@@TITLE Persistence in MUDs@@

Persistence in MUDs

These are poorly-organized thoughts about persistence in MUDs, and various issues related to it.

You can find further information about persistent game design on the DGD pages. You can also find more information about DGD's approach to persistence if you want more implementation details.

Time in MUDs, and Continuity

In-MUD time has a conversion factor associated with it -- that is, it's a multiple of real-world wall-clock time. How long a real-world day is in the MUD (and vice-versa) depends on that conversion. This leads to a whole host of realism problems related to things like travel time and reaction time, but we're going to ignore all those for now as not being related to persistence.

There's a problem that does have to do with persistence... When the MUD goes down for awhile there'll be a jump in real-world time. This includes scheduled maintenance, not just crashes. The question is how the MUD should address that.

Some ways we could deal with the programmatic interface: