Showing posts with label online games. Show all posts
Showing posts with label online games. Show all posts

27 August 2012

Me so Halo. I frag you long time.

Looks like this site is still around, at least the discussion is so. Let us discuss Gamecrush.  GameCrush is a site where you pay  to play a game with a person of the female persuasion for 10 minutes.  You have to be 18 or over.  The girls set their gaming mood to either "flirty" or "dirty." Chat is completely open and while signing up is free,  you must purchase credits in order to play. A typical 8-10 minute game costs $8.25, 60% of which goes to the woman, all is paid in credits. Cost per minute is on sliding scale based on your chosen 'PlayDate's" popularity. The popularity is determined by ratings given to them by    And of course tipping is encouraged.   It was available only on  Xbox Live, and in casual Flash games on their site. The flash option will get you six minutes of face time through the girl's webcam, What goes on in the video chat is up to you and your PlayDate. GameCrush says it modeled its pricing structure based on the  the cost of buying a drink at a bar. In a bar, you're basically buying the opportunity to chat a girl up. GameCrush is hoping players will look at their service the same way.

When I first read about it I was like WTF! Who cares who I am gaming with?  But then I am one of those female gamers. A rare breed. A gamer that happens to have indoor plumbing. That was on advantage of the internet and games for me - no one had to know anything about me except whether I could blow your starship to pieces with the rest of my team.  Then I looked at it more closely. Seemed to me this is just another soft porn site. But they must be legit, right? The site even has a LIKE on Facebook button.  

  Jessica Rovello at The Huffington Post said it best when she said "Let's not mistake what this is. It's not gaming, it's simply a new spin on the phone sex lines of the 80s. It's light porn with a twist. If it wasn't, you wouldn't need to be over 18 to join, you wouldn't be able to have uncensored "Dirty" talk over webcams and you wouldn't be able to tip your PlayDate real cash after your session. "

Is it just that? Or could it be more predatory? How old are the PlayDates? How is their age verified, Tracey Lords claimed to be over 18 when she was younger.  In an article from the New York Times in 2005 it became very apparent how easy it is for predators to take advantage of people on the internet,  are the people using the service open to prosecution without their knowing? Are they predators knowing exactly what they are doing?  Why did IGN and techCrush seem to support it?  The main reason seem to be that the owners say they are not a porn site.  So if I say I am not over 50 does that make it true?

We all know sex sells. It sells games, it sells cars and it sells newspapers. But this concept seems a bit backwards.  Seems games sell sex.  If that is the case I dread the future of the human race.

28 January 2009

Gaming addiction - Old problem new awareness?

So a few weeks ago a player on the MUD went postal and started player killing everyone. Some logged off most retaliated. At that point the player started whining that people were cheating and reported to the Administration the perceived cheat.

The admin looked into it, spoke to the players involved separately, spoke to witnesses then ruled it as not a cheat or a rule infraction. The admin then informed the accuser and the accused of the decision. The accuser was upset.

Phrases were uttered like I have spent so much on this game and I do not have a job. I will leave and take my friends with me. This game is my life. I have nothing out side of it, don't take it away.

Obviously this player has issues. The issues are not game related, but personality related. This person (whether it was true or a put on) has now told everyone who plays the MUD that they are not capable of functioning in the real world and has retreated to games as his life. True or not the thought is sad. There are people who rely on outside sources to validate themselves to the world.

We see it in business, people can;t function if they lose their prestige, they fall apart if their department is taken away. In relationships it is what makes people stalkers and in personal ties hobbyists who turn into fanatics.

It is a form of addiction and of escape from reality. So why are there so many these days, or are there? Is it like the perceived increase in woman gamers, just easier to find people or is it truly new phenomenon? Where does the responsibility of the game owners and other players start and finish. Most states have tap laws so that bar tender may not overserve a guest. Should game owners siteban perceived addicts?

On the other hand.. If this is a fairly new problem, why is gaming the chosen form of escape now? What is it replacing? Television, books, or something similar? Or is it because people cannot meet face to face as they did. Are the less tolerant of differences in spite of the lip-service paid and as a result ostracize those who do not fit into a their image of themselves. Or worse does it allow those who are insecure to hide rather than try?

I do not know and am seeking an answer. It worries me that so much mainstream emphasis is placed on gaming lately. All I do know do know that games are supposed to enrich life not be life.

