Tweak

InsaneJournal

Tweak says, "Yo ho ho and a bottle of rum"

Username: 
Password:    
Remember Me
  • Create Account
  • IJ Login
  • OpenID Login
Search by : 
  • View
    • Create Account
    • IJ Login
    • OpenID Login
  • Journal
    • Post
    • Edit Entries
    • Customize Journal
    • Comment Settings
    • Recent Comments
    • Manage Tags
  • Account
    • Manage Account
    • Viewing Options
    • Manage Profile
    • Manage Notifications
    • Manage Pictures
    • Manage Schools
    • Account Status
  • Friends
    • Edit Friends
    • Edit Custom Groups
    • Friends Filter
    • Nudge Friends
    • Invite
    • Create RSS Feed
  • Asylums
    • Post
    • Asylum Invitations
    • Manage Asylums
    • Create Asylum
  • Site
    • Support
    • Upgrade Account
    • FAQs
    • Search By Location
    • Search By Interest
    • Search Randomly

happyword; jubilation ([info]happyword) wrote in [info]rp_tutorials,
@ 2013-09-09 03:20:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Question - I recently started my first community and I'm having trouble getting people to join or at least catching their interest, it's an AU X men game. Are there any tips, tricks or general advice you guys could give me? You seem to know how to handle these problems.

Thanks in advance!


(Post a new comment)


[info]hangthestars
2013-09-09 03:27 pm UTC (link)
I run a next gen Marvel game ([info]thesupermods) and most of the interest is luck. XD Stuff tends to explode when one person joins who just happens to have a bunch of friends that want to jump in. But! I've found that having a unique premise and a good-looking ad in the right communities helps. Supercity advertises in six: [info]anythingbuthp, [info]marvel_this, [info]marvellous, [info]oldschoolrp, [info]pimp_my_game and [info]x_menrpgads. I put ads in the same communities when my last game started, too (though it died for reasons unrelated to advertising and general interest).

Keeping everything simple and easily accessible in your mod journal helps, too. For me personally, when I look at a new game I need the premise, rules, and FAQ clearly marked and easy to read. Depending on how complicated your AU is, a clear effort toward world-building tends to be an upside. I prefer not to lock down my comms just to make my life easier and so prospective players can read the game and get an idea of whether they'd like it or not, but I understand why people keep their stuff locked, so that's either way.

I think the best way to go is to make everything look good and easy to access, and put effort into what you have in the mod journal. If you don't look like you give a damn about aesthetic or don't seem like you care if stuff is convenient for your players, even the most patient and understanding people will decide to look somewhere else.

(Reply to this) (Thread)


[info]happyword
2013-09-09 07:44 pm UTC (link)
Thank you for replying! I've actually seen your game a number of times and it does look fantastic. These are actually all things which I've been trying to do, hopefully time and effort will just pay off because I think I have a unique premise with lots of potential. Probably just need to spruce up on resources and codes!

Good luck with your own game and playing, thanks again. :)

(Reply to this) (Parent)


[info]wordsmith
2013-09-10 03:05 pm UTC (link)
I don't know about general, but what I look for in games at first glance is clean, inspiring ads (no failed coding, the ad itself, and the text, adapted to the ad comm, information about the game that makes you want to keep clicking) and fresh and interesting design (despite not enjoying them, I almost made a hold at a panfandom game the other day, just because the immaculate and fresh visual design). If the mod hasn't tried reading up on coding, and haven't supplied all the information needed, that is a problem.

However, I do think specialized games have more trouble than, say, panfandom or Harry Potter. You need to have an understanding for the lore, or the context, so you get lots of holds if it's launched at the same time as the movie, game, etc, but after a few months interest wanes.
From my experience of these sorts of games, it puts even more pressure on a premise that is engaging and gets your mind going, and to get loyal players that then brings in their friends.

The one advice I can give, is to keep at it, and try making different ads, with different coding and angles. Often many new games in September/October, so if you keep at it, prospective players will see the game is fun, creative and reliable, and maybe finally put in a hold.


This is a sleepy ramble, and mostly thoughts, but I hope there's something useful for you in here!

(Reply to this) (Thread)


[info]happyword
2013-09-10 03:36 pm UTC (link)
There is actually! You have offered me good advice and I appreciate it, thank you. (: I'll definitely keep at it.

(Reply to this) (Parent)



Home | Site Map | Manage Account | TOS | Privacy | Support | FAQs