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A persistent world or persistent state world (PSW) is a
virtual world A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ...
which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". 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 game 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. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
s (MMORPGs) and
pervasive game A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "game ...
s. Examples of persistent worlds that exist in video games include ''Battle Dawn'', ''EVE Online'', and ''Realms of Trinity''. 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. 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 A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (suc ...
events within the world (a ''
Groundhog Day Groundhog Day ( pdc, Grund'sau dåk, , , ; Nova Scotia: Daks Day) is a popular North American tradition observed in the United States and Canada on February 2. It derives from the Pennsylvania Dutch superstition that if a groundhog emerges fr ...
'' MUD is a virtual world where the entire (game) world is reset periodically). 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 game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
s.


Pervasive games

The real world is persistent. The game world of a
pervasive game A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "game ...
takes place in the real world and so pervasive games are also persistent. In other words, pervasive games share the persistence trait with virtual worlds. 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.


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. 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 mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone ( feature phone or smartphone), tablet, PDA to ...
, 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. In the video game ''
Destiny Destiny, sometimes referred to as fate (from Latin ''fatum'' "decree, prediction, destiny, fate"), is a predetermined course of events. It may be conceived as a predetermined future, whether in general or of an individual. Fate Although often ...
'', 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.. The term 'persistent world' is frequently used by players of ''
Neverwinter Nights ''Neverwinter Nights'' is a series of video games developed by BioWare and Obsidian Entertainment, based on the ''Forgotten Realms'' campaign setting of the ''Dungeons & Dragons'' role-playing game. Aside from also being set in the Dungeons & Dra ...
'' (2002) and ''
Neverwinter Nights 2 ''Neverwinter Nights 2'' is a role-playing video game developed by Obsidian Entertainment and published by Atari Interactive. It is the sequel to BioWare's ''Neverwinter Nights'', based on the ''Dungeons & Dragons'' fantasy tabletop role-playin ...
'' (2006) to refer to MMORPG-like online environments created using the toolkit.


The 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, 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. '' Avalon: The Legend Lives'' can be considered the first game to introduce a true persistent state world in 1989. 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. As of January 2016, this continuous character record from its first log on has persisted for over 26 years, making it the longest running on-line digital world.


See also

* MUD * Instance dungeon


References

{{Authority control Video game gameplay Esports terminology Virtual reality Massively multiplayer online games Online games