I think a suggestion was made somewhere about trying rigid 2 week maximum deadlines for a while to see how it plays out. Those deadlines were very well received in Ace Attorney, and seems to be the best blend of 'long enough so that mafia can be a hobby rather than your only hobby' while still keeping the game moving at a reasonable clip.
I say this as someone who has been a part of two of the most drug out, epic endgames the site has had, even.
I've done some recruitment off-site, and encouraged some similar-minded players to join me on some of the sites I play/host on, in order to possibly make recruiting to here even easier.
A kind of "If you enjoyed playing with X and Y, why don't you sign up for the game that's firing over on MTGS with us?" kind of thing.
One of the biggest problems we have with cross-site recruitment is our day phases. We are one of the only sites on the Web that have longer than 72 hours in a day phase. It can be a selling point to a certain kind of player, who doesn't have a ton of time daily to invest into the game, but still wants to play mafia on a relatively serious site.
The problem is that finding those specific player archetypes is not easy.
Those who have been involved with the cross-community game discussions have probably been made aware of just how unique we are in that regard. And how reluctant people are to sign up for games of that length.
Trying to target brand new players to mafia with basic games being re-created is one avenue to explore.
Involving ourselves in cross-community play and recruitment is absolutely another.
I strongly advocate reaching out to people who have played in the past privately and asking what it would take for them to play mafia here again. Perhaps a 'blast from the past' invitational game would get the mafia juices flowing again for some players? Curse interface is a real problem, though it seems better now than it was right after the switch. Some players having toxic attitudes is a real problem, but that's not impossible to deal with, if those players are talked to privately and implored to improve behavior for the health of the community.
I haven't been playing much on MTGS of late due to a combination of not having the time to dedicate to games (though the RL issues that kept me away for a year or so are thankfully gone), and just...not having games in signups that interest me.
I like the conventional normals. Large, simple games of mafia that don't have excess mechanics. Unfortunately we seem to be moving away from those, and that's sad. I encourage hosts to design games with the players in mind, rather than trying to design a game to showcase their game design skills. Sometimes, less truly is more.
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I say this as someone who has been a part of two of the most drug out, epic endgames the site has had, even.
I'd settle for something in between large basic and more recent normals.
A slightly lower powered Checks and Balances, which is one of the best games this site has had.
It's almost like he's me, except, not.
A kind of "If you enjoyed playing with X and Y, why don't you sign up for the game that's firing over on MTGS with us?" kind of thing.
One of the biggest problems we have with cross-site recruitment is our day phases. We are one of the only sites on the Web that have longer than 72 hours in a day phase. It can be a selling point to a certain kind of player, who doesn't have a ton of time daily to invest into the game, but still wants to play mafia on a relatively serious site.
The problem is that finding those specific player archetypes is not easy.
Those who have been involved with the cross-community game discussions have probably been made aware of just how unique we are in that regard. And how reluctant people are to sign up for games of that length.
Trying to target brand new players to mafia with basic games being re-created is one avenue to explore.
Involving ourselves in cross-community play and recruitment is absolutely another.
I strongly advocate reaching out to people who have played in the past privately and asking what it would take for them to play mafia here again. Perhaps a 'blast from the past' invitational game would get the mafia juices flowing again for some players? Curse interface is a real problem, though it seems better now than it was right after the switch. Some players having toxic attitudes is a real problem, but that's not impossible to deal with, if those players are talked to privately and implored to improve behavior for the health of the community.
I haven't been playing much on MTGS of late due to a combination of not having the time to dedicate to games (though the RL issues that kept me away for a year or so are thankfully gone), and just...not having games in signups that interest me.
I like the conventional normals. Large, simple games of mafia that don't have excess mechanics. Unfortunately we seem to be moving away from those, and that's sad. I encourage hosts to design games with the players in mind, rather than trying to design a game to showcase their game design skills. Sometimes, less truly is more.