My argument is that you are not going to win over college kids with 'Look! We made a slick and cool iPhone app that's just like an MMO to roleplay on!'
By and far, college kids aren't reading and writing like they used to. This is fact.
It's not a matter of 'Kids are reading and writing, we just need to put on cool sunglasses and win them over, guys!'
We're standing around trying to design a new logo for an outdated product when they don't want the product to begin with. This is Marketing 101 and we are failing. If they want our product, they will find it, regardless.
Improve the product for the people already using it, not a userbase that doesn't exist. And don't give the middle finger to that userbase. I hate using a mouse. I do and structure everything I can to avoid using one; I always have. It sets off cubital tunnel issues that have only gotten worse over the years. So yes, I am going to rail hard against people going (more or less) 'I want this button and that button and to click this and to click that and to have to click things for everything except my poses.'
Phone screens are big, but the idea of swiping this way and that doesn't seem like it'll save much territory on top of scrolling by typing exit names? It's just 'new for the sake of new.'
The core of MU is roleplay. None of this enhances or speaks to that core. What would bring people in for roleplay? What are barriers to roleplay? It was brought up earlier, a few things:
- Difficult CGs (a web form only gives this a new interface; it doesn't make the core of CG easier)
- Long wait times for approval (this is on individual staff)
Those are just a couple that have been brought up in this thread. Once people get past the 'shiny and new,' what's going to keep them around? It's not the bevel on the buttons. It's the roleplay and the people on the game.