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26004: Re: [MUD-Dev] Requirements for MM (was Complexities of MMOG Servers)
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From: "Dubious Advocate" <dubiousadvocate@hotmail.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 17 Dec 2002 05:49:38 -0600
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
"Wes Connell" <wconnell@kanga.nu> wrote:
> Christopher Kohnert wrote:
>> Out of curiosity, what is the general consensus on the minimum
>> requirements to get that lovely double-M? Is there one?
> Interesting question... I'm also curious as to when/if the
> additional M stops becoming 'massive' and becomes something
> larger.
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.
Serially Massive MOG. NWN is to this coming business model as
Gemstone3 was to today's graphical MUDs.
-----
Dave Scheffer
"Questions are a burden to others, answers a prison for oneself"
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