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<H1>RE: [MUD-Dev] MUD timeline</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] MUD timeline </LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 15 Mar 2000 11:38:15 -0800 (PST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Wed, 15 Mar 2000, Sellers, Michael wrote:

&gt; OTOH, as Jonathan Baron pointed out in his "Heat into Light" talk, even
&gt; numbers like that are nothing to be all that proud of: even the *worst*
&gt; infomercial on at 4am regularly whomps us in terms of viewers (and probably
&gt; in terms of paying customers).

Yeah, but consider that an infomercial is free to watch and requires no
more knowledge to use than the ability to turn on the tv andflip through
channels. Unless a game removes all interactive elements from it (in which
case it's not really a game anymore), the interface is inevitably going to
be more complicated than that. Everquest also nets a LOT more per 'viewer'
than any infomercial does.

--matt




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<LI><STRONG><A NAME="00615" HREF="msg00615.html">RE: [MUD-Dev] MUD timeline</A></STRONG>
<UL><LI><EM>From:</EM> "Sellers, Michael" &lt;MSellers#maxis,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] MUD timeline</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00611" HREF="msg00611.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 15 Mar 2000, 07:20 GMT
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<LI><strong><A NAME="00623" HREF="msg00623.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 16 Mar 2000, 05:51 GMT
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</UL>
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<LI><strong><A NAME="00624" HREF="msg00624.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Ryan Palacio <a href="mailto:rpalacio#verant,com">rpalacio#verant,com</a>, Thu 16 Mar 2000, 05:42 GMT
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<LI><strong><A NAME="00615" HREF="msg00615.html">RE: [MUD-Dev] MUD timeline</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Wed 15 Mar 2000, 16:38 GMT
<UL>
<LI><strong><A NAME="00617" HREF="msg00617.html">RE: [MUD-Dev] MUD timeline</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 16 Mar 2000, 02:15 GMT
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<LI><strong><A NAME="00517" HREF="msg00517.html">[MUD-Dev] Processor Usage</A></strong>, 
Christopher Kohnert <a href="mailto:cjkohner#brain,uccs.edu">cjkohner#brain,uccs.edu</a>, Fri 03 Mar 2000, 16:52 GMT
<UL>
<LI><strong><A NAME="00521" HREF="msg00521.html">Re: [MUD-Dev] Processor Usage</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 04 Mar 2000, 00:12 GMT
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<LI><strong><A NAME="00526" HREF="msg00526.html">Re: [MUD-Dev] Processor Usage</A></strong>, 
Ben Greear <a href="mailto:greearb#candelatech,com">greearb#candelatech,com</a>, Sat 04 Mar 2000, 01:10 GMT
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<LI><strong><A NAME="00529" HREF="msg00529.html">Re: [MUD-Dev] Processor Usage</A></strong>, 
Dominic J. Eidson <a href="mailto:sauron#the-infinite,org">sauron#the-infinite,org</a>, Sat 04 Mar 2000, 01:10 GMT
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</UL></BLOCKQUOTE>

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