The lag has taken it's toll over the past few months. I don't think that anyone will deny that. Hopefully that is on its way to being resolved, and Chris and ProgD will have time to focus on further optimization to keep lag minimized.
Peter de Groote wrote:Marketing is not the reason. The game itself is not appealing for a large audience for many reasons.
Also, once you've played the game for some time, it gets too boring for most. The game mechanism is fun at first, but doesn't provide much challenges for experienced/wealthy characters.
While I see your point, and often have days with that feeling myself, I do have to disagree by and large. One comment that I see in nearly every staff application is that the most enjoyable part of Cantr is the freedom that the game provides to express oneself creatively and play in a free form manner. There are a ton of games on the web that can provide hack and slash, preformed quests. Not that there is anything wrong with that, Cantr has just been designed to be something else.
Cantr is essentially designed to be a mechanically organized Play By E-mail game. The plot is player defined. It is supposed to be "a
slow-paced game...designed for players who have more on their agenda then just gaming." I quote that a lot, because that is what the game is advertised as, and why I started playing. IMO, the target audience is anybody that fits that description.
Marketing is a serious deficiency on staff right now, and is currently the top priority of GAC discussion. We want to solve the problem and find ways to get the word out about the game. To reiterate what Doug, Sicofonte and others have said here, I also believe that word-of-mouth has proven to be the best strategy in the past, but it seems that we have lost the ability to organize such a grassroots effort that the Poles so impressively threw together a couple of years ago.
It seems to me that the Polish players that helped forge that drive have moved on or fallen inactive. Attrition is normal and expected among a player community that has "more on their agenda then just gaming." What GAC is trying to do at the moment is to help organize a marketing group that will combine organization with redundancy, so that those who do know how to get the word out can direct those that have time to do the grunt work, and have enough people with overlapping communication so that when someone needs to bow out, someone will be there to take their place.
Keeping the current players happy can only go so far. No matter how entertaining a game is, it is no match for the business of real life. Good players will eventually get busy and need to leave for a while. We need to make sure that we can replace them.
We should also take care that we do not sell out the original intent of the game, either. It is a mistake to turn it into something that it is not, just so we can increase popularity. This is not the Diane Warren Gaming Company. We have a certain level of artistic integrity that should be conserved.
We will always have turnover. Cantr is not for everybody, and there is no formula for who will enjoy the game. Many people will come by for a sample, but only a few can stay. We need to pull a constant stream of players in to ensure that we have a solid player base, and we can never be satisfied with the current group we have at any given moment.
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