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30256: Re: [MUD-Dev] Revenues
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From: Hans-Henrik Staerfeldt <hhs@cbs.dtu.dk>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 26 Jul 2004 16:42:53 +0200
References: [1]
Organization: Kanga.Nu
On Friday 16 July 2004 19:59, Matt Mihaly wrote:
> From: Erik Zwerling
>> Rafael Seabra [mailto:rafael@jynx.com.br] wrote:
>>> Which the best revenues beyond the subscribers in MMORPG?
>> I'm personally interested in the pay for item strategy recently
>> seen in Asian online offerings such as found in Gunbound by
>> SoftFX and Conquer by TQ Digital.
>> In this model, there are no regular subscription fees, but
>> players can pay real money to obtain in-game items/features. For
>> the hard-core gamer, this is a fast way to improve your
>> characters and/or their possessions without having to go through
>> the usual leveling churn.
> That's been the business model we (Iron Realms) have used since
> 1998. It works well provided you design the game to take into
> account the business model. >
What could happend if you don't take care when setting up such a
buisness model ;)
---------------------------------------
Feature options
---------------
1) Level Up 100$
2) Extra class 200$
3) Own guild 300$
4) Own country 400$
5) Win game 1000$
Choose: 5
1000$ has been deducted from your accnt 765752343
You win the game, congratulatios.
---------------------------------------
--
--Hans-Henrik St=E6rfeldt
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