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25774: RE: [MUD-Dev] Retention without Addiction?
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From: "bradley newton haug" <brad@faithanddisease.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 12 Dec 2002 19:53:23 -0800
References: [1]
Organization: Kanga.Nu
Jessica Wrote:
> 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.
oh you just had to start it back up didn't you.
I'll say this one more time for the cheap seats.
"It isn't hard for a network engineer; it's hard for groping game
designers and a mess of wannabe coders"
I will not only finish this engine with my target saturation, I will
have enough CPU left over to send you an email every 5 minutes going
'hey how ya doing, I'm fine, how are you'
Then if I'm really in a bad mood I'll GPL it.
Heh
Brad
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