03 October 2008

Thoughts on gaming

I have been thinking about gaming and gamers a fair amount lately. Seems that this is latest manufactured marketplace. What does that mean?

Well, years ago I was an IT professional. I sort of fell into the position because I could read the LAN manuals. I found I liked it. So, i started coding, DBM, etc. Being a D&D player, somewhere along the way I discovered or was introduced to online and PC gaming. BBSes, door games, direct connection to another machine and across the company LAN were the early days of competitive gaming. Then came MUDS. In their heyday MUDS would have maybe 200 people logged in. If their muxes and modem banks could take it.

Then Consoles got into the act (Yes, I am skipping a lot.) Dreamcast started Phantasy Star online. It was a big hit. But the Sega died in the Hdw market, But not the idea. Now Xbox, Wii, PS all have online possibilities. WoW has taken D&D's spotlight as the devil incarnate. And suddenly thousands logged into one game is not uncommon.

Yet still the gaming companies seeks more for their market. So what happened? Why the boom in gaming? Or s it just that we all came out of the closet at once? I suspect it is not so much a boom as a unification in some ways. Remember when I mentioned back there that MUDS had maybe 200 logged in at a time? Multiply that by the list of MUDS that are active on The Mud Connector. Now add a few hundred more MUDs.

It is not that there are more gamers. It is that we are now identifiable. Yet to the gaming companies it looks like a jump. More on this next time.

28 September 2008

Mud promotion

So you are an admin of a MUD and you have noticed a drastic drop in players. Other than the things listed below what can you do? Everyone seems into lists these days. It goes with less time and short attention spans so here is a list.

1. First and foremost LOG in and play your MUD. Yes admins have to show a presence, but they should also play on the mortal side. ALOT. First it shows activity. No one likes to log into an empty MUD, second it keeps you in touch withwhat it is like to start out low and work up. If possible keep the character's identity secret from other Admins. It let's you see how they work from the user side.

2. Talk about your mud on Mud sites, gaming sites, blogs. I don't mean talk incessently but mention it or better yet, just add the info in your signature file if the site does not object.

3. Get the players involved. Start a MUD newspaper featuring their writing. Hold meetings with all clan leaders regarding clan wars, turf whatever. If you have an RP mud work with them on the plot.

4. Hold weekly or bi-weekly OLQs or an xtra reward day like double xp or rare item drop. THat is what the MMOs do, take a page from their books.

5. Offer an incentive program for people to bring friends to play. Nothing big and make sure the friend stays to play at least 3 months (6 would be better) But a special item or extra xp would be nice. Maybe a skill boost even.

Add any you may think of or have tried in the past that has helped.

25 September 2008

Play by Post and other Games: How not to Fail

GamerDNA is a site that remade itself. It seems to be succeeding. I have seen write ups about it on major sites. It is a good site. It deserves it. Why has it succeeded? Is it the slick new skin? Maybe the shift to major MMO's determined its success. Maybe it is the awesome marketing done by the staff?

Well partially all of the above are contributors but, it is not all. It is because the site persevered through the lean times. Except for some periods when Guildcafe (the previous incarnation of the site) was down, the site owners never gave up. They listened to their members and they adapted to the member base. This meant the members stayed loyal to the site. When the staff showed dedication to improving, the members saw a reason to stick around. The site may not be the busiest, it may not be the biggest, but it has a very loyal base.

I am an editor on the RPG Gateway. The site helps RPG players and site owners promote their site. It is heavily oriented toward smaller games, but of course some of the big game publishers are represented. Every editor has at least one section of the Links section to monitor. We add sites, check existing ones to ensure they are still active and offer advice and most of fun of all vote for the Amber Quill Awards and the Gold Wyrms.

I have been doing my monthly vetting of one of my areas. I am saddened by the number of sites I have been removing due to non activity or the site owners closing down the site. I am equally discouraged by the sites requesting addition as new games and requesting a review for a Best of the Best Award. Most fall pitifully short.

So, how do you make a game succeed?

First and foremost in the RPG market STORY is important. RPG means Roleplay Game. If the story is a poor rewrite of yet another hero wins the day, forget it. You need to have characters and a world that is well thought out, a plot that holds the attention of the gamer, and game mechanics that make the whole package work. In other words you need a decent story.

