[MUD-Dev] Buying benefits
Lars Duening
lars at bearnip.com
Thu Jun 7 21:35:20 CEST 2001
shren wrote on Thursday, June 07 2001, 11:30:32:
> 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.
Disk space was cheap in relation to real memory, so a persisting
driver would have performed better by being able to keep the memory
footprint small.
As far as LPs are concerned (and judging from the old driver
sources), I think that persistance just hasn't been thought of. And
it's not that you desperately needed object persistance for the then
typical LP hack & slash mud.
--
Lars Duening; lars at bearnip.com
PGP Key: http://www.bearnip.com/lars/pgp-lars.asc
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