Showing posts with label guests. Show all posts
Showing posts with label guests. Show all posts

Tuesday, March 03, 2009

Be Our Guest, Be Our Guest!


Everyone has to be a new user at some point. The process, it seems, is hard on everyone. ourWorld uses a guest system for brand new users. Before you have even saved your character or chosen a name, you are a guest. Your name is simply "guestXXXXX" and you can roam around, chat, and play games. Many of the complex interactions are prohibited, for an assortment of practical reasons, but you can certainly get the gist of the game. Because we don't know how old guests are, they are also limited to the chat filter reserved for players under 13 years old, just in case.

Guests, however, have become somewhat controversial. They can be difficult, rude, annoying, and generally unpleasant. In some cases guests are existing players who want to be jerks without tarnishing the reputation of their normal identity. Many established players want nothing to do with them, and as a rule avoid the public places where guests spend most of their time. This means that guests only get to socialize with other guests. Even the well intentioned majority of players are subjected to (possibly) the worst social experience the game has to offer in a small percentage of highly concentrated anonymous bad actors.

We've discussed a number of possible solutions. Here's a sample:
  • Guest Island, a guest only location where new guests appear. Guests must register to leave Guest Island. That doesn't really solve the problem, it just insulated existing members from it.
  • Muting Guests - If you want to talk, Pick a name and save your character. This we're trying out. We're concerned that it will have too strong a negative impact on full registration. (I'm in favor of it, though.)
  • Limiting where Guests can travel. - Like Guest Island, but open to all players. The Boardwalk in ourWorld is already Guest-central, so this wouldn't be a huge change. This might be a good idea, provided the location we choose is dynamic enough to hold their interest.
All of these things narrow the Guest Experience, which seems like a bad thing, but its not. First, we want you to register, and its really easy. Requiring registration before getting the full free experience isn't too much to ask. Most sites require registration before you get in at all. Also, too much experience for a first-time can be overwhelming. ourWorld's complexity overwhelms a lot of new players. They stand there on the virtual street surrounded by choices having no idea what to do.

From a idealistic standpoint, I want a guest experience that is so clear and engaging, that guests don't have time or desire to be jerks. Players tend to be less abrasive once they've earned even the smallest quantity of social capital. I wonder if there's a way to provide that right out of the gate?

-Adam!!!

Wednesday, January 07, 2009

The Deep End

I just received a comment about the ourWorld experience. This sort of feedback is really helpful as we try to mold our site's First Impression.

There are two factors that play off each other poorly.

  1. To provide a consistant new user experience, new users need to appear in a part of your world designed to accomodate them.
  2. When all sorts of new users appear in the same place, they tend to detract from the experience.
New users are more difficult to handle, in-game, than just about any other sort of player. They don't know what to do. They don't know what to say. If there's any kind of etiquette, they don't know it. They don't yet have a vested interest in the site or the community, so they're prone to a level of rude/crudeness that mellows as players settle in.

I like YoVille's party system, because its easy to find and it gives even the newest players a framework for discussion. TOPICS.

The ourWorld experience starts with a mission-based tutorial, but that doesn't last long, and it doesn't satisfy the need to establish communication with the other players. Those other players also don't know what to say, so its common to see a crowded room full of people not talking (or talking crap.)

I will say that once ourWorld players do make some friends, they have a lot of fun. Our loyal players are extremely loyal, and I think its because our work is paying off with a strong, entertaining, experience. (of course, I'm biased.)

No solutions today, but food for thought. That might be even better.

-Adam!!!