Secondly, you need to listen to your players. Accept not everyone likes the same thing about a game, Accept some may not like a game at all, but listen to the faithful. SOMETHING appeals to them. They are your fans, your core, and your inspiration. Yes, gamers are fickle, but many of us are also sentimental. We will not abandon those who do not abandon us.

Play by Post sites are the perfect example. They are simplest of games, 'Let's Pretend' moved to the web. Yet, I see sites that supposedly promote writing that are run by individuals who cannot spell and seem to not know how to use a spell checking tool. Grammar is non-existent on these sites and the concept of plot is bare. Rules are non-existent or contradictory. These sites rarely last a year.

Then the opposite end of the spectrum contains the elitist sites. You must submit a sample of your writing to to be critiqued. I read one such site's administrator's notes stating they ALWAYS make the individual change something just to test to see if they will obey. Many of these sites succeed for a while, but the 500 word post minimum set by many of these takes time to craft to the standards set by the site owners, and the players begin to fall off.

The sites that seem to be successful are those that assist the players in the game. Ones that are run by literate Administrators, (or at least have one on staff) and are willing to help the players improve in their story telling. Whether the improvements be in story telling techniques or basic grammar rules, sites with staff that are willing to help and to listen are sites that gain the much needed core of loyal players. That is the first step to successful game. A player base.

27 August 2008

Girl Gamers - Part 2

Ok, now that I have had my rant about people wanting to market to those among the gamer community who happen to have indoor plumbing instead of outdoor, let me go off on the community itself.

First there are the members of the community who seem to believe there are no female gamers. That all gamers that run under a female name are male. That no female is capable of playing a game much less coding one. See one of the comments a member of the marketing panel (male member I should point out) was that the industry maybe needed more female coders and builders to draw more "girls" to gaming.

Ahh well I pointed out to him and I will again remind people of the history of female coders in gaming. There was woman on the DIKU development. Pickle Wars was developed by a woman, who else would think of using a salad shooter to disable aliens? They exist, look at any game you love. Maybe there is a female coder on the credits, maybe not, but the fact remains they exist and have for a long long time. The problems are either they do not get much recognition or like me , they tend to be gamers first. Yep they are not INTO making something just for women, they are into making a good game. Or they spend hours, weeks, months developing a game to have the project leads and/or the VP take the credit - like most of the other coders on the project.

So, you want more female developers? JUST HIRE THEM! I know of many women who are in the industry and out of a job. No, they may not be game developers per se but I bet they could blow away half of your C++ developers. Hire the developers and teach them the industry. Give the team time to develop a good game and listen to them when they say something is not working right. Oh wait, maybe you should do that with male developers too. Bugs might not run so rampant in games.

So, why this sudden concern that women need to be game developers? Because the gaming industry has peaked out. Yep. See it used to be people learned to code well then learned to apply that to an industry. But now people teach how to code for a specific industry. Well, gaming has finally ceased to be the loose cannon industry and has become big bucks (thanks for that WOW). It has ceased to be where the independent thinkers and developers go and become a product a label and set of people to market to. And guess what, they are running out of gamers. (Maybe they NEED to produce better games, but we won't go there.)

So they need to create a new set of gamers. They are trying to convince us that women need to game. Now how are they doing this? by showing a bunch of girls around an Xbox. They are having fun. They are all hot. They are gaming in full makeup. Ok that is just an insult. I used to come home from work, cook dinner, take a shower, change into sweats and proceed to blow the hell outta things in Doom. Especially if the marketing department pissed me off. Then I moved to Dungeon Keeper, now it is Overlord. I play MUDs. I build for a MUD. I write for various gaming sites. I do not wake up, put on my makeup and get all dolled up to blow things to bits. Neither do any men I know. When was the last time you saw someone at home playing WOW in suit?

So, how to convince girls that gaming is something for them? By putting women in prominent positions on the the game dev team and marketing that. Only thing is, if the developers all look like the girls in the pictures, we won't buy it. We won't buy your con nor will we buy your games. BE REAL. Just hire excellent coders no matter what their gender is. Let them create good games. Market the hell out of them and price them reasonably. We will come and we will bring our friends.

26 June 2008

Girl Gamers part 1

Another label. It looks like this one is sticking, so it seems time to address it.
First let us look at what it means Girl - female, not yet adult Gamer - someone who plays games.

