@Faraday said in The 3-Month Players:
@Trashcan said in The 3-Month Players:
I also don’t agree that all players want to stick on a game but the game fails them, and I don’t agree that you can make the game so shiny that these people will stick when they would have otherwise gone off to the new shiny thing. Some people are 3Ms and that’s just the way they are. You can make the greatest, most inclusive, most content-having, most relationship-building game anyone has ever seen, and they will still wander off to check the next up and coming game.
Just because the game isn’t meeting their needs, that doesn’t mean that the game failed them. There’s no conceivable way that a game can appeal to every single MUSHer out there, because many of us want different things out of a game.
There are many reasons folks move on from a game. I’ve just seen zero evidence that there’s some kind of ticking 3-month clock (where they’ll move on just because of “novelty” if the game is otherwise a good fit for them) built into the majority of MUSHers. YMMV.
I agree with this.
I think the “Bubble” is basically just what happens when a whole bunch of people try something out. Think about any sort of “trial” or “demo” program you’ve ever been involved with - if there’s something ‘hooky’ about it, then you’ll absolutely get a lot of people who initially show up to try it out–but the majority of them are always likely to find that it’s just not right for them.
That can be for a myriad of reasons: some element of the theme/plot is offputting, the active times aren’t when they can play, their friends aren’t interested in playing, maybe the first few scenes they had didn’t go well, or maybe the character they made doesn’t really “fit” either them or the game but they don’t have the energy/investment to make a new one, or heck, life gets busy/stressful and you miss a week of that New Game Activity and you come back and it’s like…well now I don’t know what’s going on and you just don’t have the energy to try and find out.
Your initial rush of players are “freebies” in some ways, because they will try out EVERY game that’s vaguely in line with their interests. But you won’t keep most of them, even if you offer to send them ice cream or something. What you can do to try and control what parts of that attrition that you can control is a) be ready for that rush as much as possible so that people who MIGHT stay don’t feel neglected or like they can’t be seen among the throng, and b) have an answer for what happens when you lose 60% of that initial rush, including a lot of people who were enthusiastically participating in things.
Things like the Search rotation mentioned above, or what Arx did with its chapters and broad areas of entry can help sustain a steady influx of people as long as staff can sustain the work involved in those and people can feel like they can have a nice balance of Plot RP and Personal RP.