[MUD-Dev] business models
Vincent Archer
archer at nevrax.com
Tue May 22 11:20:58 CEST 2001
According to Koster, Raph:
> From:shren
>> I think the problem here is the view of 15% as a fixed percentage.
>> It surely must change during the lifetime of the game. When a game
>> is brand new, it's brand new to all of the players, and thus very
>> likely to hit numbers much higher than 15%.
> It does in fact change, from a max of near 100% at lancuh, to around
> 40% after three months, and then over time trending down to
> 15-20%. Now, my understanding is that many games over the course of
> many years have shown that the 20% figure is a good rule of
> thumb--but I admit that's received wisdom from folks who have been
> around the commercial side of this stuff longer than I.
If you want to avoid the 100% at launch, arrange to have your game
released simultaneously (and I *do* mean simultaneously) in Europe, US
and Asia.
--
Vincent Archer Email: archer at nevrax.com
Nevrax France. Off on the yellow brick road we go!
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list