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<H1>[MUD-Dev] The scalability of paying for in-game things</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] The scalability of paying for in-game things</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:the_logos#achaea,com">the_logos#achaea,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 17 Apr 2000 21:53:48 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
So it strikes me that this entire argument about paying for
skills/items/events in-game has to revolve around scalability. There is
absolutely no doubt that it works on a smaller scale, as evidenced by the
success of Achaea and Avalon both (avalon didn't have a pay-for-item
setup, but you paid for your skills. I believe they have now gone
flat-rate, and are making nearly no money because of it.)

Therefore, given that it DOES work on some scale, it seems to me that the
only way you can demonstrate it wouldn't work on a larger scale would be
to identify factors which would accelerate costs faster than benefits to
the game accrue as you grow. If this can't be done, then I really don't
see how you can reasonably claim it won't work.

--matt




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<li><strong><A NAME="00535" HREF="msg00535.html">Re: [MUD-Dev] The scalability of paying for in-game things</A></strong>
<ul compact><li><em>From:</em> Par Winzell &lt;zell@alyx.com&gt;</li></ul>
<li><strong><A NAME="00402" HREF="msg00402.html">Re: [MUD-Dev] The scalability of paying for in-game things</A></strong>
<ul compact><li><em>From:</em> Brian Green &lt;brian@psychochild.org&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00403" HREF="msg00403.html">[MUD-Dev] RE: MUD-Dev request rejected</A></strong>, 
Schubert, Damion <a href="mailto:dschubert@origin.ea.com">dschubert@origin.ea.com</a>, Tue 18 Apr 2000, 00:06 GMT
<UL>
<LI><strong><A NAME="00421" HREF="msg00421.html">[MUD-Dev] Value of Characters [was: Quote from a Simutronics developer]</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA@Skotos.net">ChristopherA@Skotos.net</a>, Tue 18 Apr 2000, 19:48 GMT
</LI>
<LI><strong><A NAME="00413" HREF="msg00413.html">Re: [MUD-Dev] RE: MUD-Dev request rejected</A></strong>, 
John Szeder <a href="mailto:jszeder@roshambo.net">jszeder@roshambo.net</a>, Tue 18 Apr 2000, 19:49 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00491" HREF="msg00491.html">[MUD-Dev] Re: MUD-Dev request rejected</A></strong>, 
Jeff Freeman <a href="mailto:SkeptAck@antisocial.com">SkeptAck@antisocial.com</a>, Thu 20 Apr 2000, 22:08 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00396" HREF="msg00396.html">[MUD-Dev] The scalability of paying for in-game things</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Mon 17 Apr 2000, 21:56 GMT
<UL>
<LI><strong><A NAME="00402" HREF="msg00402.html">Re: [MUD-Dev] The scalability of paying for in-game things</A></strong>, 
Brian Green <a href="mailto:brian@psychochild.org">brian@psychochild.org</a>, Tue 18 Apr 2000, 00:06 GMT
<UL>
<LI><strong><A NAME="00420" HREF="msg00420.html">Re: [MUD-Dev] The scalability of paying for in-game things</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Tue 18 Apr 2000, 19:49 GMT
<UL>
<LI><strong><A NAME="00428" HREF="msg00428.html">Re: [MUD-Dev] The scalability of paying for in-game things</A></strong>, 
Brian Green <a href="mailto:brian@psychochild.org">brian@psychochild.org</a>, Tue 18 Apr 2000, 22:19 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00535" HREF="msg00535.html">Re: [MUD-Dev] The scalability of paying for in-game things</A></strong>, 
Par Winzell <a href="mailto:zell@alyx.com">zell@alyx.com</a>, Sun 23 Apr 2000, 21:46 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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