[MUD-Dev] \"An essay on d00dism and the MMORPG\"
John Buehler
johnbue at msn.com
Sat Dec 2 02:56:46 CET 2000
Xuri writes:
> Uhm Question.
> Won't letting each and every player label each and every other player as
> they see fit increase
> the size of the world-database or whatever by a good amount?
This particular data can sit on the client side because it is presentation
data. The 'true' identity of a character can be stored on the server as
some 32-bit quantity, then encrypted uniquely for each client whenever a
character identity needs to be transmitted to that client. The encryption
process must be stable, of course. The client then sees a set of numeric
identities, but which are different from all other clients, and the client
can store the text strings of the character names that correspond.
The reason for encrypting the character identities is to discourage
comparisons of names and identities on different clients to gain new
insights into the game world.
JB
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