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	<title>Comments on: Using Text MUDs to measure MMO IP value</title>
	<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Thu, 20 Nov 2008 22:42:16 +0000</pubDate>
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		<title>by: Mike Rozak</title>
		<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-368</link>
		<pubDate>Sat, 29 Jul 2006 20:35:03 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-368</guid>
					<description>Forgot to mention: The &quot;roleplaying enforced muds = 373&quot; poses a bit of a MMORPG extrapolation problem. I can think of a few reasons why the number might be so high though.</description>
		<content:encoded><![CDATA[<p>Forgot to mention: The &#8220;roleplaying enforced muds = 373&#8243; poses a bit of a MMORPG extrapolation problem. I can think of a few reasons why the number might be so high though.
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		<title>by: Mike Rozak</title>
		<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-367</link>
		<pubDate>Sat, 29 Jul 2006 20:28:26 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-367</guid>
					<description>I don't disagree with your assumption. However, you didn't mention a few non-IP categories such as:

- Christian-based muds - 2
- Furry muds - 24
- Historical - 10
- Gothic - 11
- Modern day - 31
- Post apocolyptic - 11
- Roleplaying enforced - 373
- Sexually oriented - 21</description>
		<content:encoded><![CDATA[<p>I don&#8217;t disagree with your assumption. However, you didn&#8217;t mention a few non-IP categories such as:</p>
<p>- Christian-based muds - 2<br />
- Furry muds - 24<br />
- Historical - 10<br />
- Gothic - 11<br />
- Modern day - 31<br />
- Post apocolyptic - 11<br />
- Roleplaying enforced - 373<br />
- Sexually oriented - 21
</p>
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		<title>by: Matt</title>
		<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-366</link>
		<pubDate>Sat, 29 Jul 2006 17:16:32 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-366</guid>
					<description>Scott wrote:
&lt;i&gt;
There’s only one caveat to this: time. Battlestar Galactica’s only experienced a popularity spike for the past 3 years, Stargate for only a bit longer (5 years?) and Miami Vice may get more popular in a week. Is that enough time for a MUD to get coded and established? Some of those TrekMUDs have been around almost as long as their admins have been alive.
&lt;/i&gt;
Given the spotty quality of most (but not all) hobbyist MUDs, three years is plenty of time, and I didn't take into account how developed or how many players each MUD has. Being popular longer does give hobbyist devs an increased timeframe to put up a MUD based on that IP, but there are diminishing returns, since very small hobbyist MUDs often have short half-lives.

Keep in mind, too, that the numbers listed above don't take into account number of players per MUD, etc. The Battlestar MUDs are likely all quite small in terms of playerbase.</description>
		<content:encoded><![CDATA[<p>Scott wrote:<br />
<i><br />
There’s only one caveat to this: time. Battlestar Galactica’s only experienced a popularity spike for the past 3 years, Stargate for only a bit longer (5 years?) and Miami Vice may get more popular in a week. Is that enough time for a MUD to get coded and established? Some of those TrekMUDs have been around almost as long as their admins have been alive.<br />
</i><br />
Given the spotty quality of most (but not all) hobbyist MUDs, three years is plenty of time, and I didn&#8217;t take into account how developed or how many players each MUD has. Being popular longer does give hobbyist devs an increased timeframe to put up a MUD based on that IP, but there are diminishing returns, since very small hobbyist MUDs often have short half-lives.</p>
<p>Keep in mind, too, that the numbers listed above don&#8217;t take into account number of players per MUD, etc. The Battlestar MUDs are likely all quite small in terms of playerbase.
</p>
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		<title>by: Andrew Crystall</title>
		<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-365</link>
		<pubDate>Sat, 29 Jul 2006 13:09:18 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-365</guid>
					<description>*looks a the Miami Vice comment and grins*

The PSP game was done here, didn't work on it though.

I can understand why people have to take action against  fans of their own, sometimes, because of the stupidly messed up nature of IP laws meaning there is no real way to allow them without risking your IP.</description>
		<content:encoded><![CDATA[<p>*looks a the Miami Vice comment and grins*</p>
<p>The PSP game was done here, didn&#8217;t work on it though.</p>
<p>I can understand why people have to take action against  fans of their own, sometimes, because of the stupidly messed up nature of IP laws meaning there is no real way to allow them without risking your IP.
</p>
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		<title>by: Joseph Monk</title>
		<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-362</link>
		<pubDate>Sat, 29 Jul 2006 08:15:24 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-362</guid>
					<description>Some of those muds are probably not &quot;unique&quot; worlds.  My first mud was a &quot;Star wars&quot; one... it had about 5 Star wars area's and a Jedi class... that was about it.  To make a mud like that, working of a stock code base... a month or two if the admin knows what he's doing.</description>
		<content:encoded><![CDATA[<p>Some of those muds are probably not &#8220;unique&#8221; worlds.  My first mud was a &#8220;Star wars&#8221; one&#8230; it had about 5 Star wars area&#8217;s and a Jedi class&#8230; that was about it.  To make a mud like that, working of a stock code base&#8230; a month or two if the admin knows what he&#8217;s doing.
</p>
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		<title>by: Scott</title>
		<link>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-357</link>
		<pubDate>Sat, 29 Jul 2006 03:15:37 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/07/28/using-text-muds-to-measure-mmo-ip-value/#comment-357</guid>
					<description>There's only one caveat to this: time. Battlestar Galactica's only experienced a popularity spike for the past 3 years, Stargate for only a bit longer (5 years?) and Miami Vice may get more popular in a week. Is that enough time for a MUD to get coded and established? Some of those TrekMUDs have been around almost as long as their admins have been alive.</description>
		<content:encoded><![CDATA[<p>There&#8217;s only one caveat to this: time. Battlestar Galactica&#8217;s only experienced a popularity spike for the past 3 years, Stargate for only a bit longer (5 years?) and Miami Vice may get more popular in a week. Is that enough time for a MUD to get coded and established? Some of those TrekMUDs have been around almost as long as their admins have been alive.
</p>
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