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19687: RE: [MUD-Dev] business models
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From: "Koster, Raph" <rkoster@verant.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 22 May 2001 14:35:52 -0700
Organization: Kanga.Nu
> -----Original Message-----
> From:Vincent Archer
> Sent: Tuesday, May 22, 2001 4:21 AM
> To: mud-dev@kanga.nu
> Subject: Re: [MUD-Dev] business models
> According to Koster, Raph:
>> From:shren
>>> I think the problem here is the view of 15% as a fixed percentage.
>>> It surely must change during the lifetime of the game. When a
>>> game is brand new, it's brand new to all of the players, and thus
>>> very likely to hit numbers much higher than 15%.
>> It does in fact change, from a max of near 100% at lancuh, to
>> around 40% after three months, and then over time trending down to
>> 15-20%. Now, my understanding is that many games over the course of
>> many years have shown that the 20% figure is a good rule of
>> thumb--but I admit that's received wisdom from folks who have been
>> around the commercial side of this stuff longer than I.
> If you want to avoid the 100% at launch, arrange to have your game
> released simultaneously (and I *do* mean simultaneously) in Europe,
> US and Asia.
Er, by definition on day one you get near 100% of active subscribers
logging in, no matter where they are. Everyone who buys the game on
day one logs in on day one... You can spread the time peak around,
certainly, but over the course of the 24 hours, it's still going to be
close to every single purchaser.
-Raph
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