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Old 12-31-2007, 09:46 PM   #91
DurNominator
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Join Date: Sep 2007
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Re: Reaching out beyond text MUDs

Is it possible for you to track the numbers on a certain part of newbie tutorial completed? This would be an interesting data for the purpose of understanding why 96% of people who create a character in your game don't like it enough register to keep playing. If the newbie tutorial is divided in missions or parts, you could keep a track on how many people complete what stage of your tutorial. This way you could locate the stages where the dropdown percentages are the largest and see how you could improve that part of the tutorial. If a lot of people complete the tutorial and still won't register, then the registration process itself is one possible reason. By reliably tracking the the subphases, you can guess the reason to be the previously completed part of the tutorial or the part during which the did eventually quit. The numbers for the substages will help you to locate the potential problem phases and with those, the reasons for the players turning away from the game and their magnitudes could be more reliably determined. Some interesting questions:

-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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