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29836: RE: [MUD-Dev] believable NPCs (was Natural Language Generation)
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From: "Matt Mihaly" <matt@ironrealms.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 25 May 2004 16:39:13 -0700
References: [1]
Organization: Kanga.Nu
From: Malcolm W. Tester
> I'm not sold on how far I should take world persistence. Should
> they remember until the next reboot or crash? Should they
> remember real-time for a month, several months, forever? It
> depends on whether the mud in general works the same way. For my
> ideas, world persistence is a catch 22. I need it for shops,
> economy, etc. However, for quests, I would have to write much
> more content. If you take a mish mash of the two, it could work
> rather well, but I would have to let go of realism and hold more
> to fun, enjoyment, etc.
Well, how far to take world persistence differs from game to game
but I don't think I'm saying anything controversial when I say that
having persistence defined by a game crash or a reboot is a very
poor idea. A game crash is an accident...the world should be as
little affected by it as possible. A reboot may be needed for
reasons that have nothing to do with world persistence, so why tie
persistence into such unrelated factors?
--matt
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