Thinking About: Exclusivity
Here are the facts:
OtherSpace gets maybe 20-30 new visitors logging on to check out the game during an average month. Of those, maybe five stick around to give it a chance. Of those, we’re lucky if one really commits long-term to the character they’ve created.
From a promotional standpoint, this can be fairly demoralizing, especially when we have gone to great lengths to make the game so damned easy to join.
So, it occurred to me, maybe I’ve been thinking about it all wrong. Maybe ease of entry is the problem. People run through the simplified character creation in-game, usually without reading the material, just to make it onto the grid and disconnect before anyone can interact with them. Maybe the simplicity of the process puts forward a message like “Hey, you can join. Or not. It’s no big deal. Whatever.” And that sounds like the wrong message to me.
Maybe the message needs to be: “We’re concerned about quality. We’re looking for commitment. We don’t want just anybody running around the place. We’re exclusive. But we want to make sure you feel at home too.”
If we turn things to a new perspective, then those five people who give OtherSpace a real chance each month are the basis for us to say, for purposes of discussion, that we’ve got five open new player slots each month. We could set up a web-based character tutorial, have newbies read through it, and then submit an application via email at its conclusion. If a player’s application is approved, we set them up for entry into the game and close one of the available slots for that month. If we’re lucky enough to get six people interested during a month, then we start a waiting list. With that, perhaps we manage to turn a perceived weakness into an actual strength.
It’s not just a matter of being exclusive, though. I also want more of a hand in the character creation and player introduction process. I don’t want to miss a chance to communicate with potential new players – and an email application allows fairly rapid response.


