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The author here is responding to my comment in another thread: http://news.ycombinator.com/item?id=1146091 I was asking how I could approach making money wi
by Xurinos 17y ago
The author here is responding to my comment in another thread:
http://news.ycombinator.com/item?id=1146091
I was asking how I could approach making money with my group's hobby MUD, at least to cover server costs, and I had various concerns about how that would affect our team of volunteers as well as our players.
I think the response is reasonable, but I also agree with other comments here that said that the "covering server costs" is the first milestone towards hauling in some more serious money. If we can get at least that far, indicating that the Dark Mists community has interest in supporting its growth, we can then look into some expansion.
For example, we are in need of interested developers who are not about to run off with the source code to host their own MUD or use for their characters' and friends' characters' benefits, as has happened to us in the past on several occasions. A little legal support would be nice.
I recognize that the trust factor is its own ballgame and indicative of the management as well as the community. Every online project has to figure out how to handle these kinds of issues. I am not sure if it is harder with the project being an RPG, since you have to keep a large number of secrets in order to allow your Explorer player enjoy the game.
- eru 17y agoI can understand that you do now want developers to use their knowledge and access of the code to benefit in-game. But why be concerned about clones? You could luck at how NetHack gets developed for some inspiration.
- MicahWedemeyer 17y agoI was unaware you had a larger goal than covering costs. If you want more, then it's a different ballgame. Just don't be afraid to own up to your goal of making money. It's OK to have a hobby that makes no money, and likewise, it's OK to have a project that you want to monetize.