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Old 04-18-2008, 07:07 PM   #4
MikeRozak
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Re: The "Health," of Muds

If forgot to mention:

Once a MUD is created, the amount of work to maintain it can be far less... or at least this is the case with MMORPGs. Many failed MMORPGs cost millions to create, went bankrupt, but were resurrected on a "shoesting budget" of only hundreds of thousands (per year) to keep alive and (barely) kicking.

If you assume (wrongly) that all the work goes into creating the MUD, then the number of players is proportional to the new MUDs created per year (a slowly declining 60-ish) times the difficulty of creating a MUD.

If you assume (wrongly) that all the work goes into maintaining the MUD, then the number of players is proportional to the number of MUDs still alive (1300 and counting) times the difficulty of maintaining a MUD.

The true number is someplace in-between.
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