How many levels of functionality are there? Which ones are these?
There are 4. From closest-to-hardware to furthest-from-hardware: - Driver - Mudlib - World Definition - Instantiation
Describe the Driver functionality.
Describe the Mudlib functionality.
Describe the world definition functionality.
Describe the instantiation functionality.
Define the three levels of Data Definition.
What are the codebase differences between Virtual Worlds?
Mushes and Moos -> Game engine is just the Driver;
LPMUDS -> Driver + Mudlib
DikuMUDS -> Driver + Mudlib + World Definition
What are the advantages of the DIKUMUD and MUSH/MOO approaches?
DIKUMUD:
MUSH/MOO:
What’s the difference between virtual worlds and web pages in their client/server connection?
Virtual Worlds are asynchronous:
- Client sends request to server, server updates its database and server sends a request to client, then client updates the screen.
Describe how the data flow works.
Define inheritance.
Offspring objects get all their parents characteristics.
They can also have new ones or override these.
Objects at the top are more abstract.
Define the 2 types of inheritance.
Single: Form of a tree; Runs fast; Fairly Simple.
Multiple: Form of directed graph; Doesn’t run fast; Very expensive.
How are maps usually defined?
Areas concern content.
Regions concern geography (sometimes ownership).
Zones are collections of 1+ regions.
How do Virtual World stop players from walking off the edge of the world?
Describe the level of detail of today’s MMOs. Explain why this happens.
They are superficial. Reality works at a greater level of detail than MMOs.
Graphics cover for lack of immersiveness; players are expecting things as they are used to them and breaking expectation breaks immersion.
How is time defined in Virtual Worlds?
Most of the times it’s linearly compressed.
It’s also the fashion in mmos to have inworld events that coincide with real-world events.
Night and day are usually cosmetic.
Define a quest.
A quest is a stand-alone piece of goal-oriented content:
– If doing it is required to win the game, it’s a story quest
– If not, it’s a side quest
What are the three classes if quests in MMOs?
– Hand-crafted
– Auto-generated
– Emergent
What is the economy in Virtual Worlds?
The economy is the means by which objects are introduced into, moved within and removed from the MMO.
Which types are there in the economy?
• Self-contained
– New bears appear when old bears are killed
• Faucet/drain
– Objects introduced at a steady (mean) rate
– objects destroyed at the same (mean) rate
• Limited resources
– Resources are finite and will run out
How do characters and players advance in a virtual world?
Players advance intangibly and characters advance tangibly. This is done by levels and stats.
Describe the main features of characters advancement.
Characters have attributes with which are associated values; they may have secondary attributes which derive from these; they can also do ‘things’ (eg quests) and gain experience which allows them to reach different levels and alter these attributes.
How does the ability system work?
Experience points are cashed in for new functionality.
Abilities system can be either one-off or on demand
– On demand: Every time you use a summon spell it will cost you XP
How can the characters attributes change? What is the downside to this?
By using Gear (this can be worn out or stolen sometimes).
This equates advancement with acquisition of material goods, not personal development.