[MUD-Dev] The scalability of paying for in-game things
Par Winzell
zell at alyx.com
Sat Apr 22 14:48:12 CEST 2000
Matthew Mihaly writes:
> Therefore, given that it DOES work on some scale, it seems to me that the
> only way you can demonstrate it wouldn't work on a larger scale would be
> to identify factors which would accelerate costs faster than benefits to
> the game accrue as you grow. If this can't be done, then I really don't
> see how you can reasonably claim it won't work.
Just counting players online, the Simutronics games have de-facto selling
of items (through quests) and they have a whole lot of players on at once.
So, to some degree it certainly provably scales, and I am pretty sure you
will find ways to continue what you do at Achaea now even as it grows. It
could be that "to scale" has taken on too general a meaning in discussions
here; perhaps selling items on huge graphical games fails because they are
populated to such an unfortunate degree by brats? That's hardly a scaling
problem.
But that leaves the discussion stalled at "is there a vague negative vibe
that happens when you sell in-game stuff" and I don't know that I am able
to articulate the one I feel better than I have. I remain optimistic that
it can be done well on almost any Mud, yet careful.
Par
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