[Home] [Groups] - Message: [Prev in Group] [Next in Group]
18236: Re: [MUD-Dev] Buying benefits
[Full Header] [Plain Text]
From: Lars Duening <lars@bearnip.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 07 Jun 2001 21:35:20 -0600
References: [1]
Organization: Kanga.Nu
shren wrote on Thursday, June 07 2001, 11:30:32:
> On Thu, 7 Jun 2001, Matt Chatterley wrote:
>> They certainly were - mind you, it still hasn't really carried
>> accross! Its become *part* of many LP games that you must sell up
>> when you leave, etc, IMHO. :) Slightly odd to think that what was
>> originally born from a limitation in technology has settled into
>> being more or less the norm, although the odd game or two *do*
>> support persistant (or semi-so) items.
> You know, the more I see people say that this was a limitation in
> technology, the more I think it was a limitation in resources.
> Wern't most of the first muds run on time-shared machines? Making
> the world non-persistant cuts the footprint by a lot, especially
> in the disk space area.
Disk space was cheap in relation to real memory, so a persisting
driver would have performed better by being able to keep the memory
footprint small.
As far as LPs are concerned (and judging from the old driver
sources), I think that persistance just hasn't been thought of. And
it's not that you desperately needed object persistance for the then
typical LP hack & slash mud.
--
Lars Duening; lars@bearnip.com
PGP Key: http://www.bearnip.com/lars/pgp-lars.asc
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev