On Player Spread, Hubs, and First Impressions
Posted: Tue Jun 14, 2022 4:14 pm
Hi forumites, here begins a sputtering of thoughts I have had after playing (and very much enjoying!) Arelith over a period of roughly one month. None of my characters are as yet above level ten, so this feedback mostly concerns the early game from the perspective of a new player (where I'd guess player retention is most make-or-break) with no prior experience of NWN PWs. Everything I go on to say here should be processed with one thing in mind: I think Arelith is an immense achievement and I know not to take that for granted. All the same, as I rise in levels on multiple characters, I've begun to pick up a few concerns I'd love to provoke some construction discussion about. Here goes.
Player Population & Spread
Managing the game's population is I'd suppose an evergreen concern for the makers of Arelith, and I really want to focus on this in light of a few posts I've been reading in recent days.
I've been doing some research into player counts, and for that purpose, this thread has been golden; I only wish it was still being updated! The reason for my interest concerns how Arelith expands outwards month-on-month, with new areas and associated writs. Because my question here is, as the world is expanding, is the playerbase also?
Clearly from 2016 it has. In the January of that year, it was stated that 674 unique players had played Arelith in the preceding month. By July of the following year, 1020. November 2018, 1784, and in the September of 2021, 2121. So, since 2016, the player population, month-on-month, has almost tripled. I'm leaving out the EE launch months because clearly those aren't representative of the overall curve, even if EE in all likelihood did have a positive long-term impact on the population of the game.
Even so, what we see from January 2021 to September 2021 is a steady population of around 2,000 users a month, rising no higher than about 120 players. What's interesting to note here is that in this timespan, Guldorand was released, an entire new city with its own player-organised government system and gameplay opportunities. It was a significant expansion of the world, a new place for players to congregate, a northern counterpart to Cordor. Reading a recent thread about "Guldo starts", the point was raised that it was made in part to foster a new RP hub, a goal that, at least in that poster's opinion, has not been met. Various factors unknown to me are probably at player here, but I'm going to take an educated guess on one: if player numbers across the board aren't shooting up, but remaining stable, then introducing entirely new areas built for sophisticated roleplay runs the risk of spreading RP too thinly.
Which sounds like I'm calling Guldorand, a place I've only passed through on the way while using ferries, a mistake. I'd hate to do that because the city looks absolutely beautiful, and is clearly, in visuals and in atmosphere, a great backdrop for RP. I speak from experience in saying that, when there is a city in-game you think is so much more thematically interesting than the one used for RP (in my case, Orsinium over Wayrest, over on Elder Scrolls Online), you're going to do everything in your power to attract people to the cooler spot. But when that spot has barriers up (say, by being an additional purchase, or being a spot you'd only otherwise get to at a higher level), any big plans for are going to meet with a natural, circumstantial resistance.
To pick up on something a user said on the Discord, "I suspect there have been quite a few folks over the last two years or whatever who have thought "I got this great spot, I got the ideas to make it grow, and I got some plans to make it cool" only to realize all that means nothing without the people gathering".
And this has knock-on effects for how new players experience the world. Because even if the new hub doesn't catch fire as intended, there'll still always be a hardcore of players who, as mentioned, love the new setting far more than the original place and persevere to make it work. This still has effects on the original hub of Cordor, though, because it loses those pioneering players, and newbies like me just starting out in the game have a smaller pool of players to interact with. Inaccessible hubs, and Guldorand is surely one, are always going to start and continue with a disadvantage; very usually (and this happens in MMO RP as well) the strongest hub is the first city/major settlement that most new players first encounter.
To put it another way, 300 players (which, from what I've experienced, is about Arelith's peak per night) can only populate so much of the world; be they involving themselves in settlement politics, levelling, sailing, or RPing in public areas). As sacrilege as it might sound, sometimes it's better to gather players (or non-Skal surface dwellers) into one spot.
Admitting outright that I'm asking from a position of ignorance, what was the average activity level of Cordor at the time of Guldorand's development? Was Cordor overcrowded? Was the creation of a new city hub seen as a solution to space out RP and solve a housing/quarter shortage? Or was Guldorand made because it's the natural evolution of any virtual RPG world to expand in order to feed ravenous player appetites? One thing I'm certain of is that Guldorand cannot have been a blind decision.
It's just that... in a lite-MMO like this one (and I know, I'm already getting hunches after just a month's play) I can't help but feel that giving in one hand and taking away with the other isn't a bad thing? Might Guldo have been better as a replacement to Cordor, if it was so much more sophisticated in its design and quality of art? I'm guessing such a move would have been far too controversial, but if there is a mentality about (as has been suggested elsewhere) that roleplay starts at high levels, and everyone must rush through, adding a new mid/late-game city into the game feels sort of like an endorsement of that?
Advanced Starts
A comment on these, which I'm not going to turn into a suggestion. I know that in any RPG, the first few levels can be very dull and tedious if you've already gone through them a number of times. You don't yet have m/any options for builds, and the same dungeons have long lost their lustre.
But the thing tha changes each time, and on Arelith should theroetically lead the way, is roleplay. Roleplay is content; other player-characters are content. Even if the sewers/tin mine/whatever have been rinsed and rinses and rinsed, you're still getting something profoundly new out of it if you're going into those areas with new adventurers you've never met. At least, that's the case if you can find characters who haven't taken an advanced start token.
It just seems odd to me, the inclusion of those tokens. If the point of the award system is to encourage character turnover, so all areas of the game are populated, then giving an award to ensure that the first eight levels of, say, Cordor can be skipped seems counterintuitive. To a new player, especially one who's first dalliance with NWN is Arelith, these early levels constitute a not insignificant amount of time, and if they can't get help through in-game means (in-game, it's all about the luck of the draw, as to who you might come across) they're going to wipe and they're going to wipe often, if they try to solo. I'm not sure what percentage of rollers who use the level boosts is... but that percentage will directly correlate to the number of potential party members that new players, who are the least likely to be able to solo dungeons, have access to.
I know what the tokens are doing -- getting new characters and their jaded players to the good stuff quickly. But I do believe they're serving the existing playerbase at the expense of the individual who picks up Arelith and understands that they're going to have to find people in RP to group with.
The Cordor Experience
It's not like Arelith is an empty server at all; certainly not, with 300 players a night. And in Skal we find online D&D distilled to probably its purest form. Starting out in Skal as a new player is, if not completely smooth, then as intuitive as you could expect from ye olde NWN.
But Cordor isn't like that. You get off the boat, talk to the dockmaster, hear about easy money to be made with the Speedy Messenger service. You go into that building, talk, agree to take some parcels around... and then immediately you hit level 3 without having to deliver any. In fact, you can't. The "quest" doesn't work properly, and you just get an emote popping up telling you you've rushed around town and learned the lay of the land. Not a great first impression.
Next stop, then, is the tavern that was mentioned... the Nomad? So you go looking for that, and two screens later, you're there, looking for the one NPC in the city who'll give you quests/writs to do. He's right at the back, for some reason, and again, it's with the luck of the draw if you actually find other low level adventurers within the Nomad.
Why not do away with the Speedy office and the associated broken quest, and place the Registry Agent inside that first building instead? You could go inside, interact with them, and immediately hit level 3, ala Skal. Skal works as a pick-up group zone, I believe, because everything is so immediate to access. Cordor doesn't have to be like that, with all vendors and services in a small cluster, but I do think the first of the game's quests should be a doddle to find, if only because players would find it easier for new questers to bump into other new questers.
To place the agent into the Speedy building would be more elegant, with fewer zone transitions. Right now, to level as an inexperienced player in Cordor, it feels like you need a premade group.
By the time you get to Mayfields, it's even harder to find people, and it leads me to think that in some cases, it would be a good move to shift Registry Agents outside their taverns. Give them a little tent in town to operate out of, without any zone transitions.
Readability and Find Out Through Play
If my post is attempting to do anything, it's to reduce the amount of time a new inexperienced player spends with a writ in the log and no one to do it with. And I think what would really help here is more information about the locations of registry agents for new players. A wiki article would do it, but also, an item in your inventory, received on signing up with the Trackless Sea, which lists where other agents might be found around Arelith. If this came with a guide to level ranges too even better. Agent dialogue already offers this strictly OOC information, so I think there's a strong precedence for doing that.
This isn't really in the spirit of "find out through play", granted, though I have a hard time believing that the people who are grinding their seventh or eighth alt through the island of Arelith often stop to consider how their new character, ostensibly foreign to the setting, automatically knows where the agents are and where the best grinding spots can be found. Moreoever, as an organisation, the Trackless Sea is probably not going to hide from new sign-ups where the rest of their agents are, right? They're contractors. It profits them to disseminate information to as wide a field as possible.
Hiding critical game information from the player works in many cases, but Arelith's strength lie in the chance convergences between players. I'm not sure the current system of tying agents to taverns is really serving that.
Anyway, some TL:DR suggestions:
TL;DR suggestions
Update the City of Cordor's writ vendor's location from the Nomad to the Speedy Messenger office (the first building you come across as a new character)
Consider pulling registry agents outside of taverns, and into the town squares of each settlement
Add more information on the wiki, and in-game, on the locations and level ranges of each writ vendor
Give characters in the various surface-level starting zones (Cordor and the Earthkin areas) an easier means to pass back and forth between them
Give the option of a minor award that doesn't start players at level 8, but instead hastens levelling between 0-8, with the same sum of gold awarded at level 8.
