[MUD-Dev] Confined Gameworld

Richard Woolcock KaVir at dial.pipex.com
Tue Apr 6 19:21:51 CEST 1999

Eli Stevens (KiZurich) wrote:
> Expansion of the gameworld could be handled also, if rooms were added one at
> a time.  (I guess this would only work in wilderness - "Why does the main
> street just end?")  There would not be the typical "new area rush" that is
> so common.

Caliban Tiresias Darklock wrote (and I snipped a bit out of the middle):
> My personal opinion is that a game world should start small and expand to
> meet player demand. What this means in terms of server design is that your
> MUD has to *handle* big areas, and in terms of game design it means you have
> to be ready to expand at the drop of a hat (so keep a few areas up your sleeve).

My own preferance lies with game worlds that develop rather than grow.  The
world within my mud is of a set size (currently an island in the middle of
an ocean, but I plan to add more land in the near future), and is nothing
more than wilderness - plains, rivers, mountains, swamps, etc.  If I wish to
add an "area", I can place it anywhere within the already existing world.  If 
I later decide to expand that area, I can extend it however I see fit.  In 
this way, I always know *exactly* how big my mud world is.


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