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26042: RE: [MUD-Dev] Requirements for MM (was Complexities of MMOG Serve rs)

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From: "Koster, Raph" <rkoster@soe.sony.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 17 Dec 2002 15:39:52 -0800
Organization: Kanga.Nu
From: Dubious Advocate

> The next larger step is when Massive qualifies also to mean Serial
> as well as the current;y implicit definition of Central.
 
> The great majority of potential customers don't want to manage
> their own game world.  But quite a few do.  And all customers
> suffer some degree of burnout leading to abrupt exit from the
> revenue stream.
 
> A product that allows customers to continually and successfully
> retest the product to varying standards has a much higher
> retention factor.  And a product that permits players to move
> seamlessly from commercial PW, to player PW to player PW has a
> high restest quotion.  It's a way of weaning the customer down
> residual revenue streams rather than forcing a cold turkey
> departure.

How is a business model a defining characteristic for a genre? I
mean, we proposed this for UO, and it didn't happen in any official
sense--but thanks to the emulator community, happened anyway. So
does it qualify?

> Serially Massive MOG.  NWN is to this coming business model as
> Gemstone3 was to today's graphical MUDs.

I don't really see the analogy here either. GS3 is to MMOGs as NWN
is to commercial sales of mud servers?

-Raph

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