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Persistent world

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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".
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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 games.
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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
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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. It is currently the longest running online virtual world.
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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
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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.
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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
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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
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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
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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
2165: 209:, 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. 243:
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
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Virtual world which continues to exist even when there are no people interacting with it
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Pervasive Games. Theory and Design. Experiences on the Boundary Between Life and Play
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The first multi-player game to demonstrate on-line persistence was the text-based
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Nevelsteen, Kim JL (2016), "Physical, Virtual, and Game World Persistence",
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Massively multiplayer online role-playing game terminology
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Montola, Markus; Stenros, Jaakko; Waern, Annika (2009).
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Digital Cityscapes: merging digital and urban playspaces
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de Souza e Silva, Adriana; Sutko, Daniel M. (2009).
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New York: Peter Lang Publishing, Inc. 264: 2148: 1393: 579: 545: 330: 1769: 1693:Software related to augmented reality 1240:Simultaneous localization and mapping 1003: 788: 601: 580:Bartle, Richard (15 December 2015). 417: 273:written in 1978 by Rob Trubshaw and 44:adding citations to reliable sources 15: 1292:Omnidirectional (360-degree) camera 814: 239:, a virtual world might exist on a 198:is persistent. The game world of a 13: 1266:Image-based modeling and rendering 424:Journal of Virtual Worlds Research 189: 14: 2182: 648:Massively multiplayer online game 2130: 2129: 2119: 933:Augmented reality tabletop games 582:"Legacy Reviews of MUA and MUDS" 20: 1898:Bartle taxonomy of player types 31:needs additional citations for 908:Live action role-playing games 511: 497:. 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(24 May 2014). 137:which, by the definition by 7: 298: 10: 2187: 1102:Projection augmented model 460:Computers in Entertainment 2117: 2074:Iron Realms Entertainment 2059: 2027: 1973:Player versus environment 1878: 1835: 1804: 1739:List of Oculus Rift games 1721: 1643: 1636: 1611: 1488: 1386: 1335: 1318:Omnidirectional treadmill 1305: 1287:Free viewpoint television 1274: 1256:Asynchronous reprojection 1248: 1217: 1162: 1155: 1092:On-set virtual production 1077:Computer-mediated reality 1072:Cinematic virtual reality 1064: 1038: 961: 885: 822: 774:Social networking service 749: 699: 678: 635: 2036:Designing Virtual Worlds 1734:List of Meta Quest games 1142:Virtual reality sickness 552:Designing Virtual Worlds 337:Designing Virtual Worlds 287:Avalon: The Legend Lives 1209:Virtual retinal display 1197:Virtual reality headset 903:Alternate reality games 686:History of online games 629:Multiplayer video games 472:10.1145/1279540.1279553 2171:Video game terminology 1729:List of HTC Vive games 1122:Six degrees of freedom 418:Bell, Mark W. (2008). 127:persistent state world 1578:The Sword of Damocles 1480:Windows Mixed Reality 1117:Simulation hypothesis 437:10.4101/jvwr.v1i1.283 292:true persistent state 213:