JoinGG

The Onboarding Nobody Builds

Most players decide in the first sixty seconds, and most servers spend their effort further down. What works, where it breaks, and what does not help.

SweetMask · 7 min read

Somebody joins your server for the first time tonight. They spawn, look around, and have about ninety seconds of patience before they decide whether this was worth it.

Almost nothing on most community servers is built for those ninety seconds. The rules are on a website, the interesting part of the map is a walk away, the regulars are talking about something that happened last week, and the newcomer is standing at spawn reading a message of the day written in 2023.

Onboarding is the cheapest retention work available and almost nobody does it, because it is invisible to everyone who is already there.

The thing you cannot see

You have never experienced your own server as a stranger. Neither has anyone who plays on it regularly. Every person whose opinion you can easily get already knows where things are, what the rules mean, and who to talk to.

That is the whole problem. The failures are only visible to people who left, and people who leave do not explain why.

The cheapest fix is to watch somebody arrive. Ask a friend who does not play to join while you watch, and say nothing. Where they hesitate is your onboarding, and it is usually somewhere you would never have guessed.

The first ninety seconds

Spawn should answer one question: what do I do now? Not the rules, not the store, not a list of your social links. One clear next action.

On a survival server that is which direction to walk and whether it is safe. On a roleplay server it is where to stand and who to talk to. On a round-based server it is nothing at all, because the game starts on its own, which is why those formats onboard well without trying.

Cut the spawn text to three lines. Most servers have twenty, and the twenty are read as one block of noise. Three lines get read.

Put the essential rule at spawn, not the full list. "Do not build within 100 blocks of another base" is a rule a newcomer can follow. A link to a rules page is a rule they will break. The full set can live where the full set lives — rules that work covers writing them, and the summary is that the version at spawn is not the same document.

Make the first thing they can do free. Whatever your progression is, the first step should be reachable in a few minutes. Servers where nothing happens for the first half hour lose people in the first ten minutes.

The first session

Somebody should say hello. This is the single highest-value thing on this page and it does not scale, which is why large servers cannot do it and small ones do not bother.

A stranger who is greeted by name in their first minute has a completely different experience from one who arrives into a conversation they are not part of. On a server of thirty this costs one person a moment of attention.

If you cannot be there, a join message that names them is a weak substitute and better than nothing.

Answer the first question well. New players ask something obvious in their first ten minutes. How that question is answered: helpfully, dismissively, or not at all, is most of what they learn about the community.

Do not hand them things. The instinct to give a newcomer resources is well meant and it removes the early game, which is the part most formats are good at. Help them get started; do not skip them past it.

The first week

The transition from visitor to regular is one thing: coming back at the same time.

Communities form around overlap. Somebody who plays three evenings a week at the same hour meets the same people repeatedly, and that repetition is the mechanism. Somebody who plays the same total hours scattered randomly meets strangers every time and never becomes a regular.

That has a practical implication most owners miss: tell people when the server is busy. A newcomer who knows the peak is 8pm on weekdays can arrange to be there. One who does not will keep arriving at 3pm and concluding the server is quiet. Peak hours covers reading your own chart, and owners are frequently wrong about their own by two or three hours.

Give them something to come back for. Not a reward; a reason. An unfinished build, a group that meets on Saturdays, a project somebody asked them to help with.

What to build, in order of value

A greeting from a person. Free, unscalable, and worth more than everything below.

Three lines at spawn that say what to do next.

A stated peak time, in the message of the day and the server description.

One channel in Discord for questions, watched by somebody. Discord and your game server covers the structure, and a support channel where questions go unanswered is worse than not having one.

A short starter area or guided first task, if the format supports it.

A written "first day" page, linked from spawn and from the listing. Half a page. What the server is, what to do first, where to ask.

That list is ordered deliberately. Servers with elaborate tutorial systems and no greeting retain worse than servers with a person who says hello.

What actively drives people away

A rules gate before they can play. Reaction-to-verify, a quiz, a wall of text with an accept button. Every one of these stands between somebody curious and the evidence they came for.

An empty server at the advertised time. The most damaging and the most avoidable — if your description says the peak is 8pm, be there at 8pm.

A long download with no warning. Why modded servers take so long to join covers this, and the fix is one sentence in the description.

Being ignored. Not hostility. Just twenty people talking and nobody responding.

Discovering the store in the first five minutes. A newcomer whose first impression is a purchase prompt has learned what the server is for. Funding a community server covers doing it without leading with it.

The first sixty seconds

More of the decision happens here than anywhere else, and most servers spend their effort further down the funnel.

A person joins, looks at what is in front of them, and decides whether this is a place. What they see is a spawn area, a wall of text, and either people or silence.

Cut the wall of text. The join message on most servers is eight lines of rules, links, a vote reminder and a store notice, and it is scrolled past by everybody. Two lines that say what this server is and what to do next outperform all of it.

Make the next action obvious and small. Not "read the rules and choose a class and join a town". One thing: walk through this door, type this word, pick a colour. A person who has done one thing is a person who has started.

Have somebody say hello. Nothing else on this page matters as much. A greeting from a human being in the first thirty seconds is the single strongest retention lever any server has, and it costs nothing and cannot be automated convincingly.

Do not put the store in the first thing they see. It reads as the point of the server, and on some servers it is, and on yours it probably is not.

Where it usually breaks

Four places, and they are not the ones owners expect.

The gap between arriving and playing. Every step between joining and doing the thing the server is for is a place people leave. A tutorial, a class selection, a rules acceptance, a spawn maze, a plugin message queue: each is defensible and the sum is a minute of not playing.

Silence. An empty server at the wrong hour is the most common reason a first visit ends, and it is not a design problem, it is a scheduling one. Directing new arrivals to your peak hour is more effective than improving anything about the spawn. When servers are actually busy.

Vocabulary. Every established community has words that mean nothing to a newcomer, and using them in the welcome message tells somebody they are outside. This is worst on roleplay servers, where the first week is mostly learning language.

The second visit. Almost nothing is built for it. Somebody came back, which is the hardest thing to make happen, and the server treats them identically to the first time. A regular who recognises a returning name changes this entirely.

What does not help

Worth saying, because these consume most of the effort spent on onboarding.

Longer rules do not help. Nobody reads them at the door and they were never the reason anybody left.

Elaborate spawn builds do not help much. They are nice and they are not why people stay.

Starter kits help less than expected. Free equipment removes the early game, which on many servers was the part that would have hooked them.

Automated tutorials help least of all relative to their cost. They are expensive to build, they are skipped, and they do the job a person standing there does better in ten seconds.

Measuring it

One number: how many people who connect once connect again.

That is the only measurement that matters here, and it is the one most owners never take. Arrivals measure your listing. Returns measure your server, and everything on this page is aimed at the second.

If a month produces forty arrivals and two returns, no amount of promotion will help, it will multiply a leak. The first 30 days of a new listing covers what normal looks like, and the return rate is the figure to watch through all of it.

Common questions

How can I find where new players struggle when joining my server?
Ask a friend who does not play to join while you watch them say nothing. Observing where they hesitate will reveal your onboarding problems in places you would not have guessed.
Why should I avoid giving starter kits or free items to newcomers?
Free equipment removes the early game, which is the part most game formats are naturally good at. Giving resources skips players past the very experience that would have hooked them.
How can I tell if my server onboarding is actually working?
Track how many people who connect once connect again. Arrivals only measure the effectiveness of your listing, while return visits measure how well the server actually retains players.
Tags
community serversbeginnersgrowthserver rulesmoderation
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SweetMask

Published · 7 min read

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