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,084
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Re: Reaching out beyond text MUDs
Quote:
Quote:
--matt |
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#102 |
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New Member
Join Date: Mar 2008
Posts: 9
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Re: Reaching out beyond text MUDs
One main thing gets people to stick around:
Empathy for their PC. How you go about that is the key. I have many ideas that I'm just now starting to impliment on our mud. Whether or not it will work is the question. I seem to think it will. |
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#103 |
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Member
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Re: Reaching out beyond text MUDs
One thing I think people are forgetting is interaction with other players.
As you all know by now,I have been trying to get into IRE muds and specifically Achaea for some time,but because of RP requirements,I was never able to. I switched to BatMud,but somehow I got bored of it or something. Anyway,I am still playing BatMud,but this week,I decided to give Achaea another try and I have to say that this time around,I like what I am doing. Much of this change is due to me being a Monk,instead of a Ranger or Paladin. At least in Achaea, the Monk provides much more interest(at least to me). In addition, there is the interaction with other players. In the Monk clan, people are helping at all times. They guide newbies during their first steps and further. Contrary to the Monks, what I have found is that the paladins and the rangers(which I have experienced) only give the reading material and let you deal with everything alone. And that is something that doesn't help newbies. A solution to this problem is to have more official helpers per users number |
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#104 |
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New Member
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Re: Reaching out beyond text MUDs
In response to the OP, I recently posted my thoughts at WGfriends, and...
To sum it up, I wouldn't have ever discovered the world of muds if it wasn't through a famous, populated, graphic-client-enriched mud, which is Achaea. The nicely designed, colorful client helped to balance the influx of text without overwhelming me. But it still took me a few months to dedicate myself to the game. I kept coming back, getting repulsed, and coming back again with greater determination. Even though I no longer play Achaea, for me it was a gateway, a gentle teacher, and an enlightening messenger. Perhaps you could use this information to bring in more players from the netherworld? ![]() |
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#105 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 365
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Re: Reaching out beyond text MUDs
I think this is the case with many players that come from the outside who didn't know about the wonderful world of MUDs. It was similar to me when I first started, but on a cheesewiz client and not an ounce of graphics. Loved it though.
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