[MUD-Dev] Buying benefits

shren shren at io.com
Thu Jun 7 12:30:32 CEST 2001


On Thu, 7 Jun 2001, Matt Chatterley wrote:

> They certainly were - mind you, it still hasn't really carried
> accross! Its become *part* of many LP games that you must sell up
> when you leave, etc, IMHO. :) Slightly odd to think that what was
> originally born from a limitation in technology has settled into
> being more or less the norm, although the odd game or two *do*
> support persistant (or semi-so) items.

You know, the more I see people say that this was a limitation in
technology, the more I think it was a limitation in resources.
Wern't most of the first muds run on time-shared machines?  Making
the world non-persistant cuts the footprint by a lot, especially in
the disk space area.

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