Showing posts with label faq. Show all posts
Showing posts with label faq. Show all posts

Thursday, August 07, 2008

Naughty-Grams

I've stepped up the chat monitoring on ourWorld this week, making sure the site's Code of Conduct is followed by our many, many members. I've sent many warnings, and deactivated a few people's chat functions. The thing is, most of them don't know what the CoC is.

The question is, how do you provide that info to players who aren't the least bit interested in it?

Here are the basic rules, in no particular order:
  • No sex talk. Nobody really knows the age or gender of any of the players. We just can't have it. This sort of talk in the public areas is a more serious offense than private chat (though as I write this, I wonder if my priorities are straight.)
  • No abusive chat. That means no racism or personal attacks (though if I eliminated everyone who used the terms Biitch, ghey, or a$$hole we wouldn't have any players left.) From a practical standpoint, I'm shooting for PG-13.
  • No sharing personal information. Asking for Emails, phone #s, names, and photos is a major no-no. Providing it is also prohibited. Requesting to meet in person gets your account deactivated immediately.
Thems the rules. I just need to communicate them somehow. Suggestions welcome.

-Adam!!!

Thursday, July 24, 2008

Tee Em Eye

Too Much Information

It's a constant battle communicating with online players. There's information they need, information they want, information they don't know they need, and information they think they don't want. Simple!

Most Virtual Worlds are complicated. The more things there are to do, the more features you offer, the more places there are for players to get tripped up. No matter how simple you make each thing, a whole lot of things results in a complex system.

Most people want to figure things out for themselves. If they need help, they'll ask for it when they need it. This has a few repercussions:
  • Features that players can't figure out for themselves are inherently problematic. It's tempting to only release simplistic features.
  • People need the right help at the right time. They're not paying attention before they try to play. They've forgotten after they've given up. That's a narrow window.
  • Engineers, designers, and programmers like to suggest demos, tutorials, and FAQs (oh, they love those FAQs). While not terrible solutions, they aren't particularly effective, either.
What a player sees when he or she skims an FAQ

For complex features, you need the thing to either ramp up complexity gradually, have a robust help system, give live tours/demos, or accept that not everyone's going to be interested enough to survive the learning curve. Is it worth it?

Yes. In fact, hell yes!

Once a player has mastered any sort of learning curve, they are more than just casually engaged. They become special. They become elite. Time is an investment, and when that investment pays off to a player, everybody wins. That's a big deal, and worth working for.

-Adam!!!