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<H1>[MUD-Dev] Open Source Online Gaming</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Open Source Online Gaming</LI>
<LI><em>From</em>: "Aaron Mitchell" &lt;<A HREF="mailto:aaron#fate,net">aaron#fate,net</A>&gt;</LI>
<LI><em>Date</em>: Mon, 13 Mar 2000 11:12:10 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<DIV><FONT face=Arial size=2>Hello everyone on Mud-Dev,<BR>&nbsp;<BR>Something I 
am interested in working on is a MUD style game similar to AC, EQ, UO, 
etc.&nbsp; Technically speaking, there are a set of tasks that have to be 
tackled to start a project like this.&nbsp; However the questions I had for 
Mud-Dev, hopefully which some of you can comment on or answer, are more business 
directed.&nbsp; I know alot of you work in the industry of gaming and 
particularily online gaming, so any feedback you have on this would be greatly 
appreciated.</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>First of all, has anyone heard of or built a 
successful business model in the online gaming industry centered around an open 
source project?&nbsp; I like the idea of open source products, especially the 
community development aspects, but still would like to develop a commercially 
viable product.&nbsp; </FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>I know companies like RedHat maintain a completely 
open source project that they do pretty well charging for, and it seems that in 
the online gaming industry, it would be easy to extend this strategy to include 
a membership fee structure.&nbsp; The membership fee could be associated with 
use of the product on a specific set of servers, and the product could be sold 
on CD or downloaded for free.&nbsp; There would most likely be a host of free 
servers out there, since the server software (or maybe a portion of it?) would 
be open source as well.&nbsp; Would the availability of free servers destroy the 
commercial potential of pay servers?&nbsp; </FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>The things that I imagine would help pay servers 
remain desirable over free servers is most importantly bandwidth and low 
latency.&nbsp; I doubt, unless some sort of online connection limitations were 
implemented, that many popular free servers could be indefinitely maintained 
without an income to pay for bandwidth and server costs.&nbsp; Another edge pay 
servers would have over free servers is an abundance of high quality digital 
artwork and graphics.&nbsp; A company maintaining a profitable server could keep 
2d/3d artists on staff to continually develop the visual aspects of the game, 
which I would think are very important to alot of mainstream 
gamers.</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Does anyone know of any companies with plans 
similar to this? I'd also be very interested in hearing if any companies have 
thought about this but already ruled it out for whatever reasons.&nbsp; Most 
importatnly, any feedback on the potential problems or obstacles a project like 
this might face would be very much appreciated.&nbsp; Thanks,</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Aaron M.<BR><A 
href="mailto:aaron#fate,net">aaron#fate,net</A></FONT></DIV>
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<li><strong><A NAME="00606" HREF="msg00606.html">Re: [MUD-Dev] Open Source Online Gaming</A></strong>
<ul compact><li><em>From:</em> Bryce Harrington &lt;bryce#neptune,net&gt;</li></ul>
<li><strong><A NAME="00603" HREF="msg00603.html">Re: [MUD-Dev] Open Source Online Gaming</A></strong>
<ul compact><li><em>From:</em> galvin#oxygen,surfen.com (Ryan)</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Have openings</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00609" HREF="msg00609.html">[MUD-Dev] Have openings</A></strong>, 
Gary Whitten <a href="mailto:undiscoveredworlds#mediaone,net">undiscoveredworlds#mediaone,net</a>, Wed 15 Mar 2000, 04:06 GMT
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</ul>
</LI>
<LI><strong><A NAME="00602" HREF="msg00602.html">[MUD-Dev] [OT] Sound in games</A></strong>, 
Erik Jarvi <a href="mailto:ejarvi#megsinet,net">ejarvi#megsinet,net</a>, Tue 14 Mar 2000, 20:56 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00604" HREF="msg00604.html">RE: [MUD-Dev] [OT] Sound in games</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 14 Mar 2000, 21:11 GMT
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</UL>
</LI>
<LI><strong><A NAME="00598" HREF="msg00598.html">Re: [MUD-Dev] politics</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Tue 14 Mar 2000, 01:36 GMT
<LI><strong><A NAME="00597" HREF="msg00597.html">[MUD-Dev] Open Source Online Gaming</A></strong>, 
Aaron Mitchell <a href="mailto:aaron#fate,net">aaron#fate,net</a>, Mon 13 Mar 2000, 21:32 GMT
<UL>
<LI><strong><A NAME="00603" HREF="msg00603.html">Re: [MUD-Dev] Open Source Online Gaming</A></strong>, 
Ryan <a href="mailto:galvin#oxygen,surfen.com">galvin#oxygen,surfen.com</a>, Tue 14 Mar 2000, 20:56 GMT
</LI>
<LI><strong><A NAME="00606" HREF="msg00606.html">Re: [MUD-Dev] Open Source Online Gaming</A></strong>, 
Bryce Harrington <a href="mailto:bryce#neptune,net">bryce#neptune,net</a>, Wed 15 Mar 2000, 00:41 GMT
<UL>
<LI><strong><A NAME="00608" HREF="msg00608.html">Re: [MUD-Dev] Open Source Online Gaming</A></strong>, 
Bruce <a href="mailto:bruce#cubik,org">bruce#cubik,org</a>, Wed 15 Mar 2000, 01:54 GMT
<UL>
<LI><strong><A NAME="00610" HREF="msg00610.html">Re: [MUD-Dev] Open Source Online Gaming</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 15 Mar 2000, 04:12 GMT
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