Consider more reasons for players to check in with registry agents, or hang around them
What I Haven't Mentioned
Zone design, spell and feat changes, NPC dialogue, and the roleplaying community itself: all of which has been excellent.
Player Population & Spread
Managing the game's population is I'd suppose an evergreen concern for the makers of Arelith, and I really want to focus on this in light of a few posts I've been reading in recent days.
I've been doing some research into player counts, and for that purpose, this thread has been golden; I only wish it was still being updated! The reason for my interest concerns how Arelith expands outwards month-on-month, with new areas and associated writs. Because my question here is, as the world is expanding, is the playerbase also?
Clearly from 2016 it has. In the January of that year, it was stated that 674 unique players had played Arelith in the preceding month. By July of the following year, 1020. November 2018, 1784, and in the September of 2021, 2121. So, since 2016, the player population, month-on-month, has almost tripled. I'm leaving out the EE launch months because clearly those aren't representative of the overall curve, even if EE in all likelihood did have a positive long-term impact on the population of the game.
Even so, what we see from January 2021 to September 2021 is a steady population of around 2,000 users a month, rising no higher than about 120 players. What's interesting to note here is that in this timespan, Guldorand was released, an entire new city with its own player-organised government system and gameplay opportunities. It was a significant expansion of the world, a new place for players to congregate, a northern counterpart to Cordor. Reading a recent thread about "Guldo starts", the point was raised that it was made in part to foster a new RP hub, a goal that, at least in that poster's opinion, has not been met. Various factors unknown to me are probably at player here, but I'm going to take an educated guess on one: if player numbers across the board aren't shooting up, but remaining stable, then introducing entirely new areas built for sophisticated roleplay runs the risk of spreading RP too thinly.
Which sounds like I'm calling Guldorand, a place I've only passed through on the way while using ferries, a mistake. I'd hate to do that because the city looks absolutely beautiful, and is clearly, in visuals and in atmosphere, a great backdrop for RP. I speak from experience in saying that, when there is a city in-game you think is so much more thematically interesting than the one used for RP (in my case, Orsinium over Wayrest, over on Elder Scrolls Online), you're going to do everything in your power to attract people to the cooler spot. But when that spot has barriers up (say, by being an additional purchase, or being a spot you'd only otherwise get to at a higher level), any big plans for are going to meet with a natural, circumstantial resistance.
To pick up on something a user said on the Discord, "I suspect there have been quite a few folks over the last two years or whatever who have thought "I got this great spot, I got the ideas to make it grow, and I got some plans to make it cool" only to realize all that means nothing without the people gathering".
And this has knock-on effects for how new players experience the world. Because even if the new hub doesn't catch fire as intended, there'll still always be a hardcore of players who, as mentioned, love the new setting far more than the original place and persevere to make it work. This still has effects on the original hub of Cordor, though, because it loses those pioneering players, and newbies like me just starting out in the game have a smaller pool of players to interact with. Inaccessible hubs, and Guldorand is surely one, are always going to start and continue with a disadvantage; very usually (and this happens in MMO RP as well) the strongest hub is the first city/major settlement that most new players first encounter.
To put it another way, 300 players (which, from what I've experienced, is about Arelith's peak per night) can only populate so much of the world; be they involving themselves in settlement politics, levelling, sailing, or RPing in public areas). As sacrilege as it might sound, sometimes it's better to gather players (or non-Skal surface dwellers) into one spot.
Admitting outright that I'm asking from a position of ignorance, what was the average activity level of Cordor at the time of Guldorand's development? Was Cordor overcrowded? Was the creation of a new city hub seen as a solution to space out RP and solve a housing/quarter shortage? Or was Guldorand made because it's the natural evolution of any virtual RPG world to expand in order to feed ravenous player appetites? One thing I'm certain of is that Guldorand cannot have been a blind decision.
It's just that... in a lite-MMO like this one (and I know, I'm already getting hunches after just a month's play) I can't help but feel that giving in one hand and taking away with the other isn't a bad thing? Might Guldo have been better as a replacement to Cordor, if it was so much more sophisticated in its design and quality of art? I'm guessing such a move would have been far too controversial, but if there is a mentality about (as has been suggested elsewhere) that roleplay starts at high levels, and everyone must rush through, adding a new mid/late-game city into the game feels sort of like an endorsement of that?
Advanced Starts
A comment on these, which I'm not going to turn into a suggestion. I know that in any RPG, the first few levels can be very dull and tedious if you've already gone through them a number of times. You don't yet have m/any options for builds, and the same dungeons have long lost their lustre.
