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25765: RE: [MUD-Dev] Retention without Addiction?

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From: Jessica Mulligan <jessica@mm3d.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 12 Dec 2002 18:44:27 -0500
References: [1]
Organization: Kanga.Nu
At 04:48 PM 12/12/2002 -0800, Raph wrote:
>> From: bradley newton haug
>>> Raph Wrote:

>>> At MMORPG scales, it is. Harder than 4-16 players games,
>>> certainly. Harder than 250-player games too.

>>> Again with the arm-waving declaration about how hard a MMOG
>>> server is.  Are you trying to warn people off, or are you really
>>> under the impression this is some holy grail.  If you still
>>> think this is a 'difficult new thing', I suggest you hire some
>>> more network engineers and fewer designers.

>> I feel ornery. What's with people misreading me lately? I try to
>> choose words somewhat carefully. I stated it was "harder." Not
>> that it was "some holy grail." Not even that it was "hard." Just
>> "harder."

(Large Snip by Jessica, go read the full reply if you need to.)

Amen!  That is one the best replies I've ever seen on this list.
For everyone who thinks these things are easy, read Raph's reply
daily and remember: A large-scale subscription-based MMORPG bears
the same resemblance to operating a small scale, non-subscription
game as solar fusion bears to turning on a desk lamp.  That doesn't
mean it can't be done.  It just means it is HARDER.

I heard that somewhere recently, :D.

-Jess



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