[MUD-Dev] The Player Wimping Guidebook
Fri Aug 4 07:46:52 New Zealand Standard Time 2000
> -----Original Message-----
> From: mud-dev-admin at kanga.nu
> [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> adam at treyarch.com
> Sent: Thursday, August 03, 2000 7:54 PM
> To: 'mud-dev at kanga.nu'
> Subject: RE: [MUD-Dev] The Player Wimping Guidebook
> I agree, although I will play devil's advocate for just a
> moment and suggest
> that simple number of players is not the only metric of success.
> What if you make a change that causes half your playerbase to
> depart, but
> the other half to enjoy the game twice as much?
This is an indication that you are moving towards a more hard core
> What if you make a change that causes 1% of your playerbase to depart,
> but the other 99% to enjoy the game twice as much?
This doesn't happen--if there's even a modicum of word of mouth, it's a
statistical blip. You'll start gaining more folks like the 99% almost
> If you replace your mud server with a Quake server and subsequently
> double your playerbase, is this considered a good design choice?
No. It might be a good business choice if you're charging, though. :)
> Success is defined by you, the admin. Most administrators agree that
> a larger playerbase is better, but it is not the only metric.
True. But it happens to be a metric we can actually measure, unlike "how fun
the game is to x% of the game."
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