[DGD] Persistance

Christopher Allen ChristopherA at skotos.net
Thu Jan 8 07:35:13 CET 2004


Par Winzell <zell at skotos.net> wrote:
> It's almost impossible to convey the experience of running a truly
> persistent Mud to somebody who has never done it. So many assumptions
> disappear. The way objects are created, areas designed, everything
> changes.
>
> In traditional LPMud, virtually everything is an initialization
> script, like the create() function in your example. Half the code in
> a wizard's directory is startup code. In a persistent world, rather
> than write a
> lot of startup code, you tend to write behaviour code, and configure
> objects.
>
> Most code in a traditional LPMud isn't real code, it's just a
> cumbersome configuration (set_this and set_that) technique. That
> pretty much goes away in a persistent game.
>
> The cumulative effect is that if you design your mudlib to be fully
> persistent from scratch, you will find yourself making subtly
> different decisions on pretty much every single design question that
> comes up, and you end up with something drastically different than
> LPMud.

It might be more specific or useful to give him a Skotos example. How long has
Marrach been running persistently?

-- Christopher Allen


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