[MUD-Dev] Re: MUD-Dev digest, Vol 1 #282 - 18 msgs
J C Lawrence
claw at kanga.nu
Fri Jan 19 15:07:45 CET 2001
On Fri, 19 Jan 2001 09:28:31 -0600
Jeff Freeman <skeptack at antisocial.com> wrote:
> And action-oriented games DO much better in Korea than
> social-oriented ones.
It worth keeping in mind what the definition of "better" is in such
conversations: population size, demographic penetration,
profitability or margins, or even just the extent to which it
accomplished the original intention (be that amusing its creators or
something more significant).
While I don't doubt that the Korean products are as popular as has
been reported (I wouldn't be surprised if the reported numbers are
too small), human nature suggests that given such a cultural motion
that there will also be more specialised games which target and
cater to specific demographics. While it is under-reported (and
perhaps gone for all time), Island was a curious hobbyest case of
this, targetting a very narrow demographic (which I hesitate to
define) and exerting an impact disproportional to its popuation or
originality.
> Are you suggesting that's only because not one Korean game
> developer has thought to make the sort of game that the bazillion
> of Korean gamers actually want to play?
How many other Korean-area MUD-like games are there with active
player populations in 50,000+ range? What are *their* models?
Raph has commented that the Korean developers, or their associates,
are members of this list (I don't know, I don't and won't audit the
rols). Perhaps they care to comment?
--
J C Lawrence claw at kanga.nu
---------(*) http://www.kanga.nu/~claw/
--=| A man is as sane as he is dangerous to his environment |=--
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