Micromanagement in Clan Lord

A couple of years ago, I was accused of being too involved in Clan Lord, getting in the way of those good GMs who were really making things happen.  (For example, I squashed the original Peaceton, because I didn't think it was up to snuff, and I would personally make massive changes to areas because I felt they were too easy or too hard.  There are hundreds of other examples of my small-minded micromanagement -- though, of course, _I_ always thought I was reasonable.)

This annoyed GMs and players alike, so I stepped back and let AnnGM run the show.  Complaints dropped.

Then I took a year off to teach in Hong Kong.  When I returned, I found that the population had declined dramatically.  While I'd like to say it's because folks missed me, I'm pretty sure I'm not all that important.

I did leap back into the fray, designing a couple of small areas, kicking the GMs, and reinstating all expired players for a couple of months.  We saw a burst of population growth that was encouraging, but after about six weeks, the novelty wore off, and our population dropped back down.

Things changed -- but with those changes came complaints from the players and GMs.  Quickly it became apparent from the comments that the consensus was that while Clan Lord was once the best game of all time, our efforts have only made it worse with each passing year.  This criticism is discouraging to the GMs.

Clan Lord has been more long-lived than we ever imagined.  Our mission was to bring MUDs into the eighties.  (No more text, but relatively unsophisticated graphics.)  We did that.  Now it's almost ten years later.

Filed Fri - June 9, 2006, 08:46 PM in

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