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13442: Re: [MUD-Dev] attracting players
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From: Marc Bowden <ryumo@merit.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 26 Apr 2000 16:00:08 -0400
References: [1]
Organization: Kanga.Nu
--On Tue, Apr 25, 2000 9:53 PM -0700 David Bennett
<ddt@discworld.imaginary.com> wrote:
>
> Critical mass is definately the key... Once Discworld got over a
> certain threshold of people it grew significantly faster. As to
> what gets the critical mass in the first place... Lots of things.
> Some muds with a trully horrible inteface and really interefering
> admins manage it, others with a nice looking descriptions and nice
> admins don't. You need something to make yourself stand out and a
> way to keep players hooked once they are there (initially). In the
> case of Discworld this was obviously the books... There are other
> methods though, advertising is one. Although I found this to have
> limited effectiveness.
>
I have disappointing results in advertizing for *cast members*, and
would welcome any suggestions from the synod.
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Marc Bowden - Soulsinger Dreamshadow:The Legacy of the Three
ryumo@merit.edu 206.246.120.2 3333
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