[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!
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