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13437: Re: [MUD-Dev] attracting players

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From: Mud Imp <pkme@hub.cyberwizards.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 26 Apr 2000 11:05:37 -0500 (CDT)
References: [1]
Organization: Kanga.Nu
> On Tue, 25 Apr 2000, David Bennett 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 forgot to mention that the mud has been up online for 5 years. And what
I see frequently happen when I get any newbies at all is they log in, do a
who and drop link or they log in, gossip something igorning the starting
room's message that there are no mud wide channels other than ooc and that
they are in a quiet room, then drop link. They never even look at the mud
to see what it has. Its on cyberwizards.com 9000 if anyone wants to take a
look.




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