[MUD-Dev] expansion packs

Dave Rickey daver at mythicentertainment.com
Mon Dec 9 23:30:22 CET 2002


From: "Marc Fielding" <fielding at computer.org>
> From: Matt Mihaly:

>>   1. Existing games keep releasing more and more content in the
>>   form of expansion packs. This makes the bar for a new game
>>   increasingly high, especially as it's nearly impossible to
>>   really know what's going to work until you've got players
>>   actually playing the game. That gives games that have been
>>   around for awhile the ability to tweak here and there in small
>>   ways that add up to a huge incumbent advantage, potentially.

> Unfortunately, some existing games are limited in how much they
> can tweak the product while still remaining true to the "minimum
> system requirements" set forth in the original release. Even if
> the expansion specifies a higher set of requirements, the
> underlying architecture of the game (several years old by this
> point) becomes less able to support drastic changes or modern
> updates. At some point it just makes more sense to start from
> scratch. Only once the technologies of the underlying systems
> (renderer, network, etc.)  have stabilized industry-wide will we
> see games enjoy an indefinite technological lifespan and potential
> "first on the scene" advantage.

When do you walk away from the money?  EQ has 400,000 subscribers, a
revenue stream approaching $5,000,000 monthly.  How far would that
have to drop before continued development and expansion packs
weren't worth the investment?

Shrouded Isles had triple the hardware requirements of the original
game, and boy am I glad we didn't low-ball it.  Our system is pretty
modular, as well, we had to include new versions of all the old
models and terrain on SI, but people can play the old client right
next to the new, and although the new will look sharper and more
crisp, they'll still be playing the same game.

--Dave


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