[MUD-Dev] Commercial web based MUDs
J C Lawrence
claw at kanga.nu
Fri Jan 18 09:39:05 CET 2002
On Mon, 14 Jan 2002 08:53:56 -0000
Peter Tyson <ptyson at datamonitor.com> wrote:
> You could consider either a small fee to play or small fees to be
> able to run more than one character or to get access to some other
> kind of content but I think you'd be struggling to cover your
> costs by offering the game for free.
Minor observations:
Hardware, maintenance and SysAdm costs are close to being a
constant (I'm assuming a single system and fairly reasonable
resource and transaction rate requirements).
Development costs are variant, but depend mostly on details
specific to you, the service and style chosen (eg methods of
content generation, free user programming or not, use of
third-party content, base server/model development etc).
A web based service very nearly maximises your bandwidth costs by
forcing frequent reloads of constant data, and allows bandwidth
to be consumed by non-paying non-playing entities (idle browsers,
search engine spiders (that don't obey robots.txt), etc.
Telnet or custom protocol/client services allow bandwidth
use/expenses to be optimised at variously the expense of
impenetrability to neophyte 'net users and custom development and
maintenance.
--
J C Lawrence
---------(*) Satan, oscillate my metallic sonatas.
claw at kanga.nu He lived as a devil, eh?
http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live.
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