http://feeds.feedburner.com/~r/mudreading/~3/177365143/the-money-qu

Most MUD administrators and staff members, much like most MUD players, delve into the world of text-based gaming as a hobby. In between the long hours of work, marriage, school, and other pursuits, time is made to commit text to screens and lines of code to windows to bring the visions of a coder or builder to life. Numerous publicly available sources of code and libraries are ripe for the browsing, allowing nearly any individual with a modicum of computer programming skill, and sufficient space and bandwidth on a server, to open a “stock” MUD in the time it takes most people to cook dinner. Those that choose to create a wholly original MUD normally do so as a labor of love, hoping to create an enjoyable experience that surpasses the slew of games most MUD players have seen before.
Many long-time MUD players approach each MUD with a certain discriminating taste. After all, some MUDs are just plain better than others. And some MUDs are just plain different, offering differing combinations of immersive role-playing, competitive and/or cooperative player killing, vast expanses for exploration and challenges, a detailed and intricate system of customized character building and advancement, a multi-tiered system of item-creation or room-building, and other imaginative features. If a MUD fails to present what a player desires, the player can easily choose from any of the hundreds of other available MUDs to find a selection suited to one’s personal taste.
Players are important. Without an active player-base, a MUD is just a D. Many players know this well, and understand that their presence on a MUD, and their dedicated time and effort, furthers and gratifies the efforts of those who have given their time to create the MUD. When a MUD administrator creates a MUD, as a hobby and a labor of love, using whatever spare time life presents, there is no greater reward than a dedicated player-base that truly enjoys the creation.
Quality is driven by incentive, though, and it is no secret that players have options, and a limited number of hours to devote to games. In response to the slew of existing hobbyist MUDs, or perhaps in spite of them, some MUDs, boasting quality staff members, quality players, and a quality product, have embraced capitalism and begun to seek money from their player-base.
Some MUDs have adopted the style of popular on-line MMORPGs, and charge a monthly or periodic access fee, a.k.a. “pay-to-play MUDs.” (For example, see Gemstone IV.) These fees are used to defer the costs of operating the MUD, such as server expenses, and are sometimes used to employ professional staff members, who can then devote an honest day’s work to creating code and content, running events for the player-base, and performing other similar services. Pay-to-play MUDs also foster player-bases that are active and serious about the quality of the MUD. It is human nature for a player to dedicate time and effort to something once hard-earned money has been invested.
Conversely, however, the player-base of a pay-to-play MUD can also come with its own breed of problems and expectations. A paying player is not just a player, but a customer, who rightfully expects to receive a quality product in exchange for financial remuneration. Otherwise, that financial remuneration can be taken elsewhere. Of course, once a paying player has spent time, effort, and non-refundable money to become established within a MUD, that player is invested, causing the choice of walking away to be a very difficult one, as the loss of that time, effort, and money must then be justified when there is nothing tangible to be gained or retained, only memories and past entertainment.
A more popular, and arguably more successful business model, involves optional contributions in exchange for benefits or rewards dispensed to one or more characters of the donor, commonly known as a “pay-for-perks MUD.” In a pay-for-perks MUD, the players who choose to contribute effectively pay the way for the players who do not, but in turn receive benefits over a non-contributing player. The most renowned of such MUDs are owned and operated by Iron Realms Entertainment, however other variations on the pay-for-perks theme also dot the MUD community.
For example, some MUDs accept payments in exchange for special benefits, privileges, items, accessible areas, or other tokens of gratitude that cannot be acquired in any other fashion. (See Threshold RPG, which provides access to special areas, unique items, special commands, and other unique features in exchange for donations.)
Other MUDs accept payments in exchange for benefits that could be acquired through normal game play, but where such benefits would require time and effort bordering on insanity to realistically obtain, with the expectation that any serious player who wishes to excel or become competitive with other serious players will eventually contribute some amount of money. (See the Iron Realms Entertainment MUDs, referenced above, which provide a special currency in exchange for donations that can be spent on rare or unique items, or to hasten the otherwise impossibly time-consuming advancement of a character’s abilities.)
Others accept donations to defer expenses in exchange for benefits that are readily obtained through game play, but can enhance convenience for the donor when rewarded. (See Dark and Shattered Lands, where donations can be exchanged for basic types of character advancement that can normally be acquired simply through spending time logged in.)
Some MUDs reject all forms of financial compensation, believing that the true essence of the MUD community is that of computer hobbyists coming together to share experiences, as a community, and play an immersive game unaffected by the real world. (See New Worlds RPG, where donations are not solicited or accepted.)
A decade ago, there was an unspoken rule among most players that MUDs should be free from the encumbrances of money, and that only an idiot would pay to play a MUD when there were so many free alternatives. Today, after the noted success of numerous money-oriented MUDs, many players have reevaluated this preconception. Do MUDs with disposable income to burn provide a higher quality product than dedicated hobbyist MUDs? Do players take a business-oriented MUD more seriously than the sweat and labors of an administrator’s spare time? Or is the money question an irrelevant question, while players, as always, simply seek out MUDs that provide the combinations of features that meet their discriminating tastes?