[MUD-Dev] Back on the list

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Fri Feb 20 08:13:58 CET 1998


[Nick Elmqvist:]

:Presenting MoleMUD,
:			 will feature a Duncton Wood-inspired world (based
:on the Duncton Chronicles by English author William Horwood) with the
:players taking the role as moles (yes!).

Hmm. Could be verrrry interesting! I enjoyed those books, even if they
did take a while to get through. It's certainly a good background if you
want a world with a good reason for lots of tunnels, including old and
abandoned ones with unknown stuff in them.

:				    However, I won't deny that many of the
:concepts described here are completely alien to me (disk-based servers,
:for one thing, using "real" DB managers to take care of the world,
:for another),

Sometimes those things can be accidents of history. When I was first
starting up, my machine had about 6 Meg of memory and no virtual memory,
so going with a disk-based database made it look like I could easily
(hah!) build a really big world. Sort of like many AI systems are written
in Lisp, since the authors perhaps hoped that their systems would be good
enough to be able to do introspection and self-programming. (Cynical? Me?)
Also, I knew even less about MUDs then than I do now, and I thought that
a truly persistent world was something *every* MUD had to have.

--
Chris Gray   cg at ami-cg.GraySage.Edmonton.AB.CA



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