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17840: Re: [MUD-Dev] business models

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From: "Batir" <batir@stratics.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 23 May 2001 23:19:43 -0400
References: [1] [2] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Vincent Archer" <archer@nevrax.com>
To: <mud-dev@kanga.nu>
Sent: Wednesday, May 23, 2001 10:34
Subject: Re: [MUD-Dev] business models

> According to Koster, Raph:

>> 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.

> Yes, but you do not need to have your server able to handle
> simultaneously all active subscribers, because they're going to come
> and go at staggered intervals. That's what I was trying to say:
> spread release allows you to have more subscribers than you have
> peak players.

> (which is where I think the EQ/AC schemes of non localised servers
> vs UO's time-zoned servers is better - from a business PoV, that is)

I'm not sure I see how this is a plus...  Instead of 50,000 (as an
example) customers in the US connecting to your servers, you have
those, plus the European customers, plus the Asian customers?  Sure,
the percentage of the total is lower at any given moment, but the
total for the day will be much higher...  (Not to say I like staggered
deployment, I just don't see how simultaneous release helps the
servers.)

As for non localized servers, doesn't this make it difficult for
European and Asian customers to play when the server is in the US, or
vice versa?  I would think the increased lag would make the game
pretty much unplayable.  I wouldn't even try to play the European or
Asian shards of UO.

Batir

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