Jan 23, 2018, 7:18 PM

@bronn said in Armageddon MUD:

The truth is in @ShaLeah 's latest statement. The game is an exclusive club, and survival of the fittest reigns. They want players who are willing to lose while they get to have fun.

There's nothing inherently wrong with that. But games internal philosophies are going to wildly diverge when you have someone that's chill and wants more players to pop in and has a collaborative mindset (like @ThugHeaven probably from her posts) and then you have dudes that are clinging to an original, 'roar I survived the worst shit thrown at me and now everyone should, sink or swim newbs' competitive mindset.

So yea those two are pretty hard to reconcile, and if you're like, 'well, newbs should have to learn that like I did', that's okay, but that's definitely a competitive design choice and that is making the game way more niche and that does mean anyone with ooc knowledge of how the game works has a huge edge on someone new coming in that does have a competitive mindset. Again, if you wanna do that, it's fine if you do, but yeah of course that's going to be a huge turnoff to most people. The more game-like, mechanical aspects are going to be dominated by people that understand it the best and can use it to their advantage, which is true for every game, but if it has a more competitive bent it's going to be a whole hell of a lot less newbie friendly since unless you specifically create safeguards, you're pretty much relying on every single player to oocly play nice.

And for someone that has a more collaborative approach, working within that framework is a little swimming upstream. Sure, if a new player interacts with them personally, they'll probably have a positive first impression and be more likely to stick around, but the odds of that aren't great. Remember how the first MMOs had no tutorials? Notice how they all do now, with specifically designed newbie garden areas? Yeah. There's a reason for that, and it's not because gamers got worse. And if you are relying on people to find out things on their own and specifically limiting ooc contact in order to keep immersion, giving intuitive tools for them to do so is going to be an extremely large factor in how many stay or not. The really competitive mindsets will see that weedout as a good thing, whether you agree or not really just depends on your goals for the game.