Well yes there have always been girls who play games. Jump rope is a game, chess is a game, Ace Deuce is a game (I still own you Brent), females both adult and pre-adult have been known to play these games. But the epithet Girl Gamer refers to any female who plays a console, computer or online game. Females have played these for as long as they have been around too, suddenly though we are labeled and they are looking for ways to market to us. Pity they are probably going to ruin some great games that way.

See this is my problem I am not a girl, although I did start gaming when I was one. BUT I am a gamer who happens to be female. Several things started me thinking about this, but the most recent was on Valhalla. See another female approached me said wouldn't it be great if we had an all female Clan. I said "no".

Why you ask? Well gender in not basis for commonality. Yes, there are some things you can say I have in common with other females, they tend to be biological in nature. However, I like playing RPGs and strat games. My friend prefers FPS, another friend will only play things like Bejeweled and dominoes. Yet, we are all female. So when you get us on a place like a MUD we all head in different directions. I go for the quests or off to role play with friends, Elly heads off to the casino or other mini game and Cathy is off to PvP. Same game different aspects. That is what is great about MUDs.

I used to like FPS, when I did I played Doom, Zero Tolerence, and Descent. I liked the graphics and the playability. They were not games made for women they were made for everyone and were good games. Prince of Persia is still one of my favorite games. Last I checked that was not marketed to women. Why do I not play them anymore? I got bored.

Strategy games work for everyone how do you market strategy and tactics to a gender? Either you can counter that attack or you cannot. Gender does not matter when you are besiege and trying to fend off the attackers hoping they starve and lose troops before they manage to undermine your walls. When running pirate ships against a blockade your plumbing is not going to help or hinder the situation. Either the game play is decent and the situation realistic or it is not.

Earlier this year I took part in a panel on female gamers. It started out as rah rah. Girl gamers rock etc.. Then the nasty truth began to come out. Not all of us like the same type of games. Not all of us are the best at the games, but we still like to play. AND not all of us like each other. Because well, we are people and guys don;t always like another guy just because they are male and play the same game do they?

We were asked what could be done to bring more women to gaming. None of us agreed. Some wanted to lose the chainmail bikinis and get real armor. Some liked the revealing nature because it showed they could kick ass with less than a guy wore.
Some wanted some beefcake, some said no it would embarass them. Some wanted to save the prince, - ok most of us wanted to save the prince. It was what we did with him after we saved him that we differed on. Our point to the marketeers - yes who else would hold such a panel - was "Look either you game is good or it isn't. If it is good we will play it. If it is not we won't. It's that simple."

As for us uniting because we are all girls I think one in the panel said it best. "If you are on the other team you are my opponent. This time we may be team mates, next time you may be on that side. When we are on the same side I will work with you. But when you are against me I will do my best to kick your ass." Yep, that is the right attitude GAMER first.

23 May 2008

Since When are Gamers Quitters?

Ok, I started sounding off about this elsewhere, but since the phenomenon has transcended the MMO. I feel it necessary to go into deeper analysis. Cranky Old Gamer mode is ON.

Alas, for the gaming youth of the world. The demise of the game over screen seems to have led them down the path of many of the CEOs of companies. As long as you succeed it does not matter how. As long as your numbers look good who cares if they represent reality. I am talking about the quitters.

We have all known the people who if a game is not going their way, they pitch a fit, stop playing, take their ball and go home. I have always assumed that these people were not true gamers. I may still be correct by my definition of gamer, but it seems not by others'. I have to wonder if that little reset button, or reload or lack of a true sense of losing has lead to this idea that one can always win. I have news for you. You can't.

We have seen the aftermath of result driven people in various companies; Arthur Anderson, Enron, and others too numerous for this old feeble brain to call up at the moment. The mentality of having the numbers, the stats, at whatever cost, even at the cost of lying, cheating and stealing is what led to those fiascoes. Alas, it seems to have begun to pervade the mentality of gamers.

I first encountered the quitters on a large scale in an MMO. The problem with an MMO is that since it IS massive, the likelihood of knowingly running across the same player is lower than on a smaller game. I suspect this makes players feel safe about leaving a party in the middle of a quest or mission because the prospect of failure is looming over the group. Maybe the healer died. Maybe a character or two did. Now there is a death penalty. Be it lost experience, lowered stats whatever, the player leaves without a word to his or her brothers and sisters in arms, thereby ensuring the group's failure.

