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19672: RE: [MUD-Dev] business models

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From: "Koster, Raph" <rkoster@verant.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 21 May 2001 22:28:00 -0700
Organization: Kanga.Nu
> -----Original Message-----
> From:shren
> Sent: Monday, May 21, 2001 5:13 PM
> To: mud-dev@kanga.nu
> Subject: RE: [MUD-Dev] business models

> 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.

-Raph
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