|The DGD "killer app" game should reverse that. Players |should be important people in the society of the game |world, capable of taking acts which alter that society, |which are then reflected in the game world through the |persistence of DGD. For example, building a castle |which would then attract NPCs to form a town around it. |Or destroying a castle and dispersing the town. Or |something similar in whatever setting you do like, if |you don't like fantasy adventure. | |Steve Very nicely written! I'd like to add my two cents to this thread by saying that you don't have to have things as black or white. The traditional mud is based around resets and a facet/drain economy -- one where players "harvest" mobs for gold, which is then drained away again by equipment, training, and other in-game perks. The ultimate result of this kind of structure is the "level grind", where players are forced to kill hundreds or thousands of the same kind of creature until they are powerful enough to move on to the next area, and repeat the process until they reach the plateau where no further content is available to them. A fully persistent world with NO resets and a fully closed economy would, as Steve points out, require a constant staff of admins to create new content on the fly, else the players would exhaust what exists in the world and discover a virtual "heat-death" of the game. To find a middle-ground, we need to try something new. One idea I had ages ago (and I'm sure many others have through of this too) is to allow mobs to spawn and evolve in reaction to each other as well as player activities. That is, when you start the clock, the orcs in the mountains will gradually start wandering, as will the goblins in the forest. At some point, they may encounter one another. If they do, they can either fight one another over resources, or ally themselves for some other (coded) goal. Maybe they both worship the same deity and team up to further those ends. In any case, when players start running into mobs, and killing them for loot, the mobs shouldn't just die and reappear... but neither should they be forever destroyed until a game master creates new ones. Allow for the idea that the event was witnessed. If a band of orcs gets killed near a city, perhaps a straggler watched and reported back to camp. Maybe the orcs will mass and attack the town if it happens often enough, or maybe they will pick up and move further away... allowing the city to expand, or a new enemy to move in. Thus, persistence is maintained in the sense that if there was a goblin camp near the city, that camp remains until it is destroyed or packs up and moves away... and that it doesn't just reappear if something happens. But at the same time, nothing prevents new mobs from moving into the area, either by the hand of a game master, or by some code that decides a new tribe or orcs might be needed (as the orc population is now too low, and the human population hasn't filled the void). I also totally agree that the players need to be more than cogs in the wheel. If the best you can hope for is to kill stuff to get more equipment, to kill more stuff... you're in level-grind land, and may as well toss out persistence. In that respect, I think players need to grow and shape the world alongside the game masters. They should be able to spend their wealth to build housing, and expand the city borders. Work to establish a new village somewhere, and set up trade routes that need to be patrolled so the merchants (both NPC and player) don't get ambushed by bandits (both NPC and player!). Perhaps players can engage in competition for nation-building as they (and their guilds or other organizations) become really powerful (I'm thinking along the lines of the old text game conquer, or empire). So, the big question then is... how can we build a mudlib that allows and encourages that kind of thing? A persistent world that can still evolve and populate itself without constant GM handholding, but which can be micro-managed by a staff who wants a tight storyline to develop? I'm too much of a n00b at LPC to have any answers here, but I 'd love to hear what other people think. PS: Sorry if this gets double-posted. I didn't realize I had subscribed under my old email address and tried to post it from my new one. Since it hadn't shown up yet, I figured I'd just repost as it's not THAT long. :) -- From: Dread Quixadahl (sp?)