[MUD-Dev] Advertising Thread

Russ Whiteman russw99 at swbell.net
Tue Aug 13 04:57:55 CEST 2002


From: "Brandon J. Van Every"

> I also have a problem with thinking that MMORPG success/failure is
> primarily a function of historical / game design expertise, as
> opposed to marketing, funding, revenue model, artwork, and PC
> technology of the day.  

I'd say you have a really good point there, Brandon.  With all due
respect to Raph Koster (and anyone else on the original UO design
team with a MUD background), its original design was pitifully
inappropriate for a large-scale game (let the players handle the
PK'ers without any help from the system?  Globally synchronized
spawns of basic resources and mobs?  etc, etc)...yet due to the
marketing, art, and PC technology of the product, it managed to make
a relative killing.

For myself, I -do- rate the design of a game highly when I'm
deciding whether or not to buy it (or more often, whether or not to
continue playing after the first month), but the numbers would seem
to indicate that most people don't, all they seem to care about is
eye candy.  <sigh>


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