[MUD-Dev] Casual Crowd vs.Time Rich Crowd [was: Time Debt]
J C Lawrence
claw at kanga.nu
Tue Aug 24 23:51:20 CEST 2004
On Mon, 23 Aug 2004 16:03:36 -0700
David Kennerly <kennerly at finegamedesign.com> wrote:
> You might want to consider a different metric than time logged on.
> The player is content. As long as she's not harassing or macroing,
> each hour she spends in the community increases the value of the
> service.
There's a curve of diminishing returns there. The first player is worth
a lot. The second player is also worth a fair bit. The 100th player
isn't worth quite as much, and the N thousandth is worth even less. Do
we have a decent idea what the real shape of the curve is?
> For example in Dark Ages, I designed a labor economy to encourage
> casual play and regulate rarity. Some tasks, in politics, religion,
> crafting, and questing, require labor. Labor is only replenished by
> each new day, or through having someone labor for you--thereby
> transfering their labor to you. So the global labor pool is linear
> function of characters per day.
Cute. I love starved resource economies.
--
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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