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<H1>Re: [MUD-Dev] Graphic MUDS.</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Graphic MUDS.</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Tue, 29 Jul 97 07:17:58 MST</LI>
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<PRE>
[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&amp;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

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] OT: NIS/AlterNIC and the DNS system</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00290" HREF="msg00290.html">Re: [MUD-Dev] OT: NIS/AlterNIC and the DNS system</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 30 Jul 1997, 22:26 GMT
</LI>
</ul>
<LI><strong><A NAME="00296" HREF="msg00296.html">Re: [MUD-Dev] OT: Mail not getting to the list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 31 Jul 1997, 06:00 GMT
</LI>
<LI><strong><A NAME="00297" HREF="msg00297.html">Re: [MUD-Dev] OT: Mail not getting to the list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 31 Jul 1997, 06:07 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00265" HREF="msg00265.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Jul 1997, 21:49 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00266" HREF="msg00266.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Jul 1997, 21:49 GMT
</LI>
<LI><strong><A NAME="00275" HREF="msg00275.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 30 Jul 1997, 01:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00262" HREF="msg00262.html">Recent mail delivery problems...</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 29 Jul 1997, 13:33 GMT
<LI><strong><A NAME="00256" HREF="msg00256.html">Re: [MUD-Dev]	Graphic MUDS.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Jul 1997, 06:13 GMT
<UL>
<LI><strong><A NAME="00260" HREF="msg00260.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 29 Jul 1997, 12:50 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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