[MUD-Dev] Persistent Worlds

Hulbert Hulbert
Fri Feb 16 14:01:41 CET 2001


> -----Original Message-----
> From: the_logos at www.achaea.com [mailto:the_logos at www.achaea.com]
> Sent: Friday, February 16, 2001 2:11 PM
> To: 'mud-dev at kanga.nu'
> Subject: RE: [MUD-Dev] Persistent Worlds

> Yes, it's not realistic to have re-popping mobs. Of course, dragons
> and magic are also not realistic, and neither is eating and never
> having to use the bathroom.

I'm gonna rant about this for a minute, but don't take it personally.
I really dislike this attitude.  You may have been joking (I don't
know you well enough to guess.), but some people DO think this way,
and I fail to understand it.  In my mind, the object of a MUD is to
provide a realistic world that allows you experience some of the nice
things that man has dreamed up, but don't exist in the real world.
Magic, dragons, immortality, etc.  But a world that had no rules would
be impossible to play in, so throwing out all realism because we throw
out some for entertainment value, would ruin the whole idea.  That
said, a world where people, monsters and so on just appeared out of
thin air, like most MUDs, would have an entirely different ecology and
sociology.  I can't even imagine what society would be like without
the effect of family relationships.  Therefore, I would like to offer
a MUD that incorporates fairly 'normal' mechanisms for population
growth and decline.  That is a MUD where I can design a society that
will engage my players.  If some evil temple automatically pops a
demon into existence every 12.33 years, so be it.  But most mobs
should come into the world as part of a family, and community(uh-oh,
there's THAT word again.)  I have not yet seen a MUD that could pull
this off, and I'm trying (slowly) to fix that.  But saying that no
realism is OK, is throwing the baby out with the bathwater.

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