Quote:Original post by swiftcoder
Quote:Original post by loufoque If it's not online, it's not really persistent. |
That is an arbitrarily limited definition of persistence. One could counter with an arbitrarily broad definition instead: persistence means that whenever the user re-enters the game, the current game state reflects the previous actions of the player. |
Yeah, what does being online or even multiplayer have to do with a persistent world?
For the game to be persistent then it really needs nothing more than to continue. You start a game, your character dies? You continue on with the game when you start a new character in the same world.
Having multiple single player games that take place in the same world could have many issues. If you are two people playing in it at different times, then what happens if someone does something that wildly effects a region the other player has been working in? They could come back to a game that has changed too much. But continuing on from where a character died in the game world when you start a 'new game' sounds reasonable.
Basically it would be like playing an open version of Halflife or something. Your first game might see you gunned down just two minutes into it, but if in that time you managed to drive a truck through the front door of a guard station and blow it up, then that guard station will be ruined in your next game and your stat time is around the time you died.