[MUD-Dev] Optimized Object Storage

Matthew Mihaly diablo at best.com
Fri Dec 17 16:02:24 New Zealand Daylight Time 1999


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




_______________________________________________
MUD-Dev maillist  -  MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the MUD-Dev mailing list