But the thing tha changes each time, and on Arelith should theroetically lead the way, is roleplay. Roleplay is content; other player-characters are content. Even if the sewers/tin mine/whatever have been rinsed and rinses and rinsed, you're still getting something profoundly new out of it if you're going into those areas with new adventurers you've never met. At least, that's the case if you can find characters who haven't taken an advanced start token.
It just seems odd to me, the inclusion of those tokens. If the point of the award system is to encourage character turnover, so all areas of the game are populated, then giving an award to ensure that the first eight levels of, say, Cordor can be skipped seems counterintuitive. To a new player, especially one who's first dalliance with NWN is Arelith, these early levels constitute a not insignificant amount of time, and if they can't get help through in-game means (in-game, it's all about the luck of the draw, as to who you might come across) they're going to wipe and they're going to wipe often, if they try to solo. I'm not sure what percentage of rollers who use the level boosts is... but that percentage will directly correlate to the number of potential party members that new players, who are the least likely to be able to solo dungeons, have access to.
I know what the tokens are doing -- getting new characters and their jaded players to the good stuff quickly. But I do believe they're serving the existing playerbase at the expense of the individual who picks up Arelith and understands that they're going to have to find people in RP to group with.
The Cordor Experience
It's not like Arelith is an empty server at all; certainly not, with 300 players a night. And in Skal we find online D&D distilled to probably its purest form. Starting out in Skal as a new player is, if not completely smooth, then as intuitive as you could expect from ye olde NWN.
But Cordor isn't like that. You get off the boat, talk to the dockmaster, hear about easy money to be made with the Speedy Messenger service. You go into that building, talk, agree to take some parcels around... and then immediately you hit level 3 without having to deliver any. In fact, you can't. The "quest" doesn't work properly, and you just get an emote popping up telling you you've rushed around town and learned the lay of the land. Not a great first impression.
Next stop, then, is the tavern that was mentioned... the Nomad? So you go looking for that, and two screens later, you're there, looking for the one NPC in the city who'll give you quests/writs to do. He's right at the back, for some reason, and again, it's with the luck of the draw if you actually find other low level adventurers within the Nomad.
Why not do away with the Speedy office and the associated broken quest, and place the Registry Agent inside that first building instead? You could go inside, interact with them, and immediately hit level 3, ala Skal. Skal works as a pick-up group zone, I believe, because everything is so immediate to access. Cordor doesn't have to be like that, with all vendors and services in a small cluster, but I do think the first of the game's quests should be a doddle to find, if only because players would find it easier for new questers to bump into other new questers.
To place the agent into the Speedy building would be more elegant, with fewer zone transitions. Right now, to level as an inexperienced player in Cordor, it feels like you need a premade group.
By the time you get to Mayfields, it's even harder to find people, and it leads me to think that in some cases, it would be a good move to shift Registry Agents outside their taverns. Give them a little tent in town to operate out of, without any zone transitions.
Readability and Find Out Through Play
If my post is attempting to do anything, it's to reduce the amount of time a new inexperienced player spends with a writ in the log and no one to do it with. And I think what would really help here is more information about the locations of registry agents for new players. A wiki article would do it, but also, an item in your inventory, received on signing up with the Trackless Sea, which lists where other agents might be found around Arelith. If this came with a guide to level ranges too even better. Agent dialogue already offers this strictly OOC information, so I think there's a strong precedence for doing that.
This isn't really in the spirit of "find out through play", granted, though I have a hard time believing that the people who are grinding their seventh or eighth alt through the island of Arelith often stop to consider how their new character, ostensibly foreign to the setting, automatically knows where the agents are and where the best grinding spots can be found. Moreoever, as an organisation, the Trackless Sea is probably not going to hide from new sign-ups where the rest of their agents are, right? They're contractors. It profits them to disseminate information to as wide a field as possible.
Hiding critical game information from the player works in many cases, but Arelith's strength lie in the chance convergences between players. I'm not sure the current system of tying agents to taverns is really serving that.
Anyway, some TL:DR suggestions:
TL;DR suggestions
Update the City of Cordor's writ vendor's location from the Nomad to the Speedy Messenger office (the first building you come across as a new character)
Consider pulling registry agents outside of taverns, and into the town squares of each settlement
Add more information on the wiki, and in-game, on the locations and level ranges of each writ vendor
Give characters in the various surface-level starting zones (Cordor and the Earthkin areas) an easier means to pass back and forth between them
Give the option of a minor award that doesn't start players at level 8, but instead hastens levelling between 0-8, with the same sum of gold awarded at level 8.
Consider more reasons for players to check in with registry agents, or hang around them
What I Haven't Mentioned
Zone design, spell and feat changes, NPC dialogue, and the roleplaying community itself: all of which has been excellent.