[MUD-Dev2] [DESIGN] Will players pay for public services?
cruise
cruise at casual-tempest.net
Mon Jul 30 17:11:03 CEST 2007
Thus spake Nicholas Koranda...
> ********************************************************************
> * REPOST
> *
> * Original Poster: Ola Fosheim Grstad
> *
> * Sun Oct 17, 2004 2:16 pm
> *
> ********************************************************************
>
> How to make a MUD profitable?
>
> Options:
<snip>
There's also the AO method of combining advertising with subscriptions -
you can play it for free with adverts, or without adverts for a
subscription.
There's no reason it can't be a sliding scale - various bands of
subscription that reduce the density of advertising.
In a space-based MMO I'm toying with, the idea would be to tie
subscription and advertisements to location - if you are killed, you
respawn at your "home" system - but each system has varying levels of
advertising, and which system can be chosen as your "home" system
depends on your subscription rate. It has the advantage of having an
in-world explanation - your respawn and refit is paid for by the
government (to encourage exploration), but the further from Earth (the
one free home system) the higher the overhead for such insurance (and of
course, the less industrialised the systems, thus less adverts).
I'm not sure how well it would work in practice, but it seems like
something worth playing with.
More information about the mud-dev2-archive
mailing list