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Raesanos :: Blog :: Hiring for MUDs

March 08, 2008

http://feeds.feedburner.com/~r/mudreading/~3/248081054/hiring-for-m

I’ve noticed that for the last person we hired for Armageddon and for the last person we hired at work, the process was nearly identical. In both cases it was for a developer position. Our process is to say that we are hiring, receive applications with a certain type of information, choose some people to come in for interviews, have interviews that ask the same questions, then send a few offers.



What are the differences, though? That is the part that I find interesting.



Supply and Demand



In the software world, startups and new, exciting companies usually get a lot of attention from job-seekers. There is the chance to learn new and exciting technologies, having a fully stocked soda fridge and expresso machine, and of course the possibility of stock options making you a quick fortune.



In the MUD world, new MUDs are the ones that have to try their damnedest to bring on new staff. MUD forums are always full of posts about the need for coders or builders for a fresh MUD. Why is this?



First, new MUDs have a low success rate. As a hobby, it is very possible that not enough volunteers will be rounded up. Even if the game gets off the ground, its very hard to reach the critical mass where you have enough players for the playerbase to not just disappear during a lull. For MUD administration talent, its a risky move to invest in such a MUD, and many talented folks are more interested in starting their own project.



Most MUDs that are already established hire from within. Players of a MUD are usually very interested in joining the staff of their favorite MUD, so the game staff can remain sufficient even with a fairly high churn.



What can we learn from this? If you are starting a new MUD, be ready to hire through networking rather than forum posts. However, you should take some lessons from the software industry. Make your MUD an appealing place to work. For coders, advertise what cool new technologies you employ. For builders, make sure you have some unique features that are of interest. The competition is fierce, so make sure you answer the question: “Why is it more fun to work on this MUD?”



For established MUDs: Be picky. You probably have a boatload of players who want to help out. Look at the entire pool of potential staff and take the time to really get to know people and their qualifications. We used to hire by invitation, but hiring by an application process has let us consider highly qualified potential staff that had been flying under our radar in the past.



Celebrity Founders



Every heard of Pownce? It is a Twitter like site. Why do I know about it? Only because one of the original founders was known for his involvement in Digg. The world of software entrepreneurship has celebrities. Companies started by such a person get a lot of attention, both by users and by potential employees.



This doesn’t seem to happen with MUDs. New MUDs are likely to come from an average Joe, or an established group making a new MUD that does not need to establish a new staff.



Why is this? First, there seems to be a stigma surrounding leaving your MUD to go make a new one. You would be seen as abandoning your friends there. In the business world, people coming and going is simply a way of life and (usually) no offense is taken. This is infinitely worse if you try to recruit some of your talented friends to get the new project going. Talent poaching is highly frowned upon in the MUD world, even on a small scale. Lastly, people have a strong sense of loyalty to their MUDs. Even if the previous problems didn’t exist, few people want to embark on such a project.



Further, the MUD world doesn’t seem to have celebrities in the community as a whole. MUD administrators are often seen as celebrities in their own game, but players from other games will likely never of heard of them.



One way I’d like to mitigate this is to promote a more far-reaching MUD community. More networking and awareness of what is going on in other MUDs would help anyone who is trying to hire.



I don’t think I’d want to promote higher staff churn. I think the comradery and loyalty that MUD staffs have is a good thing, overall.



When you are hiring for a MUD, make sure to ask what a person’s accomplishments are, in and out of the MUD community. They probably don’t have 4 or 5 MUDs under their belt, but what they say should be interesting.



Expectations



The last difference between real-job hiring and MUD hiring that I’ll discuss is expectations. On both sides of the table.



MUDs are usually a volunteer effort. A staff member’s value is related to how many hours they choose to volunteer. Its obvious that someone who can devote 20 hours a week to a MUD is a great potential helping hand. Someone who has no time to help, no matter how qualified, is probably not going to get hired.



If someone gets hired onto a MUD, then produces less work than is expected of them, this is usually not a big loss. They can linger on as an occasional helper. If they produce no work whatsoever, or completely disappear, they can be taken off the staff list quietly with no incident.



In the world of business there is no such notion. A hire who is not as effective as needed is a major problem. They’re still around every day and drain resources without giving back.



This difference leads to less sense of risk and lower expectations in MUD hiring.



This is a good thing. Staff can be hired with a risk that they won’t work out. Some of these people might turn out great, and if not, the loss is not unbearable. Hires that are an active problem can be dealt with quickly. Be ready to take risks (if there is some reason to think the person may turn out very good) and pay attention to newer staff to see how the risk is paying off.



On the other side of the table, MUD players often expect that working on a MUD will be far more fun than a real job would be. Well, this is probably true, but occasionally there are unenjoyable parts of the job. Any reasonable interviewee for a paid job is ready for this, but far fewer MUD players are. Set expectations early. If someone gets scared by the thought of building an item that someone else designed for them, or talking to a player who has been misbehaving, they probably aren’t a good resource overall.



That’s all for today. As always I’ll leave an open question on the table. What is your best and/or worst hiring experience? From the perspective of either a employer or interviewee. Doesn’t need to be MUD related, but if it isn’t, how might the situation have been different if it was a MUD hiring?

Posted by Raesanos


Comments

  1. Sorry, no hiring experiences to relate today, but I did want to point out one 'fallacy' from the above. You said "Further, the MUD world doesn’t seem to have celebrities in the community as a whole. MUD administrators are often seen as celebrities in their own game, but players from other games will likely never of heard of them." but in my experience there are actually several MUD 'celebrities' out there. Folks like Thoric, Samson, KaVir, Cratylus, and so on are pretty well known outside their own muds because they've left code legacies. Likewise, folks like Brittany, Rolindar, Yaegar, Copper, and so on also tend to be fairly well known outside of the muds they initially worked on because they've left behind popular public domain areas. Among those who follow mud related forums, there are a few other names that rather tend to stand out as well for various reasons.

    Conner DestronConner Destron on Saturday, 08 March 2008, 18:55 MST # |

  2. You definitely bring up a good point.  People who leave behind well-loved resources DO get remembered.  To me its kind of the difference between Richard Stallman and Mark Zuckerberg.  We have Stallman-esque characters, but not a lot of Zuckerbergs.  This doesn't make them any less important, in fact I think they're -more- important, but in terms of hiring they're less of an impact.

    RaesanosRaesanos on Tuesday, 11 March 2008, 13:38 MDT # |

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