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

Hans-Henrik Staerfeldt hhs at cbs.dtu.dk
Tue Oct 26 11:02:30 CEST 2004


On Sunday 17 October 2004 16:16, Ola Fosheim Grøstad wrote:

> How to make a MUD profitable?

> Any empirical examples beyond donations to free MUDs?

There is the model some authors of books have tried for web
publication. They write the first few chapters of a book, which they
publish on the web, and set up a donation system. Every time a limit
of, say, 1000$ is reached, the next chapter is released to the
public.

I don't know how successfull this model has been for the authors,
but I know it could easily applied to extensions to the game world
in a mud, or other online game. Possibly more effective, since the
players have more of an investment in an online world, than in a
book (usually I presume).

It could even be used to let players prioritize which changes is
most welcome out of a set of choices you give as designer, by making
the them choose by giving money to the specific change/expansion
they wish to see implemented next.

This may be more openness in the development process than most
companies would like, but it just might be doable.

--
--Hans-Henrik Stærfeldt
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