[MUD-Dev] business models

Hulbert Hulbert
Wed May 23 14:35:10 CEST 2001


> -----Original Message-----
> From: Koster, Raph [mailto:rkoster at verant.com]
> Sent: Tuesday, May 22, 2001 5:36 PM
> To: 'mud-dev at kanga.nu'
> Subject: RE: [MUD-Dev] business models
  
> Er, by definition on day one you get near 100% of active subscribers
> logging in, no matter where they are. Everyone who buys the game on
> day one logs in on day one... You can spread the time peak around,
> certainly, but over the course of the 24 hours, it's still going to
> be close to every single purchaser.
 
But the metric being discused is what percent of subscribers are
logged in at one time, not the percent that log in all in the same
day.  As such, a game released only in the US will have near 0% before
8AM EST on Day 1, probably peak near 70%(Just guessing) 12 Midnight
EST (9 PM PST) Day 1, and die off back to near 0% by 3AM EST Day 2.
The average for the day will not be anywhere near 100%, since you have
such a large block of near 0, and some people will buy the game and
not install it until the next thursday.
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