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Old 10-25-2008, 01:23 PM   #4
Ide
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Join Date: Feb 2006
Location: Seattle
Posts: 361
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Re: Barriers to commercial MUDs

I found (June 16th, 2008):

I'm curious how this would compare to IR muds (Gemstone is subscription, right?).

Completely hypothetically of course, if you were to take Mike's posited market of 18,000 players, and your game captured a third of that, and you go with $1 per player per month in a microtransaction model, that gives you a revenue of $72,000/year.

My opinion is that mud players would spend a little more, due to the game being more personal and niche. If they spent as much as people do in SL, your revenue is upward of half a million dollars a year, which seems workable.

On the subject of entering a shrinking market, I think those problems are obviated a bit in muds because if you put some effort into your mud it's easy to rise above the muds already out there. Putting in the effort in a graphical game is, as has been mentioned, much tougher.
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