@auspice said in Alternative Formats to MU:
By and far, college kids aren't reading and writing like they used to. This is fact.
Except I've seen plenty of studies that say the reverse. Sunny even quotes one a step or two above. College kids aren't reading print books like they used to, but they read on iPad or iPhone or Kindle quite avidly.
We're standing around trying to design a new logo for an outdated product when they don't want the product to begin with.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.
Except, as Roz has pointed out, there are many demonstrably excellent RPers doing journal RP, Tumblr RP, forum RP, and so on. And as both Roz and I have experienced, if you point them at a MUSH, they go "Wait, I have to download a special program? Okay, how do I set this up. Okay, what's this +cg/adjust stuff I have to do? This is weird." and go back to the familiarity of something in a browser they already know how to use.
We mostly know how to use +bboard, though as Tat has pointed out, folks sometimes still have to check the particular syntax, especially for +bbnew, +bbsearch, etc. type commands that tend to be custom per-game. But you know what? Everyone pretty much knows how to use a web-forum when it comes to bboards.
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:
People complain the hobby is dying. That we're RP'ing with the same people over and over again. That there's no new blood.
If we assume "there's no new blood" is a problem, and that new blood is something that infuses new life (and thus new RP) into the community, then making MU*ing more accessible to people absolutely enhances that core.
As was pointed out by several others already, T:L&F made a huge concerted effort to find RPers in those environments, to handhold them through the adjustment period, and get them into RP. As a result, it's a fairly large, active game with a lot of young newcomers to MU*ing.
Now, if you don't feel that the hobby needs new blood that's an entirely different matter. But it felt like that was one of the premises of this thread to start with, and the question was more "If this is true, how do we make it more approachable?"
- Difficult CGs (a web form only gives this a new interface; it doesn't make the core of CG easier)
I disagree completely, and I have my own personal anecdote to back it up.
I recently tried my first WoD MUSH. I found the chargen system impenetrable and confusing. And I'm an experienced MUSHer (and codestaffer!). But the chargen just... having never played WoD, much less used that particular chargen system, it felt alien and off-putting to me. I nearly gave up right there in chargen.
And then I realized, hey, I could make my character using the character sheet plugin in Roll20 and copy it over. And now I had something that did the math for me, which let me pick things and read the definitions from the books as I did so, etc. Suddenly making my character was a great deal easier.
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.
But if they can't get through that initial push they're not going to be on the game in the first place to stick around.