Persistent world

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A persistent world or persistent state world (PSW) is a virtual world which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". [1] The first virtual worlds were text-based and often called MUDs, but the term is frequently used in relation to massively multiplayer online role-playing games (MMORPGs) [1] and pervasive games. [2] Examples of persistent worlds that exist in video games include Battle Dawn, EVE Online , and Realms of Trinity.[ citation needed ]

Contents

A persistent world can be achieved by developing and maintaining a single or dynamic instance state of the game world that is shared and viewed by all players around the clock.[ citation needed ] The persistence of a world can be subdivided into "game persistence", "world persistence" and "data persistence". Data persistence ensures that any world data is not lost in the event of computer system failure. World persistence means the world continues to exist and is available to players when they want to access it. Game persistence refers to the persistence of game events within the world (a Groundhog Day MUD is a virtual world where the entire (game) world is reset periodically). [3] When referring to a "persistent world", world and game persistence are sometimes used interchangeably. The persistence criterion is the trait that separates virtual worlds from other types of video games. [4]

Pervasive games

The real world is persistent. The game world of a pervasive game takes place in the real world and so pervasive games are also persistent. [2] [5] In other words, pervasive games share the persistence trait with virtual worlds. [3] [6] An example of a pervasive game that makes heavy use of a virtual world is Can You See Me Now? , where street runners exist in a virtual world while simultaneously running around the real physical world; the game was persistent during play, as well as the virtual world.[ citation needed ]

Simulated persistence

To give the illusion that the game world is always available, persistence can be simulated. This can be achieved by scheduling when players are allowed to play, around times when the world is offline, or as in the Animal Crossing series, having the game generate events that could have happened during the period of inactivity. Aside from virtual worlds, the simulation of a persistent world is also possible in single player games. In Noctis , players are advised to turn off the game while refueling because it takes so long. In addition, if a player who has landed on a planet stops playing and then after a while resumes, he or she can see visible changes in the sea level or the daytime/nighttime cycle.[ citation needed ]

A form of simulated persistence referred to as "pseudo-persistence" has been used in both video games and pervasive games. Pseudo-persistence means making relevant world data available when the relevant players reconnect to the world instance. In a mobile game, a virtual world might exist on a distributed collection of mobile devices. If a player reconnects to a device they previously connected to, they find that their relevant world data is still present. [2] In the video game Destiny , a World Server provides the persistent world data for the game instances (called "bubbles"), which are created on demand as a number of players are matched to play the game together.[ citation needed ]. The term 'persistent world' is frequently used by players of Neverwinter Nights (2002) and Neverwinter Nights 2 (2006) to refer to MMORPG-like online environments created using the toolkit. [7]

First virtual worlds

The first multi-player game to demonstrate on-line persistence was the text-based MUD1 written in 1978 by Rob Trubshaw and Richard Bartle. Initially only available for a few hours in off-peak time at Essex University, UK, [8] it featured a world reset every 105 minutes. Nevertheless, it persisted independent of players logging in for the time it was running. The subsequent decade saw many on-line worlds clone this template, but all featured variations on timed resets and reboots or did not allow players to retain objects within the game other than running point totals such as treasure or experience points as a marker of progress.[ citation needed ]

Avalon: The Legend Lives can be considered the first game to introduce a true persistent state world in 1989. [9] Avalon pioneered the ability for items to be retained by the player whilst offline while the Avalon realm at large continued 24/7 with only a morning backup to mark the world pausing briefly. It is currently the longest running online virtual world.[ citation needed ]

See also

Related Research Articles

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A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

AberMUD was the first popular open source MUD. It was named after the town Aberystwyth, where it was written. The first version was written in B by Alan Cox, Richard Acott, Jim Finnis, and Leon Thrane based at University of Wales, Aberystwyth for an old Honeywell mainframe and opened in 1987.

