@Ide @GamerNGeek I think you guys might be overlooking the challenges inherent in monetizing a MUSH vs a MUD, the latter I think is very easy and straight forward, while the former is extremely difficult. There's a marked difference in the service provided and game between the two.
Okay, so if you try to monetize a MUSH, you have two options, you can go for a Subscription model, and/or you can go for a micro-transaction model which has just been shown to be vastly superior for massively multiplayer games due to the far higher upper end players are willing to spend. That's why virtually every MMO has gone f2p with micro-transactions. But what exactly do they charge for?
Well, for subscriptions, that's very simple, they charge for access to their game, with the understanding there will be a level of staff support to something that's otherwise presented as is. A MUSH could definitely follow a sub like that, if they presented themselves as a superior product, sure. But when you get to micro-transactions, which in my opinion is way more important than subscription models, that's where it falls apart.
Microtransactions in MUDs, MMOs, MOBAs all charge for largely the same thing. Some kind of modification for the service that is similar to what you could get if you invest more time in it, or a stylistic difference from similarly available things. IE unique appearance skins, items, and the like. These are all fully automated things. Once the designers invest the time into creating them, it's a flip of a switch. There is no resources whatsoever taken from the game, and even pay to win style games typically have a truly minimal effect on the world.
The same wouldn't be even remotely true for a MUSH.
Extremely little in MUSHes are truly automated. VERY little. Look at WoD mushes. I mean no disrespect when I say that, but they are tabletop simulators with extremely little coded systems, because they are usually way more about narrative and the interaction between people. Most have extremely little to separate their sandbox from a chatroom except for the format. So the single resource you can really give people are the time of GMs, and if you are monetizing that, you are talking about putting a price on human labor, and that gets VERY VERY expensive very fast. How much do any hotlines cost to pay them? -That's- what you'd be trying to do in microtransactions, and you'd be talking about a minimum of ten bucks an hour for a premium service. It's an entire order of magnitude difference from micro-transactions in MUDs
tl;dr, a MUSH needs to become more like a MUD to be financially viable.