Of course, the one leaving if confronted - and yes I have been known to hunt them down and ask in tells "WTF is your problem leaving like that without a word?" Usually there is an excuse "I have to go, Mommy is calling." - and they switch to another character (associated friends lists are SO nice) or I hear that the entire party is lame and they are not going to play with so many incompetents. (Ok so I raised the level of the bailers vocabulary a bit I admit)

I wonder what it would be like if a quarterback left the field because the team was losing. Not the same you say? What about team PK or games online. I have seen over half a side bail out when they were losing. THe same excuses prevail. Now, it couldn't possibly be that they other team is better armed, has a better strategy or that they are better prepared or even just got lucky? Nope. It is never that.

Well, it finally got to the point that set my blood boiling. My daughter plays Go. She has been playing for almost a year. One saying about Go we have heard over and over is the Quicker you lose your first 50 games, the better. In other words, the more people and games you play, the better you get through experience. Recently she started looking at online sites that match people. Being new to the sites she has a low rating. So, someone challenges her. Now, she is not a master, but she is not a beginner either. She wins pretty consistently against the people she plays, but she needs new challenges. So she logs into a site as a new player, gets a challenge and the player bails partway through the game as it becomes apparent she is not an easy opponent that will boost the player's stats on the site. SHe tries again, it happens again. She plays a few games, wins some, loses some and logs off. So now she has a rating on THAT site, albeit rather low. She tries another site, same thing. Instead of conceding when they make a mistake, the players just leave the game without a word. Hmm wonder what would happen if Boris Spassky had done that in a chess tournament?

It seems we are becoming quitters of the worst sort. The sort that will leave our compatriots out to dry. The sort that will leave just to preserve the appearance of being good. Never mind that the appearance will be scratched and marred the first time a true challenge arises. Numbers matter more than fun and improvement. Pity. I had always thought that gamers were at least loyal to each other until the game was over and the next begun, except for in Risk and Machiavelli. I guess this is just another example of us old dinosaurs who plod along taking the death penalties or loses on our stats in order to have the personal satisfaction of being able to say I did it. Doing it seems to be less important than looking like you did it. Even to the point that looking like a winner without actually being one is the path that many pursue.

16 February 2008

Gender treatment - originally posted on the Mud Connector

Ok I keep hearing about how females are treated better on MUDS by players than males so I conducted a little experiment. THe idea was to prove my male friend who keeps telling me I get more help than he does wrong. I hit a few MUDs and MUSHES and had some interesting results. No MUDS will be named. I do not wish to start a flame war just to let owners and players know what happened so they can perhaps keep an eye out for the negatives and encourage the positives.

First the set up

From home I created a female character newbie (called Mary below) fighter or rogue type
From another location I created a male character newbie. (called Fred below) Fighter or rogue type

I kept race, class and stats the same or as close as I could except in cases where the MUD engine made adjustments for gender. Characters were created about a week apart.

Here is what happened:

On muds that were mainly hack n slash (fighter types with same stats and race)

Mary got a lot of help initially, mainly from male characters and female helpers. She received a lot of attention and then when I refused to talk about myself personally, interest from the male players waned.

Fred was ignored except for being 'checked on' or when I asked for help directly with things such as corpse retrieval or directions to an area or mob. When it became apparent he was going to stay and was not going to be a nuisance. (I tried not to be a nuisance) (levels 5 - 10) He was accepted as one of the guys and invited into groups more often than Mary by other players.

NOTE: One MUD with a particularly low number of players online at the time I would log in, treated both characters the same. Lots of help from everyone and interest in how the characters were coming along.


OK my friend was right. Females do get more help starting.

RP enforced MUD's

I did not 'test' any MUD that required clearance for RP by sample posts or logs sent prior to being permitted to play. I attempted 2 of those, did not receive an accept or deny in what I considered a timely manner (3 days) so crossed them off my lists.

Mary received about same initial help as Fred in stat/level building on most. Only difference I found here was Mary was walked through or to places a bit more and received less explanation of how things worked or the nuances of the IC politics and situation than Fred.

Mary's RPs seemed to be centered around romance or dating more than Fred's. Most RP offers came from males. Attempts to RP with females tended to degenerate into more OOC chatter than RP. Refusal to divulge personal information was accepted by females in most cases, by males in a few cases it was immediately assumed I was a male playing a female character. IC RP topics religion, backgrounds, business plans, confidence games and romance. Many with other females seemed to degenerate into catfights for the amusement of others on the MUD.

