[MUD-Dev] Will players pay for public services?
Matt Mihaly
matt at ironrealms.com
Thu Oct 21 19:26:57 CEST 2004
Ola Fosheim Gr=F8stad wrote:
> How to make a MUD profitable?
> Options:
> 1. Sell the software. Requires high prices, high volume and
> consequently high upfront investments.
> 2. Subscription. Players increasingly play more than one game,
> subscription is a barrier to revists. This can be overcome, but
> I also believe subscription leads to designs choices which are
> optimal for retaining customers, but detrimental to gameplay.
> 3. Sell items or upgrades or access to subgames/zones to
> individuals and groups. Difficult to do without dragging OOC
> issues into the world, and without having negative effects on
> the game design.
4. Facilitate trading of items/upgrades between players and skim a
percentage off the top.
5. Advertising/Sponsorship
> Would they band together and pay for such benefits, even if they
> have to share the benefits with others? You would of course
> engrave their names in the source, let them select what the source
> should look like and what not in order to give them credit and
> some feeling of ownership.
Sure. Clan houses, etc.
--matt
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