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Re: [MUD-Dev] Graphic MUDS.
[Adam W:]
:The main point of the thread was asking whether Quake or Diablo qualify
:as muds. I said no, because they are missing a very important aspect
:of a mud: permanency. (The artificially low number of participants per
:server is also a factor, IMO.) What makes a mud a virtual world instead of
:'just' a game is that there is an ever-changing world which the player
:can enter, interact with, and leave. When they return at a later time,
:effects of their previous visit are still in place: things they have
:interacted with stayed that way until changed by another character; their
:own character's skills, attributes, scars, and whatever else are all saved.
:Characters age independant of play-time, but instead in terms of game-time.
:The difference boils down to, I think, that a 'game' is a player-oriented
:world, whereas a mud is just a world. When any given player or set of players
:leaves, the world continues on its merry way. When all players leave a
:'normal' game, the game ceases. This is simulated in D&D by having
:the DM say, "Well, while you were gone..." In a mud it's for real.
All I can say here, is that I *like* this defining difference. The fact
that the world is a real, ongoing world, whether or not any particular
player (or any players) are there. That's the key for me, I think.
[Geez, don't you hate people who echo a whole bunch of stuff back and then
just tack on a "me too!" :-)]
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] OT: NIS/AlterNIC and the DNS system, (continued)
- Re: [MUD-Dev] Graphic MUDS.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Jul 1997, 21:49 GMT
- Recent mail delivery problems...,
clawrenc clawrenc#cup,hp.com, Tue 29 Jul 1997, 13:33 GMT
- Re: [MUD-Dev] Graphic MUDS.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Jul 1997, 06:13 GMT
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