Fred recieved more offers to RP from females and males than Mary. The female characters were more forward with sexual innuendo and suggestions to Fred than males were to Mary. At times I felt like I was being swarmed by the women characters on the MUDs. OOC chatter with females made me uncomfortable (most likely because I am not male - they wanted to know more about ME than my character). Refusal to divulge personal information caused some to stop speaking to me, others would not stop trying to find out OOC things. IC RP topics included power struggles, conspiracies, religous arguments, confidence games, competitions and romance.

Fred spent more time overall in RP than Mary and the topics inpacted the overall story more than Mary's did.

OK We were both right. Initially the female got more more RP, but the male got more significant RP and his invitations went up, as hers went down.

PK Muds (non rp enforced)

Mary was assisted much more in gaining eq and levels, but was attacked less overall and largely ignored. Mostly IMMS older players and long time players offered her advice and warned of PK tricks used by other players.

Fred was assisted somewhat and immediately drawn into PK. Almost all characters had an IC reason or RPed out something before attempting PK. I died a lot. (I am lousy at PK) When it became apparent I was not a challenge, most attempted to assist me in becoming better. Some of the unethical tricks Mary was warned of were used on Fred with no warning.


What I found interesting.
Back in the day there were few female gamers. We tended to hide behind male characters to keep from being swarmed by the guys, that position seems to have reversed. There are more female players these days and there were times I felt overwhelmed by offers to RP. On most MUDs with xsocials invitations to use them were many when I played Fred. When I was running Mary it might be mentioned once or twice by a male character, BUT I had some female characters coming on to me as strongly as males and for orgy type situations.

Possible explantions:
Fear of accusations of harrasment? Fear of my being underage IRL? Those fears do not seem to apply to the women when approaching Fred but they were brought up when I was playing Mary. This is a sad reflection on our society in general.

Fred was privy to more female's opinions of other female chacters than Mary was to info about other males. In one case Fred was told by a female admin that she wanted to run Mary off the MUD because she got too much attention from the guys.

Females DO get preferential treatment initially. It continues to a lesser extent in questing, Mob killing, etc, but NOT in grouping in general.

Males are ignored more intially and generally viewed with more suspicion.

Some suggestions:

*Most SWR MUD and MUSHES have players or IMMS that understand annoyance hunger/thirst/tired spam causes in RP. On almost everyone I was on (6) I received money to have a cyber implant to stop that. No other RP MUD seems to have caught onto that.

SUGGESTION: If you run an RP enforced or strongly suggested mud disable that code, increase the waits or create an item that suspends it. (Or get really fancy and find a way to suspend it when RP mode is on.)

If you have an RP enforced MUD, check periodically that everyone is getting the level of RP and type that they want.

Discourage OOC chatter it breaks a player's concentration Or set up a RL OOC channel and a META GAME OOC channel. Allow only game chatter in the META. OR create an OOC zone lounge that players can enter and sit and chat about rl for a while.

Do not ever assume that any player is the same sex as their character. I was accused of being a male playing a female more often than female playing a male. What is interesting is that the females spotted me as a female player whereas not a single male suggested I was a female playing a male.

Forgot to add this On PK MUds I played a fighter type and on RP I played a rogue type. What can I say I like my thieves and assassins.

OK You were right, Kutter and Whistler.

15 February 2008

More Ideas to KEEP new players - Game Economy

So with any RPG be it multiplayer or not there is a definite progression and one that makes sense to an extent. It deals with making money and finding objects. As a new character in any game you are poor and lost. In an offline RPG you have to spend time wandering around finding things. It used to be you usually got 3 to 5 lives then it was game over. But let's face it what gamer did not save at multiple points in case of such an occurance?

Now for difference with a MUD and that is how such saves as as a consequence such character development is handled.

First there are the MUDs that basically have infinite lives. The Mud I play mainly, Valhalla, is of this sort. You die you sit at Odin, you lose experience and you repopulate in a central spot. Then off you go to find your corpse (Player corpses hang about for about 3 days real time if things are in them). You regain your stuff off your corpse and mutter a lot about lost exp and go on with the game. Now this mud does have a final death due to age. BUT one can remake the character using the same name after deleting the dead one or if you catch it early enough rebirth the
character along a new path. Each have advantages and disadvantages and let a player build a character.

