[MUD-Dev] Will players pay for public services?

Matt Mihaly matt at ironrealms.com
Thu Oct 21 19:26:57 CEST 2004


Ola Fosheim Gr=F8stad wrote:

> How to make a MUD profitable?

> Options:

>   1. Sell the software. Requires high prices, high volume and
>   consequently high upfront investments.

>   2. Subscription. Players increasingly play more than one game,
>   subscription is a barrier to revists. This can be overcome, but
>   I also believe subscription leads to designs choices which are
>   optimal for retaining customers, but detrimental to gameplay.

>   3. Sell items or upgrades or access to subgames/zones to
>   individuals and groups. Difficult to do without dragging OOC
>   issues into the world, and without having negative effects on
>   the game design.

4. Facilitate trading of items/upgrades between players and skim a
percentage off the top.

5. Advertising/Sponsorship

> Would they band together and pay for such benefits, even if they
> have to share the benefits with others? You would of course
> engrave their names in the source, let them select what the source
> should look like and what not in order to give them credit and
> some feeling of ownership.

Sure. Clan houses, etc.

--matt
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