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<H1>Re: [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>: Re: [MUD-Dev] The scalability of paying for in-game things</LI>
<LI><em>From</em>: Par Winzell &lt;<A HREF="mailto:zell#alyx,com">zell#alyx,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 22 Apr 2000 14:48:12 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Matthew Mihaly writes:
 &gt; Therefore, given that it DOES work on some scale, it seems to me that the
 &gt; only way you can demonstrate it wouldn't work on a larger scale would be
 &gt; to identify factors which would accelerate costs faster than benefits to
 &gt; the game accrue as you grow. If this can't be done, then I really don't
 &gt; see how you can reasonably claim it won't work.

Just counting players online, the Simutronics games have de-facto selling
of items (through quests) and they have a whole lot of players on at once.

So, to some degree it certainly provably scales, and I am pretty sure you
will find ways to continue what you do at Achaea now even as it grows. It
could be that "to scale" has taken on too general a meaning in discussions
here; perhaps selling items on huge graphical games fails because they are
populated to such an unfortunate degree by brats? That's hardly a scaling
problem.

But that leaves the discussion stalled at "is there a vague negative vibe
that happens when you sell in-game stuff" and I don't know that I am able
to articulate the one I feel better than I have. I remain optimistic that
it can be done well on almost any Mud, yet careful.

Par




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<LI><STRONG><A NAME="00396" HREF="msg00396.html">[MUD-Dev] The scalability of paying for in-game things</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;the_logos#achaea,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<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>
<LI><strong><A NAME="00388" HREF="msg00388.html">[MUD-Dev] ADMIN: Digest size</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Mon 17 Apr 2000, 20:44 GMT
<LI><strong><A NAME="00368" HREF="msg00368.html">[MUD-Dev] Alignment</A></strong>, 
Richard Ross <a href="mailto:rross#redhotant,com">rross#redhotant,com</a>, Mon 17 Apr 2000, 16:23 GMT
<UL>
<LI><strong><A NAME="00382" HREF="msg00382.html">Re: [MUD-Dev] Alignment</A></strong>, 
David Bennett <a href="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</a>, Mon 17 Apr 2000, 20:17 GMT
<UL>
<LI><strong><A NAME="00393" HREF="msg00393.html">Re: [MUD-Dev] Alignment</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Mon 17 Apr 2000, 21:53 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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