[MUD-Dev] business models

Batir batir at stratics.com
Wed May 23 23:19:43 CEST 2001


----- Original Message -----
From: "Vincent Archer" <archer at nevrax.com>
To: <mud-dev at kanga.nu>
Sent: Wednesday, May 23, 2001 10:34
Subject: Re: [MUD-Dev] business models

> According to Koster, Raph:

>> 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.

> Yes, but you do not need to have your server able to handle
> simultaneously all active subscribers, because they're going to come
> and go at staggered intervals. That's what I was trying to say:
> spread release allows you to have more subscribers than you have
> peak players.

> (which is where I think the EQ/AC schemes of non localised servers
> vs UO's time-zoned servers is better - from a business PoV, that is)

I'm not sure I see how this is a plus...  Instead of 50,000 (as an
example) customers in the US connecting to your servers, you have
those, plus the European customers, plus the Asian customers?  Sure,
the percentage of the total is lower at any given moment, but the
total for the day will be much higher...  (Not to say I like staggered
deployment, I just don't see how simultaneous release helps the
servers.)

As for non localized servers, doesn't this make it difficult for
European and Asian customers to play when the server is in the US, or
vice versa?  I would think the increased lag would make the game
pretty much unplayable.  I wouldn't even try to play the European or
Asian shards of UO.

Batir

_______________________________________________
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