@Strider. Yeah Oli is fantastic! :)
I had no luck as well, getting games started, the first months I played diplomacy online. So, first of all, I realized there are preferences pepole like more than others and I learnt how to create a game that has good chances to actually start. I noticed (as you probably did) which are the most "popular" settings. But mainly I noticed which are the most "unliked" preferences. Some examples:
- Expensive games. They're exciting, but: the higher the bet, the lower the chance to start. Because people, even liking the game, may not have enough points avaliable to join it or may not be willing to spend a lot of points into a single game. So a cheap game (say 10 or 20
![webDiplomacy points D](images/icons/points.png)
) got much more chances than the same game with a 50 or 60
![webDiplomacy points D](images/icons/points.png)
buy-in. A difference of only 30 can be a huge difference for so many players!
- Slow paced games. You won't find many people willing to play a game with a phase longer than 2 days on this site. Yes, they start, but I guess they're not a big slice of the total.
...and so on. You can make your own considerations about every single preference you can set. IE, a few months ago Oli released the "RR Requirements" option. If you set harsh restrictions, it looks obvious that the other settings should be very "popular" to give the game an actual chance to start (Infact, in that section it's written: "This might lead to people not able to join your games, so choose your optionS wisely.". Well, you should always choose each option wisely, I believe.
So, I learnt how to create a good game observing how people reacted to each setting and to the combination of them. Experience was my teacher. And in a few months the ratio of games I got started over those I created grew. I was happy enough, because you can't hope that *all* the games you create will start.
But one day, I noticed that the "Economic" game I created 2 days earlier didn't still get any joiner. "It's absolutely weird!" I thought "I gave popular settings to it, and it is even a new Variant! It was released less than 4 days ago! Only 7 players! and there should be tons of players willing to try a new Variant!"
Well...there were. A suspect got into my mind and I opened the New page. Yes, there were tons of players willing to try it, but there were also a lot of "Economic" games already starting. Also, I made a search and found that some Economic just started. So I figured out that while I was waiting (alone) for joiners 2 days long, the other players simply joined those Economic games with settings similar to mine. If you see 2 similar games starting and you don't care much the setting differences, which one do you choose? The one with more joiners, no? It will probably start sooner. More: it will probably start!
So I canceled the Economic I created (leaving it: I was alone) and I joined another similar Economic that was waiting for its 7th joiner.
And I learnt 2 more things.
First of all, I learnt that if I want to have fun playing a game of diplomacy, perhaps there's already a starting game I like enough. So first of all I check new games @ games, because maybe there's no need for me to create a new one.
Then, once I know there's no interesting game for me to join, I can decide to create a new one. And probably I won't choose a Variant that's already gathering people with 2-3 games of it already starting. There are 73 Variants to choose on. I might choose one that has a game already starting if, say, it's a full press and I want a gunboat: different sports, different people interested.
So now I create much less games than once, because I find the games I like @ New, but the few games I do, actually start almost always.
Now you say you need to promote it because you "have had no luck in a month getting it up."
Well yes, it may work because there are many people (expecially newcomers) who never check new games @ games and you could increase your chances (decreasing someone else's).
You see many promoted games that started, and this encourages you to do the same. But you should also be able to see that many promoted games didn't start at all.
So the matter, in my opinion, it's still the "quality game". If you don't create a game people need or like, no promotion will help it. Do you remember the New Coke launched in the '80s? A flop. Many efforts to promote it and many efforts to understand why it wasn't successful. There was nothing to understand. People just didn't like it. Things that happen.
A hundred steps far my house there's an elegant Bar with comfortable armchairs selling all most famous Brands of ice-creams (all promoted by TV etc...). Well, people get in there only for tea or coffee because 50 steps further there's a hand-made-ice-cream shop that's always crowded at any time, although the ice-cream it's a bit more expensive there. You must eat your ice-cream standing on the sidewalk because thare are no chairs. It doesn't even got a shop sign above its small door.
So, in brief, my point is: before you think you need promotion, be sure you did a good job.