belowmecoldhands
Savant
- Joined
- Jan 4, 2014
- Messages
- 795
This thread started when I googled "mud non-linear automapper". The idea started when I was logging into Federation 2 and thinking about how to keep track of where I am. I'm using Mudlet and it has an automapper you can script for a mud. I was asking "How do I code the automapper?" Then I got to think about non-linear maps. These're maps where a portal might go to a place far away, or they're maps where NW/NE/SW/SE aren't always adjacent, but instead could be far off in the distance, linking to other nodes. I love these kinds of mental exercises.
I found this link and was reading it:
http://mobfactory.blogspot.com/2009/03/clients-and-newbies.html
Well I can't tell that person exactly what's going on. But I can say that getting lost in a game or confused about what to do is not always what the problem is. For exampe, of all the MUDs and MMORPGs I've played in my life, I only stuck with a couple: EQ and Wurm Online. The rest I might have played for a month or two at most, but never returned. Now, I remember very well the first time I played Wurm Online in 2012. I remember the feelings and thoughts. That game had no in-game map. No direction. YOu're thrown into the world with no more than a couple items. There're corpse runs, for christ sake!!! But I kept playing and LOVED the s*** out of it!!!!! So why did I keep playing? Why do I still have a house I keep maintained, almost 3 years later?????
I think part of the answer is I knew in 2012 how special Wurm Online was. When I logged in and played for those first few days, I just KNEW. See, I'm an old player. I know what to expect from games. I know what I like too. I've been there, done that. When I noticed the game had no in-game map and just dropped me into the world with little more than a "Good luck!", I knew I had something special!!! It was something I liked, in fact. Most MMO's don't do that, especially in modern times. And more than that, the extensive sandbox in Wurm Online was something special too. Many or most of the mainstream MMORPGs do not have a sandbox even remotely as extensive. I played Ultima Online, considered sandboxy by many, and it's far from what Wurm Online has. SWG is dead and gone, but its sandbox was almost comparable to Wurm Online. What other MMO/MMORPGs have sandboxes???? No many.
So what do I thnk? I think not every player WANTS linear safe places. Not every player WANTS directions or to be told what to do. Most players want that, so doing that as a game maker is the easiest way to reach a large audience. However, unless you do it better than WoW, with brighter/flashier colors, you're not going to climb that mountain. More important than figuring out what hte largest audience wants is making something which sets itself apart. See, probably the biggest thing which kept me playing EQ and Wurm Online is thye felt special. EQ was one of the first of its kind! Wurm Online was a rare gem which didn't have glowies and maps and its sandbox is unequeled by most others. So my feeling is if a game wants to succeed in the modern world, it has to figure out its audience AND it also has to blaze a new trail, otherwise it'll just be played and soon forgotten.
So you see all these WoW clones didn't go bigtime because they didn't blaze new trails. They mimicked to perfection, perhaps, but cloning something else ain't good enough. You have to stand on your own and take a chance. Be different somehow.
I found this link and was reading it:
http://mobfactory.blogspot.com/2009/03/clients-and-newbies.html
(...)
3) True new players who probably have never mudded before. These people are the long-term future, as the number of mudlist players is shrinking and blind players will eventually get their eyes fixed. This is also by far the largest market to tap. You don't compete with World of Warcraft unless you're hitting up ordinary sighted people.
(...)
So what's going on? I'll review what the quote says. It says a person is working on their MUD and wants to get people playing and to keep playing longterm. This person wants people who've enver played MUDs because they're the future. Problem is they're not staying. They play for a while but eventually they're gone for good.(...)
The third category, by far the biggest market, is the problem. Since they have no prior mudding experience, odds are very good they downloaded the client, which shows up easily in my stats. I can also track logins based on web page hits. If this class of player is sticking around, I'll see it by looking for newbie players using the client.
This is exactly what I don't see. I see the expected players log in with the client, just as they should. There's a large initial dropout rate, but a good percentage of them level and play for a while. After that they all disappear. We're not keeping people entertained.
I suspect what's going on is they play for a while, run out of stuff to do or don't see the point, and bail. That pretty much describes my first mudding experiences; I got a low level character and basically just wandered around looking at stuff. None of the text meant anything in particular to me, and I would wander ridiculous places because I didn't know where to go or what to do. I didn't even know what the point of the game was.
I clearly need to add a lot more statistics tracking and try to see where the dropoffs are occuring - what level ranges, number of logins, etc. With this information in hand we can improve the introductory areas; but so far, my initial numbers indicate that the dropoffs happen for the newbie areas that are well tested and considered in good shape. So what is really going on?
(...)
Well I can't tell that person exactly what's going on. But I can say that getting lost in a game or confused about what to do is not always what the problem is. For exampe, of all the MUDs and MMORPGs I've played in my life, I only stuck with a couple: EQ and Wurm Online. The rest I might have played for a month or two at most, but never returned. Now, I remember very well the first time I played Wurm Online in 2012. I remember the feelings and thoughts. That game had no in-game map. No direction. YOu're thrown into the world with no more than a couple items. There're corpse runs, for christ sake!!! But I kept playing and LOVED the s*** out of it!!!!! So why did I keep playing? Why do I still have a house I keep maintained, almost 3 years later?????
I think part of the answer is I knew in 2012 how special Wurm Online was. When I logged in and played for those first few days, I just KNEW. See, I'm an old player. I know what to expect from games. I know what I like too. I've been there, done that. When I noticed the game had no in-game map and just dropped me into the world with little more than a "Good luck!", I knew I had something special!!! It was something I liked, in fact. Most MMO's don't do that, especially in modern times. And more than that, the extensive sandbox in Wurm Online was something special too. Many or most of the mainstream MMORPGs do not have a sandbox even remotely as extensive. I played Ultima Online, considered sandboxy by many, and it's far from what Wurm Online has. SWG is dead and gone, but its sandbox was almost comparable to Wurm Online. What other MMO/MMORPGs have sandboxes???? No many.
So what do I thnk? I think not every player WANTS linear safe places. Not every player WANTS directions or to be told what to do. Most players want that, so doing that as a game maker is the easiest way to reach a large audience. However, unless you do it better than WoW, with brighter/flashier colors, you're not going to climb that mountain. More important than figuring out what hte largest audience wants is making something which sets itself apart. See, probably the biggest thing which kept me playing EQ and Wurm Online is thye felt special. EQ was one of the first of its kind! Wurm Online was a rare gem which didn't have glowies and maps and its sandbox is unequeled by most others. So my feeling is if a game wants to succeed in the modern world, it has to figure out its audience AND it also has to blaze a new trail, otherwise it'll just be played and soon forgotten.
So you see all these WoW clones didn't go bigtime because they didn't blaze new trails. They mimicked to perfection, perhaps, but cloning something else ain't good enough. You have to stand on your own and take a chance. Be different somehow.
Last edited: