Novice Recruitment/Retention - Ideas?
So! I have noticed that the general amount of novice players seems to be lower than I remember - however, I could be/probably am off-base on this (memory does warp perceptions!).
What I'd like are some suggestions for ways for players to make the game more engaging for novices. I remember I, personally, was thinking Aetolia wasn't for me at around a month or two in (I felt pretty solitary), but then I managed to snag Anfini's web boots and some other credits from the first treasure hunt and thought I'd give it a second try. Ensoi started stalking me, and I realized how fun and engaging the game can be when you have pals and hijinks to participate in.
I'd love to hear some ideas for ways to help get newbies excited and enthralled in Aetolia. Maybe events/contests you've held which have had success, maybe tips for teaching them, tasks you've set them on - in short, ideas, please! I would appreciate suggestions to help make my guild/city/the game! more fun and engaging for new players.
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"The smell of dusty fur, sweet smoke, waiting and patience, a thing that time cannot kill. The moth that candles won't burn."
Sure, you can try holding events, but what can you do when there's only ever three or four people at most around at any given time? That sort of thing only ever seems to work if you have the numbers (and enthusiasm) to support it.
For smaller orgs, I've found that taking a very personal approach can be pretty effective. Taking the time to talk to members individually, RPing with them, etc. It gives them something to latch onto. Make them feel important, make it feel like they're being paid attention to, reward them whenever you can find an excuse for it. It gives them the feeling that there's something worth coming back to.
In terms of what we can do, really all there is is hunting people down and roleplaying at them, even if you feel like you really can't be arsed- the biggest problem with Aet for aspiring roleplayers right now is how long you can go without seeing or hearing from a solitary soul thanks to AFKing and dropping player rates in general. If they're actually interested in combat, buddying them up with someone who will teach and mentor them there will probably keep them fairly hooked.
Honestly, buddying people up seems to be the most useful thing- but the downside is, they won't do it themselves, so you kind of have to push them together and hope that it catches. I wanted to trial giving newbies SUPER-IMPORTANT-MISSIONS etc to make them feel special and useful, but there weren't really enough kids that were interested and in the Cabal you can't thematically hand out much more than 'here write a paper'.
There's actually a trick that teachers use which could be handy with novice retention. Sometimes, if there's a kid who's got way too much energy, you set up a buddy system with another teacher where you send the kid to them with "an important note"- it's really nothing- and the buddy teacher, who knew they'd probably be coming, either finds something simple to keep them moving outside the classroom for a little, or sends them back (so they've had a walk and feel like they've done something and might settle back down). It could actually work quite well for GMs and HoNs to set up similar buddy systems between guilds. Getting Carnie or Cabbie novices to help with syssin dead-drops, or passing a covert message through another novice or something are intriguing little bits and pieces which could lead into the kind of RP that has people staying. I'd be glad to do that sort've thing heading up the SRS, if you- or any spineys orgs- want to engage on that level.
When I was starting out, I found the challenge of the essays I had to write and the slog of reading through HELP SECONDWAR and all pretty engaging, but I don't think people approach games quite the same in the current climate- I feel like a cane-waving fogie saying this, but in the old days if a game flogged you, that was normal and you just had to try harder. These days, games come with a 'casual' setting and if it flogs you too hard then it's just stupid and you go and play something different. Which makes it hard for us to keep players in Aetolia, because when it comes down to it this game is not pick-up-and-play. My instinct is that more bitesize things are the key to hooking people, though.
I agree with the sentiment above in that it's near downright impossible to know the right mix that a novice needs that'll keep them invested in their character and the Guild by association. Everybody has a blend of needs, and the unfortunate truth is that a lot of new players expect you to meet those needs with little effort on their own part.
That being said, it's my impression that a strong, pervasive theme is undeniably helpful for creating bonds between new characters and their Guild. Zun is my only character on Aetolia, but he didn't exist before joining the Syssin. He was a faceless 'me' struggling to learn the syntax and history of an alien game. And then his faceless face was struck by the stench of cigars wafting from a pinstriped troll, sitting behind a mahogany desk.
Now I don't mean to blame the Syssin for creating such a truculent, obnoxious street thug...but they were certainly doing everything right to create an atmosphere in which characters could be made. Their GHELP scrolls read like secretive dossiers. Their secretaries were not only shepherds but rolemodels. The GR2 requirements (and GR2, not GR1, is important) were devilishly clever in encouraging players to flesh out their character's history, their mannerisms, their description--to investigate the very nature of roleplay from within the ruse of roleplay itself.
And that's my idea of doing it right. Give new characters a place to belong. Give them a Guild that's confident in its own identity and voice, that's fertile ground for exciting characters to grow. Have Guild lingo, mentalities, history, outfits, etc etc all lined up and ready to go. In my opinion, being a member of that Guild should mean something more than the class it belongs to.
They made me feel like an awesome badass.
A novice doesn't have to be able to murder the faces off an entire army or clean out a whole city .They don't have to be smart and they don't have to be unique. But they do need to be appreciated.
Reinforce them with positive things at every chance you get. Roleplay with them a little. I've lost count of how many Novice Aides and Secretaries and even the occasional Guildmaster who has treated one of my lowbie characters like just another interview to get out of the way so they can get back to bashing or designing their next line of lacy undergarments.
People make the mistake of relying on the Novice's desire to play to keep them around. Often, it's not enough. Here's an example of what I consider something that should be done. (This is entirely example and not directed at you Moi, I'm just going to use the word Carnifex.)
You're a Novice Aide in the Carnifex and you have a new recruit. It's a real newbie and so you spend time time teaching them the basics. Once they've got that down you move onto teaching their first lessons. Say they get up to Adept and you equip them with their first Halberd. Demonstrate, THROUGH EMOTES, how to use the weapon. Have them strike you a few times and roleplay that it's knocking you around. There is nothing more satisfying than being told that you're now a trained death dealer and your enemies should quake and shiver in their beds at the thought of you through the long dark.
This is just one example, and a pretty basic one. But regularly interracting with them, helping them advance through the ranks and whatever Guild sect they're part of can mean entire worlds of difference between them being your next Archknight of the Carnifex or running off to join House Bahir'an and hang out with that awesome guy Fenrir.
Reading this thread, it sounds like forwarding new players to an #Aetolia or #YourGuildHere IRC channel might be the best thing for retention.
I think a huge issue with text games as it is, is the sheer disorientation people experience when starting out.
The tone of the ring makes a big difference in player retention as well. If it is overwhelmingly negative with lots of ragey yelling and talking shit, it makes me not want to stay on and participate. I play the game to have fun, not get yelled at by some manchild pile of artifacts who can't stand losing between bouts of mudsex.
1. Be positive, offer tips and encouragement not blame. Its easy to assume people are alts nowadays (because they normally are). But it doesn't mean they're used to combat.
2. Do not demonize your opponents. Its easy to get caught up in the mentality. But it just looks petty and drives people off.
3. Avoid slurs in general. Don't call people Xwhores, bitches, Xsluts, stuff against the language rules, or use rape to describe victory. Its great if its just you and your friend if you want to call each other names. You may get it, but someone else might. If someone tells you something offends them and maybe asks you not to do it, try and oblige it.
Basically, the community is small enough that our interactions have a real strong effect on player retention. As a counterpoint, if we shun the people who participate in behaviors counter to the list above, you start a culture that shows clearly what it wants, not "oooh, its X..its just how he is."
If we act like adults and actively try and encourage people to get involved without the pressure of being perfect every time and pushing a good environmentthat is encouraging people both IC and OOC, you'll see it start to pay dividends soon.
- It is disheartening when HELPs haven't been updated in RL years (those dates are visible! It makes things seem neglected, not stable).
- It stops being fun when the requirements don't make much sense and aren't well explained (WHY do I need to know about all of these gods when they aren't even our patron?, or requiring combat tactics to progress when there's no real resources available, and people are unreliable) - integrate things into the RP of the community.
- It makes progress and integration unfun when the writing is just bad (Update that stuff - I personally remember at least, that it was such a refreshing change when the Syvelium and Seluno brothers were actually engaging to read, at least in comparison to other guild reqs).
These things are especially important when the org is otherwise small or not always responsive.
Otherwise: Really look into your Org. If your org is advertised to be X, but doesn't live up to that (they aren't pure, they aren't' corrupt enough, they aren't fierce enough, etc), there's a larger disharmony that can and does discourage participation. Orgs are judged by their members, good and bad. Sometimes you also need to sacrifice or compromise personal RP for the betterment of the org - it stops being about you and yours, but everyone else.
Prolonged RP right after creation is not a great idea. Interweave your RP in the progress of getting them the information they need to get out and get started right away. The first few days in a MUD can be overwhelming. There is a TON of things to learn. It's best to break it down to the absolute basics and let them get out and start using their skills, get a feel for the mechanics and theme, and when they are done running around, go harass them in person.
- Handing out free things. You wont believe how being given lovely free items made me consider sticking around as a novice. I was given a caged pet, gold, clothing, vials etc. It really does take alot off a novice's shoulders and makes them think how awesome the community here is.Taygeta really was helpful in that department.
- Interactions. I know alot of the players are already busy with their own game times and schedules but interacting -really- does help. I recall early on when I had a novice in Enorian and though I stood/walked around Enorian for 2-3 days, I got no interactions. I then visited another city and was swooped up in interacting with their community almost immediately. This helps alot.
- Dont be mean to novices. Yes I know many of our players might have it as part of their RP to thwap down a disrespecting youngster or showoff their superior standards to perhaps gain some form of idolization, but really it does nothing but effect the game badly. Be nice to novices, even novices from enemy orgs. If you have to enemy a novice for being Undead for example, first send them a friendly tell explaining why you are enemying them and apologizing if they take this the wrong way. It will definitely breed a more mature idea of the playerbase rather than thinking "Well that was pretty childish of them..".
- Hunting. Yes take them with you hunting, god knows many (but not all I admit) people abhor the idea of starting a new character somewhere but having to level them up. I remember when I first started and groaned at the idea of hunting, but @Alexina appeared and took me above and beyond to hunting areas that helped me shoot up. @Ezalor too was a big help with his handing out of chalices, chocolates and even appearing whenever I died to Mobs, just to ressurect. This really takes a load off of a novice thinking he has people helping him through the tough situations.
- Finally, claiming PK on a newcomer. Newcomers already are generally unfamiliar with how things are generally run, so if they happen to have somehow crossed a line, then explain to them first what they have done and the repercussions that could follow. Give warnings before clobberings.
Final edit: Two more things, and this will sound a little bitter, and possibly offensive, but I notice I've never interacted with a majority of you here, but I have seen you about more. I understand you have your groups or what not, but this is not just an MMO game, or a text game. This is an RPG - and basically why people play. Interactions create character development. (Sorry for how ours ended up @Ezrax x.x)
However a lot of novices (myself included) are a bit terrified to just suddenly leap into a group of people speaking tons of languages unintelligible and all I can think is 'emote ignores the rest of you because she has no idea wtf you're saying or referencing to.' so try to mind your language and how you interact with your cliques around others, if they don't feel like they can't edge their way in, a lot of them will just dismiss the interaction and look for something else.
We're not all alts. We cannot just simply feel comfortable interacting just because you're 'there' doing your thing with whoever. Leave openings, we're here for RP and the other things (hunting/pvp interests) come from learning from you, but you can't learn what we're interested in if YOU are not interested in US.
It's my belief that- even if most of the knowledge exists OOCly- an org leader has a responsibility to stop this kind of harrassment in their guild. I'm not saying that the perp should be gotten rid of in an ooc manner- everything has to be handled in-character with in-character facts, but it is completely not a good thing for people to feel uncomfortable or pressured in their pretendy funtime game. It's really not something that org leaders can be lax about. There's minors playing Aetolia, and besides that, getting creeped when you're starting out a new game is a horrible incentive to stick around.
Inactive novice aides are pretty bad too. Idling forever does put a name on 'gwho' but it sure doesn't help people think that there's a welcoming community for them if the person they're trying to ask for help is earthmelded for eternity.
I realise not everyone is upbeat/bouncy/happy to be alive, but if I'm asking you questions about your guild, at least act as though you're overjoyed to be in your guild. Be able to explain what keeps you in the guild, and why it's obviously better than all the others. Be able to explain why I should stick around. Give me a reason to want to care, really. I'm not saying you have to hold my hand and make me want to stick around, but show me why I should.
- the interactions (be it IC or OOC)
- the immersion (learning slowly about a very interesting world I can be a part of)
- the feeling of importance (and be somebody, do big things, affect others)
Basically all of the good aspects that aren't just bashing mindlessly away to level up, but all the things that make a MUD different and interesting compared to other role playing games. Interactions are more deep, immersion is more deep, the role of the character is meaningful.
That said. How about a Forum section just for novices?
So we can ask questions, connect with other members, and learn about the world and it's possibilites.