[MUD-Dev] Democratizing MMOs - new business model

Mike Rozak Mike at mxac.com.au
Sat Aug 27 08:07:50 CEST 2005


Chris Klaus wrote:

> Looking for feedback on our new gaming business model for enabling
> small studios to make MMO's.  Snip

I'm writing a toolset so skilled amateurs can develop their own
virtual worlds. I'm planning on a different business model than
yours, and the worlds created with my toolkit will have a very
different feel than those created using your tooklit; My system
produces an experience between a text-MUD/adventure and Myst 3 (with
360-degree static images).

I repeatedly ask myself the followng questions:

  1) How will worlds produced with my toolkit be different/better
  than existing virtual worlds? How will they be worse, and are
  those deficiencies lethal?

  2) If 1000 worlds are created using my toolkit, how will they be
  different from one another? Will those differences be significant
  enough?

  3) How does player behavior differ when there are 1000 worlds
  vs. only 10? Do players evenly distribute amongst the 1000 worlds
  or cluster into only a handful? Do they stay in one world for a
  long time, or rapidly jump from world to world?

"To find the two answers you seek, first you must answer these
questions three," pronounces the seer. Before the cryptic words fade
from the mystic's lips, he gathers up his tarot cards and disappears
behind the scarlet curtain.

PS: I have only educated guesses to my three questions.

Mike Rozak
http://www.mxac.com.au
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