@Ashkuri said in The 3-Month Players:
Has The Bubble always been there, but games came out more slowly back in the day so we didn’t notice it as much?
I’ve seen this phenomenon since I started MUSHing in the 90s.
The main issue IMHO is that many (most?) games open without a clear plan of what players are going to do. You can get people in the door with any interesting concept, but what’s actually going to happen in the game to keep players there?
So players hop on, hoping that something’s going to catch their interest. When you don’t hook them, they’re gone. If this happens with a lot of players at once, the initial turnover is extremely disruptive.
@Third-Eye said in The 3-Month Players:
One thing I’ve thought a lot about this year, and do not have an answer to, is if there’s something unique to Ares that drives this phenomena more than other MUSH-like formats, or if the transparency just makes this all more visible.
The phenomenon has always existed, but I think you can reasonably argue that Ares magnifies it.
Ares lowers the bar to opening a game. If we postulate that 50% of games will fail after 3 months, then more games that open = more games that fail (numerically speaking).
Ares also makes it easier to discover games. This arguably could lead to bigger initial bubbles, magnifying the effects of the collapse.
Making it easier to open a game also potentially reduces staff investment in the game’s success. “Try it and see if it sticks” is a more workable mentality when you haven’t invested a mammoth about of blood, sweat, and tears just getting the game to opening day.
Lastly (and I don’t think this is Ares-specific), it feels like a lot more games are opening now in limited alpha/beta status than there once were. I think it’s harder to build critical mass for a game when you’re starting on a shaky foundation.