[MUD-Dev] [Tech] MUDs, MORPGs, and Object Persistence
Derek Licciardi
kressilac at home.com
Sat May 12 22:09:29 CEST 2001
> -----Original Message-----
> From: mud-dev-admin at kanga.nu [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Bryce Harrington
> Sent: Saturday, May 12, 2001 4:29 PM
> To: mud-dev at kanga.nu
> Subject: RE: [MUD-Dev] [Tech] MUDs, MORPGs, and Object Persistence
> On Sat, 12 May 2001, Derek Licciardi wrote:
>> ps IMHO, I think it is time that MUD servers began to become
>> Enterprise level in quality and design. I think one could design a
>> large stable, scalable solution using some of todays business
>> technology. RDBMSs and TP Moniotrs come to mind real fast.
>> Clustering technology, and server farming also come to mind. All
>> of this requires much better design than what is currently out
>> there today, with possibly the exceptions being the large
>> commercial graphical MORPGs.(I assume they already have some of
>> this)
> Would people be able to afford the hardware required to run such
> high end technology? I mean, obviously large graphical commercial
> efforts like EverQuest can afford it, but what of commercial MUD
> folks? Is there enough $$ to justify purchase of a five-figure
> rack-mounted system?
I can't reasonably see anyone but the makers of graphical commercial
MORPGs doing this. If you're going to talk about robust systems, I was
assuming you were talking about servicing a large number of users.
Just about any database can be tuned to run a MUD with a few hundred
online users and ten to twenty thousand user player base. The
original author of this thread stated that he thought RDBMSs were too
slow and as a result I thought we were discussing large scale games
like EQ ...
I do believe that to accomplish some of the ideas that people express
on this list, it will require larger servers. This will more than
likely change the scope of a MUD that wants to be that ambitious and
turn it into a full fledged commercial venture. The next wave of
ideas we discuss here will most definately require more than just a
single man shop running the game on spare hardware in some ISP or
school.
:)
Derek
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