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15065: RE: [MUD-Dev] The Player Wimping Guidebook
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From: <adam@treyarch.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 3 Aug 2000 17:54:17 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Thu, 3 Aug 2000, Koster, Raph wrote:
> It also behooves you to make the changes you make not cause net reductions
> in playerbase, unless you don't care about playerbase. But by and large for
> most mud admins, it's a decent metric. From the perspective of trying to
> keep players happy, they (in the aggregate, examined as player statistics)
> know what a good change is better than you do.
I agree, although I will play devil's advocate for just a moment and suggest
that simple number of players is not the only metric of success.
What if you make a change that causes half your playerbase to depart, but
the other half to enjoy the game twice as much?
What if you make a change that causes 1% of your playerbase to depart,
but the other 99% to enjoy the game twice as much?
If you replace your mud server with a Quake server and subsequently
double your playerbase, is this considered a good design choice?
Success is defined by you, the admin. Most administrators agree that
a larger playerbase is better, but it is not the only metric.
Adam
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