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#1 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Mill Valley, CA -- September 27, 2003 -- Iron Realms Entertainment announced today that it had finalized a license for its Rapture Technology Suite with Persistent Realms, a new Santa Cruz based developer of online games.
"We are excited to be using the Rapture Technology Suite," said Ryan Schwab, Persistent Realms's President. "It has already accelerated our development process significantly, to such an extent that we are confident in saying we can deliver a fully featured game by the third quarter of 2004." Matt Mihaly, Iron Realms' CEO said, "We believe Rapture is one of the fastest and most stable text mud engines available, making it ideal for commercial use. There is also no other licensable text mud engine that has proven it can support games with the commercial track record of Achaea, Aetolia, and Imperian." For more information visit www.ironrealms.com/other.htm. |
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#2 |
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You people are all around Mill Valley?! Damnit. I was living in Palo Alto and working in Menlo Park/Sausalito/the city all of last year. I would have dropped by if I'd known.
-Visko |
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#3 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
Sausalito and Menlo Park is a strange combination of places! What were you doing that had interests in both places? --matt |
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#4 |
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Member
Join Date: May 2002
Posts: 140
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Hopefully they'll find someone willing to actually buy it... From what I read, the amount of money involved contains 5 figures.
I dunno, maybe Bill Gates is a MUDder and will wanna buy the license :P |
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#5 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Quote:
http://www.ironrealms.com/other.htm "Rapture is available for license but the cost is in five figures." |
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#6 | ||
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Member
Join Date: Apr 2002
Posts: 50
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Quote:
http://www.kanga.nu/archives/MUD-Dev...1/msg01596.php |
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#7 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
--matt |
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#8 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
--matt |
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#9 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
Heck, we recently had an American soldier srving in Iraq spend wire us US$10,000 to buy credits in Achaea. (Although I think he split the cost with another soldier over there.) --matt |
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#10 |
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Member
Join Date: May 2002
Posts: 140
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By the way, does 5 figures mean 10K, or $99,999?
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#11 |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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I would just like to add that you can get more information as it becomes available on our website:
www.persistentrealms.com Not much there yet, but we're just getting started. - Ryan |
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#12 |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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No offense to iron realms, but anyone paying five figures for a text based engine is NUTS.
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#13 | |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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Quote:
- Ryan |
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#14 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
--matt |
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#15 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
--matt |
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#16 |
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I lived in Palo Alto and was doing a little construction over in Menlo. Sausalito was a software development project - Zigzag.
-Visko |
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#17 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Quote:
I'm sorry, but anyone who falls for that is obviously lacking in business sense. There is simply not the market to recover that sort of expenditure within any sort of realistic timeframe. |
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#18 | ||
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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Quote:
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#19 | |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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Quote:
- Ryan |
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#20 | |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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Quote:
- Ryan |
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#21 | |
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Member
Join Date: Sep 2002
Posts: 100
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KaVir:
Quote:
What would that figure lead you to believe it would cost a company to develop an engine themselves? What would the lead time be? How long would they have to wait before the engine and related tools were even ready to support content development? Stilton |
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#22 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
If we end up doing a Feist text game, we'll invest closer to 100k than 10k in it and it'll be well worth it. You've no idea what you're talking about. --matt |
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#23 |
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Member
Join Date: Jan 2003
Posts: 39
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Out of curiosity, how does your donation system work? I understand about the credits, but it sounds like you'd have to make a lot of things in the game available for cash in order to get people to send in that much money.
