[MUD-Dev] Admins as Mortals twist

Matthew Mihaly diablo at best.com
Mon Nov 22 12:09:46 New Zealand Daylight Time 1999

On Sun, 21 Nov 1999, Darren Henderson wrote:

> On Sun, 21 Nov 1999, Matthew Mihaly wrote:
> > horrible job at), then there is no way one person can handle it all. Can
> > you imagine Everquest running with a small staff and only one person truly
> > empowered to handle situations? With 50,000 people online at once, I think
> > that would be impossible.
> As do I. But in that instance, moving from the hobby world to the business
> world, you suddenly have a whole new realm of control over people....their
> jobs, their salary etc. Also you no long have anonymous players, you have
> a credit card number most likely.

Well not necessarily actually. Take something like Dragonrealms or
Gemstone III. Their staff is largely volunteer. I would say that one of
Simutronics greatest assets is their management structure. Free muds could
use some training in management too, if you ask me. I'm not sure what the
anonymous player factor has to do with anything, incidentally. We run a
commercial game, though we do not currently actually charge for simply
playing time.

> At the same time, I would expect a whole lot more profressional services
> as a player.

Right, well, as I think I said, you need to have a proper management
structure if you want to have _good_ customer service (something most muds
fail miserably at). If you're after quality, I'd think a free mud would
want proper customer service too, and it can be obtained with quality
volunteers and a nice distribution of responsibility with sufficient
oversight from the higher-ups, I feel.

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