[MUD-Dev] The Player Wimping Guidebook

Matt Chatterley chattemp at ee.port.ac.uk
Thu Aug 3 11:50:14 New Zealand Standard Time 2000

On Wed, 2 Aug 2000, Raph Koster wrote:

> > -----Original Message-----
> > From: mud-dev-admin at kanga.nu 
> > [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> > Nathan Clemons
> > Sent: Wednesday, August 02, 2000 6:02 PM
> > To: mud-dev at kanga.nu
> > Subject: RE: [MUD-Dev] The Player Wimping Guidebook
> > 
> > The MUD is never the player's, unless it's a pay-per-play.
> Why? What difference does money make?

For me, it would change many of the key dynamics. Instead of purely 
designing and coding for pleasure, I would be attempting to create a 
profit from it - it introduces elements of marketing, public relations 
and of simply ensuring return custom which are just not essential to 
non-commercial games.

If a player or group thereof, become disgruntled and leave, giving you 
bad press, you have to think about the financial repercussions of such, 
not just 'gosh, that was annoying'. Perhaps.

Its not a situation which I've actually been put in yet, mind, so I'm 
working from a set of imaginings and assumptions.

-- Matt Chatterley
".. You live for the fight, when its all that you've got .."
		Jon Bon Jovi; Livin' on a Prayer, as always.

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