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#24 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
Now that that's out of the way, our system works like this. There's a generic currency called 'credits' (as you know) that you can purchase from our websites. Once you buy them, they get deposited on whatever character you choose. They are fully tradeable so you're free to do with them as you wish. You can convert them into lessons to raise your skills, you can buy artifacts (swords, magical items, etc) with them, you can buy houses, pets, custom modifications, economic skills like tailoring or masonry, and so on. The other ways to get credits include: Mentoring people who buy credits (you get 15% of their first 4 purchases), leading a city or guild (you get 5% of all guildmember or city member purchases), going up in levels (gets you NeoCredits, which can only be used to convert into lessons. Can't buy artifacts with NeoCredits), getting awards in our monthly art and writing contests, winning the occasional contest, or just getting them from other players. There's an active market in gold for credits (and vice versa) so even if you have no rl money you can acquire gold in-game and trade it for credits, as some people have more rl money than rl time, and some people have more rl time than rl money. So then what you can buy are generally: tools (better swords than the average forged one, for instance), customizations, skills, housing, and pets. There may be some other minor things but these are the major ones. The key to this business model is ensuring that you aren't trying to sell people the object of the game. For instance, in a DIKU-style game many players bash monsters to get 'phat lewt' to bash bigger monsters to get bigger lewt, etc. If you ran a game like that and sold people the items you'd probably not have a lot of players because you're selling them the purpose of the game. Our games aren't item-oriented though (few monsters give any sort of loot beyond gold). Instead, people buy combat artifacts, for instance, largely to help with PvP (and some PvE). As such, we can't be selling them a sword that is, say, twice as good as the average forged sword. Instead, we sell them swords that are between about 5 and 15% better. Think of selling items in a virtual world like golf. I'm not a golfer myself (deathly boring if you ask me) but obviously there are a lot of people who are really into golf. Some percentage of those people are into golf enough that they'll spend significant amounts of money on it. They might spend $3000 (or more. I assume you can spend almost unlimited amounts on golf clubs.) on a set of metal sticks. Now, without the context of the game of golf, would anybody pay $3000 for a set of thin metal sticks? No. Those otherwise useless metal sticks take on a huge amount of value within the right context (golf in this case). It's similar with a virtual world. Outside of the virtual world, the services you're buying (you're not buying an item since from the real-world perspective there are no magical swords. Just database entries) seem insane at first glance to many people. "You spent $200 on a sword in a game??" But at the same time, I might say to someone who just spent $2000 on a set of golf clubs, "You spent $2000 on some metal sticks in a game?" A skeptic might reply, "Yes, but the metal sticks are, at least, real, and the sword isn't." This is true. The sword isn't a sword, but it does give me extra functionality in a context (the game) that I find attractive and valuable. I might also point out to the skeptic that I bought Dreamweaver recently for a few hundred dollars and bought it via download from Adobe. No box, no physical product. Is that "real?" Who cares, I say. It lets me do what I want in a context (web design) that I find attractive and valuable. --matt |
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#25 |
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Member
Join Date: Jan 2003
Posts: 39
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Well, the question of whether it's a donation or whether it's an actual sale, depends less on hypocrisy and more on your point of view and a certain amount of legality. If it's a sale, what happens if the player gets deleted for causing problems? Can they then sue you to recover their property, even if it is virtual? Do you refund their money that has been spent through the credits system? How do you handle situations like that?
So instead of killing monsters and gaining loot, your players are killing each other in a PK environment? They get loot from that, I assume, but not from NPCs. It sounds like you've taken a practice point concept and converted it to be based on the dollar. Don't you get complaints about the game being "for sale" and what not, and jealousy from the poorer players towards the more affluent players? How do you deal with those types of complaints and keep your players happy? |
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#26 | |||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
Quote:
And no, you don't really get loot from killing players. They'll drop any gold they're holding but intelligent players put their gold in a bank or put it somewhere else safe. Loot isn't a big part of our games. Quote:
I don't really care if players are jealous of other players. They need to realize that the reason those without any money are allowed to play is because other people are basically covering their tab by buying more-than-average amounts from us. Subscription games don't let you play -at all- without giving them money, after all. --matt |
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#27 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Quote:
And where will the players for these new Rapture muds come from? The existing games mostly, I would guess, which is going to dilute the income of the other muds. And that, I imagine, is why The_Logos wants each such mud to pay "significant royalties" in addition to the $10000 licensing fee - a good business model for The_Logos, certainly, but not for the person running the mud. The market for commercial text-based muds is not huge. |
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#28 |
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Senior Member
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 523
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To sum up what the_logos is using a lot of words to say in one sentence:
In Achaea you can buy success for $, Some players apparently like that concept. Personally I don't. |
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#29 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
I understand that you're a bitter person and fundamentally have something against commercial muds (god knows you've demonstrated it enough times in your posts) but grow up Molly. You're too caught up in your own frustrated rage to actually read what I wrote. --matt |
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#30 | |||||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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I don't mean this insultingly, but you're looking at this from the hobbyist point of view and while that's well and good it doesn't give you much insight into the business of text muds. We've grown 40%+ for 5 consecutive years now. ####, we're projecting 60% growth for 2003. --matt |
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