<i>Neverwinter Nights</i> (2002 video game) Dungeons & Dragons video game

Neverwinter Nights is a third-person role-playing video game developed by BioWare. Interplay Entertainment was originally set to publish the game, but financial difficulties led to it being taken over by Infogrames, who released the game under their Atari range of titles. It is the first installment in the Neverwinter Nights series and was released for Microsoft Windows on June 18, 2002. BioWare later released a Linux client in June 2003, requiring a purchased copy of the game to play. MacSoft released a Mac OS X port in August 2003.

DikuMUD is a multiplayer text-based role-playing game, which is a type of multi-user domain (MUD). It was written in 1990 and 1991 by Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Stærfeldt at DIKU —the department of computer science at the University of Copenhagen in Copenhagen, Denmark.

<i>Ancient Anguish</i> 1992 video game

Ancient Anguish, abbreviated AA, is a fantasy-themed MUD, a text-based online role-playing game. Founded in 1991 by Balz "Zor" Meierhans and Olivier "Drake" Maquelin, it opened to the public on February 2, 1992. It is free-to-play, but has been supported by player donations since 1994.

<i>GemStone IV</i> 1988 video game

GemStone IV is a multiplayer text-based online role-playing video game produced by Simutronics. Players control characters in a high fantasy game world named "Elanthia". The first playable version of the game was known as GemStone ][ and was launched in April 1988 on GEnie. It was one of the first MMORPGs and is one of the longest running online games still active. Access to the game is subscription-based through its website, with three additional subscriptions levels available, "Premium", "Platinum" and "Shattered", in addition to a free-to-play model introduced in early March 2015.

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<span class="mw-page-title-main">Richard Bartle</span> British writer, professor and game researcher

Richard Allan Bartle FBCS FRSA is a British writer, professor and game researcher in the massively multiplayer online game industry. He co-created MUD1 in 1978, and is the author of the 2003 book Designing Virtual Worlds.

<i>The Realm Online</i> 1996 video game

The Realm Online, originally known as The Realm, is a massively multiplayer online role playing game (MMORPG) launched in December 1996 for Windows PC. It was designed in the tradition of graphical MUDs, before the usage of the terms "massively multiplayer" and "MMORPG".

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<i>Avalon: The Legend Lives</i> Fantasy multi-player role-playing game

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References

  1. 1 2 Bartle, Richard (2003). Designing Virtual Worlds. New Riders. ISBN   0-13-101816-7.
  2. 1 2 3 de Souza e Silva, Adriana; Sutko, Daniel M. (2009). Digital Cityscapes: merging digital and urban playspaces. New York: Peter Lang Publishing, Inc.
  3. 1 2 Nevelsteen, Kim JL (2016), "Physical, Virtual, and Game World Persistence", Encyclopedia of Computer Graphics and Games, Springer International Publishing, pp. 1–5, doi: 10.1007/978-3-319-08234-9_72-2 , ISBN   978-3-319-08234-9
  4. Bell, Mark W. (2008). "Toward a Definition of "Virtual Worlds"". Journal of Virtual Worlds Research. 1 (1). doi: 10.4101/jvwr.v1i1.283 . Retrieved 29 July 2012.
  5. Nieuwdorp, E. (2007). "The pervasive discourse". Computers in Entertainment. 5 (2): 13. doi:10.1145/1279540.1279553. S2CID   17759896.
  6. Montola, Markus; Stenros, Jaakko; Waern, Annika (2009). Pervasive Games. Theory and Design. Experiences on the Boundary Between Life and Play. Morgan Kaufmann Publishers. ISBN   978-0-12-374853-9.
  7. Olivetti, J. (24 May 2014). "The Game Archaeologist: The persistent worlds of Neverwinter Nights 1 & 2". Engadget . Retrieved 5 April 2022.
  8. Bartle, Richard (2003). Designing Virtual Worlds. New Riders. ISBN   0-13-101816-7. p. 23 In the teeth of complaints about wasted resources, members of the university's Computer Society were allowed to spend off-peak time doing anything non-academic they liked. Many of them chose to play MUD.
  9. Bartle, Richard (15 December 2015). "Legacy Reviews of MUA and MUDS" . Retrieved 14 December 2015.