[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

19674: Re: [MUD-Dev] business models

[Full Header] [Plain Text]
From: Vincent Archer <archer@nevrax.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 22 May 2001 11:20:58 +0200
References: [1]
Organization: Kanga.Nu
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.

--
Vincent Archer                                         Email: archer@nevrax.com

Nevrax France.                              Off on the yellow brick road we go!
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev