Sunday, March 29, 2009

Clients and Newbies

I recently released a new client update for Alter Aeon, one that includes (but is not limited to) the following cool changes:

- vastly upgraded automap
- vote menu
- 'last command select'
- various settings now save
- function key alias mapping

This really is a big step forward in the evolution of the client, and I've received a lot of compliments on it. Unfortunately, there is a problem with this client release, and it all goes back to the problem of newbie retention. But before we go into that, here's some background on the current state of newbies on the game.

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There appears to be three primary types of new player right now:

1) Sighted players from mudlists, who generally already have a client. These players usually don't download the custom client, and if they did they probably would go back to their own client anyway.

2) Blind players who use blind clients. They generally don't use the AA client, as it has crap for blind player support.

3) True new players who probably have never mudded before. These people are the long-term future, as the number of mudlist players is shrinking and blind players will eventually get their eyes fixed. This is also by far the largest market to tap. You don't compete with World of Warcraft unless you're hitting up ordinary sighted people.

The mudlist players will pretty much do their own thing. There's a limit to how much you can do with them, as they have their own opinions already. Many are unrecoverable, as they have been damaged by some other mud.

Blind players we seem to be doing reasonably well with. I have no complaints here, other than making the AA client work really well with readers would probably help a good amount.

The third category, by far the biggest market, is the problem. Since they have no prior mudding experience, odds are very good they downloaded the client, which shows up easily in my stats. I can also track logins based on web page hits. If this class of player is sticking around, I'll see it by looking for newbie players using the client.

This is exactly what I don't see. I see the expected players log in with the client, just as they should. There's a large initial dropout rate, but a good percentage of them level and play for a while. After that they all disappear. We're not keeping people entertained.

I suspect what's going on is they play for a while, run out of stuff to do or don't see the point, and bail. That pretty much describes my first mudding experiences; I got a low level character and basically just wandered around looking at stuff. None of the text meant anything in particular to me, and I would wander ridiculous places because I didn't know where to go or what to do. I didn't even know what the point of the game was.

I clearly need to add a lot more statistics tracking and try to see where the dropoffs are occuring - what level ranges, number of logins, etc. With this information in hand we can improve the introductory areas; but so far, my initial numbers indicate that the dropoffs happen for the newbie areas that are well tested and considered in good shape. So what is really going on?

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The final piece of the puzzle revolves around the massively improved automap function in the new client. I tried really hard to play with the mouse for a while, and it worked as well as could be expected. Unfortunately, when using and concentrating on exploring using the map, the entire text window (which contains everything that's important) disappears. Not from the client, but from your mind. It simply isn't as important as the automap. Looking back at it takes effort.

So say you're exploring with the map. You see unexplored spots on the map, you know you can go that way, and you click the button to go there. Nothing happens. You click the button again - you just want to go explore that part of the map - and nothing happens again. How irritating.

Nothing happens because you're fighting. But unless you take your eyes off the map and look back to the main window, you don't notice it. You just get irritated that you didn't move when you clicked the button. And all the scrolling crap in the main window, highlighted and all, really doesn't mean anything to you.

I've got a few things in the works to combat this, including audio sounds for fighting, changing the buttons in combat, and changing the area description to list various positions such as "Combat!", sleeping, resting, etc. That will have to wait until next week though, as I've got a lot of web work to get caught up on as well.

It's definitely a good problem to chew on.

1 comment:

ox said...

The map could be approached a lot like a menu or a map in a console game - it flashes red when you get hit in combat. Other than that, I just rerolled a new character and leveling from 25-30 is painful as all get-out at least in level-appropriate groups. I can get a lot of experience by grouping with my high level friends that i made on my main character, but actually attempting to xp at my own level is sort of torturous. A lot of the problem with a very non-linear game is that you don't know where to go sometimes. at level 25, i have no idea where to go. It could happen at different levels for different players, but I bet that is the main deterrent. They get discouraged, have no idea what you're supposed to do, and just want to quit.