Then there are permadeath Muds. You die, you recreate. Some are even set so that you cannot recreate using the same character name for a period of time at least. These are most realistic and tend to be more RP oriented or use the MUSH engine. Some are types of RPGs that reset every so often to allow all players an even playing field. These are probably the most frustrating for a new mudder.


Then there are the hybrids. SWRs tend to be of this nature. They seem to have originally been developed as permadeath but somewhere along the versions copies were permitted (clones, memory saves, magical copies). So your character is frozen in time as it were at he point that you last chose to save, like a stand alone rpg. Usually there is an in game cost associated with this from incredibly high to very reasonable depending on the game.

Most online games have a group of people who are designated to help new players. Many of these are just long time players of a game, some are IMM level, some are that dubious halfway between IMM and player. The good guides sort of mentor the newbie and keep close to them telling them where not to go what not to touch and let them wander on their own. This actually works for all three types of games. HOWEVER, money is where the problem starts.

You see it takes money to make money on all of these games. Now back in the day when muds ruled you would get 40 people on and lots of help offered and received. Lots of things in the donation rooms, things that help a newbie start out. EXPENSIVE things, hard to get items from hard to kill mobs. These days muds have fewer players. Yet the case still holds that the big players have the cash and the power and the new ones are learning.

So, my suggestion is this - make newbie shops and vendors. Characters can buy from them until level whatever you mud decides is avatar (50,60,100). On games where one needs components for spells or skills, sell those things cheaply. limit sale to a character per rl timing (say 5 or 10 of an item every 2 hours). The price could either rise according to the character's level or once the character hits the designated level they can no longer use that vendor or the prices change to come in line with the rest of the MUD economy. Which should be EXPENSIVE.

The way most muds are now, the players that need the it the least have access to the most inexpensive required items because they have played there the longest and know everything. Yet it is the newer players that need encouragement to stay and build. So, make it gradually more difficult so that your long time players with big characters are not sitting on all the money and the little ones get discouraged and leave.

Second suggestion: allow a donation bonus to the big boys. If a character donates newbie gear or items to a donation area that has a level limit set on it they get bonus points of some sort. Som many points and they get a special item. THat would also stimulate game economy. Make the big boys spend their cash and help the little ones become big ones. It is hard enough getting exp and training stats since training costs money. The big characters usually have trained everything. let them 'endow' a newbie. This might give the old timers a fresh look at the game through a newbie's eyes and ease the workload of guides. It would also encourage older players to make friends with newer ones or even with older ones they might not have interact with much. Set up a locale where oldbies can adopt a newbie. Randomly assign the two players. At first, sort of keep them apart, letting the old player know of his newbie's progress then say around level 10 have them meet. Now only some of this can be done via code, but it might lend to some interesting new player and character relations. Imagine a trandoshan newbie on an SWR Mud finding out his mentor is a Wookie. That would set up an interesting roleplay situation.

If any of you have other ideas go for it. Post them in the comments.

15 January 2007

Weirdness

Ok, I am a gamer. I admit it a hardcore gamer. Being an oldtimer, I tend to like text based games known as MUDs, MUCKs, MUSHs, What have you. Some of these are hack and slash, some are pure role play, some are a mix. But MMPORGs and graphic based games have pulled players aways from these old style games and we get damn few new players. So my question is, why do some Wizops seem to go out of their way to chase off players? Then sit there and bemoan the fact they have no players? Here are some recent examples from a myriad of MUDs

Wizop caught cheating - deletes characters caught, harasses all who knew about it then proceeds to make new characters thinking no one noticed the Wizop's consistant playing style and cheats again. Players leave disgusted because the Wizop must always win.

Wizop repeatedly shouts things about a player when the player is not on that gets others angry at the player "Fred is the one that broke into the clan and stole all their stuff, Fred is the thief that took all the money from the bank, Fred is the one that looted George's corpse. Players proceed to PK Fred off the MUD.

Wizop constantly reboots MUD when certain people log in.

Wizop constantly "accidently" deletes a player's character and restores it back 2 weeks. Player loses all exp and gold.

Wizop "loses" certain player's donations to mud.

There is one mud I have played for 5 years now. I have played there because yes sometimes the Wizop is an ass, but I have never seen him actually try to drive someone off the MUD and have seen him give people multiple chances. Why? because the Wizop knows that people come to play a game and game should be fun, not a chore.