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RE: [MUD-Dev] Optimized Object Storage
On Fri, 17 Dec 1999, Sellers, Michael wrote:
> Ian wrote:
> > Firstly, my opinions. Let's you know what probably influences me in
> > certain directions. I strongly dislike OOC solutions, or
> > transparently artificial solutions. Object decay fits both of those
> > to my mind, so I dislike it.
>
> I'm curious why you see that as an OOC/artificial solution. Having items
> remain around forever in perfect condition seems to me to be more
> artificial. Isn't it reasonable (not to mention an interesting game
> mechanic, requiring the player to make meaningful and informed decisions) to
> put a cost on keeping an item in good working order, and/or giving it a
> finite useful lifespan?
Yes, quite right. Wood rots, metal rusts, entropy overtakes
everything. The only thing artificial about item decay that I've found is
generally that it happens quite a bit faster in terms of game time than an
equivalent item would in real life, but not a big deal really as long as
it's internally consistent.
--matt
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- Thread context:
- Re: [MUD-Dev] Souveniers,
Lovecraft dave#darkages,com, Sat 18 Dec 1999, 04:26 GMT
- RE: [MUD-Dev] Optimized Object Storage,
Sellers, Michael MSellers#maxis,com, Fri 17 Dec 1999, 23:00 GMT
- Balancing between anxiety and boredom (was RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd) ),
Sellers, Michael MSellers#maxis,com, Fri 17 Dec 1999, 23:00 GMT
- [MUD-Dev] Online Migration and population mobility in a virtual gaming setting - Ultima Online,
J C Lawrence claw#cp,net, Fri 17 Dec 1999, 22:57 GMT
- Re: [MUD-DEV] Ideas for dynamically generated worlds,
Cynbe ru Taren cynbe#muq,org, Fri 17 Dec 1999, 22:05 GMT
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