Well, seeing as I had a hand in creating the mess in 32, I'm gonna weigh in--at great risk, I'm sure.
I didn't want any diplomacy with Spank when LadyKale and I led Phantom and Specter, now -A- and
was internalled-. In fact, it was precisely because we wanted war with them that we started Specter and purposely surrounded them. We had targets selected; all we were waiting on was nobles, and to that end we were stalling out a NAP with them. When talk of an alliance started, I offered up the most idiotic and unreasonable terms that I could think of--terms that
sounded advantageous to Spank, but that would ultimately have just stunted their growth, if they agreed to it. But they didn't agree to it. In fact, none of the critical parts of the terms that I laid out were in the alliance agreement.
War with Spank was the way to go, without a doubt. Everything we did from the moment we saw Spank growing was done with the goal of going to war with them and decisively defeating them. It was immediately after this agreement that I knew it wasn't a world that I wanted to play--and the situation that opened up with Riverripper and Sweeney, one that I
could not control because there was already too much dissent, just exacerbated it. And though this isn't about Artemis or how it came to
be Artemis, the two are related, given that the alliance with Spank is precisely where things started going wrong. Instead of a fight with one tribe that we had surrounded, we ended up in fights with three tribes. There's a very big difference having a circle of villages attacking an enemy essentially within that circle, and having that same circle of villages fighting tribes on the outside of it.
But the hugging began long before there was any official diplomacy. When we polled the tribes about Spank, the result was
overwhelmingly in favor of an alliance with them, because so many of our members had past friendships with so many of Spank's members. And while that is a problem--especially for those who find themselves on the outside of those cliques, as Why? has evidently done--I don't think it's what is killing the game.
Onto the Death of the Game?
If anything is causing
Tribal Wars to die at a faster rate than standard, non-flashy online games (anyone care to ask what is causing MUDs to die?), it would be an overwhelming tendency to view new players as food. I saw one dude in World 31 who had just joined the game, and every single time he reached 3k points, he was nobled and sent to the rim. I was trying to help him get into a tribe (he was too far from me), when I checked him out on TWStats and found just about the most depressing TW-thing I've ever seen. I don't know how he had the resolve to start over the fourth time.
I'm facing the same situation right now in World 33, where another tribe has contacted us about merging, forming an academy, to later internal the "noobs." The world is like 10 days old. Like, "Dude, will you chill for two weeks and let these people play the game?" Read: basically why LadyKale and I walked away from 32.
I was mean as hell to LadySane and a few other players (can't even remember the name of their tribe now) in 32--cleared them and farmed them as soon as BP wore off until they restarted. Last week, I saw that she is in World 31, as well, so I checked her out on TWStats--exact same thing, i cannot imagine how she has the resolve to keep coming back for more. She's never been given the
chance to play the game. Neither has the guy in W31 whose name I don't remember. Neither did a lot of the new players we had in W32 who would have, lol,
learned the ropes in time--especially given my presumably well-known willingness to explain things and help people. Obviously, there's going to be a line between "helping new players" and "being able to win the world," but is it truly necessary to win every single world, when it comes directly at the expense of new players? Given the choice between:
A) Getting 10-15 new players into the game and helping them learn it while we compete well in World x, but ultimately losing, and returning for World y, now with those 10-15 players being experienced and capable; or
B) Being jerks to those new players and conquering them to win world x, so they don't even play long enough to reach world y and instead quit in frustration, never to return;
I would choose A every single time.
Sure, there's a "casual world" to help mitigate some of this--but only partially. Because I know at least a half-dozen players who have no business being there, who can stand of their own accord at least on .us servers, and who instead presumably just enjoy shooting fish in a barrel. Then there's the reality that "casual world" is only slightly less condescending than "academy tribe" is, especially with gamers' tendency to use "casual" as a
slur.
At the end of the day, it's one simple thing: elitism. It's the same thing that kept
World of Warcraft raids from happening during Cataclysm and caused them to introduce the Raid Finder. It's Dark Souls' GIT GUD mentality, adapted to Tribal Wars. I've no doubt that some people read the first three paragraphs of "Onto the Death of the Game" and thought "They should l2play then" or "They can google what they need to find."
Yeah, except this is a game. The hardcore, knowledgeable players who enjoy diving into the depths will win--and they deserve to win, as a reward for that increased effort. But when that becomes basically mandatory if anyone wants to survive past 3k points, new players
will be hemorrhaged. The people who like losing are playing
Dark Souls and
Dwarf Fortress right now--and, sure, those people who don't want to set alarms at 2 in the morning to send out attacks will ultimately be defeated, but they know that. That isn't the problem.
The problem is they hit that threshold--the very beginning, that first academy, that first noble... and they're almost immediately conquered,
with regularity. Is there one of us here that this did
not happen to? Or maybe didn't even reach 3k the first time, and only reached 1.5k? I think I only reached 1.5k the first time and 2.2k the second time, but that was... 7 or 8 years ago.
Is this new?
No. But the rate of new players and the number of older, experienced players are drastically skewed against the new players. I don't know the metrics, and I'm sure someone could find them, but I'd be surprised if, at any given moment in a world, more than 20% of its players are new (meaning "never had more than 3 villages"). And because those 20% of players will be very quickly nobled out, and new worlds will open, the number of new players in a given world will steadily dwindle. It ends up with a barrier to entry that seems impossibly high to new players--I've had new players, RL friends that I tried to introduce to the game, tell me this.
Morale helps, as well, but it isn't enough. Some dude with 14k points tried to clear and farm ladyKale in World 29 when she had 900 points. Of course, he didn't expect that I'd anticipated someone would do this and had already sent her 2k/2k/800/200 in support, so his offenses died, but that's not the point. The point is that we all see those villages and think "Farm" or "let it grow so I can noble it later."
This isn't something that
Tribal Wars can fix, and I'm not saying that we have to stop doing it. That's the game, after all. However, I think a simple TWStats check to find out if we're dealing with a
brand new player would be in order. And sure, there are ways around this--when I started in World 31, I'm sure people assumed I was new to the game. But it generally becomes clear pretty quickly if you're dealing with a new player, an experienced player, or just a bad player. And who would even want to continually discard their reputation and rebuild one with every new world? So it's not like there would be a lot of "Oh, I can just create a new account, and then everyone would be nice enough to leave me alone while I, lol, 'learned the game,'" in the first place.
You can find new accounts in World 31, World 32, and World 33 right now. New players are coming to the game. If new players aren't hanging around to play an online, tribe-focused cooperative strategy game, that's on the playerbase to fix.