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19673: RE: [MUD-Dev] business models

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From: Matt Mihaly <the_logos@achaea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 22 May 2001 04:37:24 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Mon, 21 May 2001, shren wrote:

> 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%.
 
> On the other hand, players even slightly financially affluent will
> hold onto accounts in games that they almost never/never play in
> just because of the time investment in the account.  My UO account
> is closed only because I closed it in a fit of pique when UO2 got
> canceled.  Had that not happend, I very likely would have had an
> account until the game closed it's doors.  Enough people like this,
> and the 15% figure will drop very low for old games, such as the
> Gemstone III example above.

Well, I'm certainly willing to grant that some people do that, but
what you're saying is really just a guess. Does anyone have any
reliable statistics that can back this up?

--matt

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