[MUD-Dev] Requirements for MM (was Complexities of MMOG Serve rs)
Koster
Koster
Tue Dec 17 15:39:52 CET 2002
From: Dubious Advocate
> The next larger step is when Massive qualifies also to mean Serial
> as well as the current;y implicit definition of Central.
> The great majority of potential customers don't want to manage
> their own game world. But quite a few do. And all customers
> suffer some degree of burnout leading to abrupt exit from the
> revenue stream.
> A product that allows customers to continually and successfully
> retest the product to varying standards has a much higher
> retention factor. And a product that permits players to move
> seamlessly from commercial PW, to player PW to player PW has a
> high restest quotion. It's a way of weaning the customer down
> residual revenue streams rather than forcing a cold turkey
> departure.
How is a business model a defining characteristic for a genre? I
mean, we proposed this for UO, and it didn't happen in any official
sense--but thanks to the emulator community, happened anyway. So
does it qualify?
> Serially Massive MOG. NWN is to this coming business model as
> Gemstone3 was to today's graphical MUDs.
I don't really see the analogy here either. GS3 is to MMOGs as NWN
is to commercial sales of mud servers?
-Raph
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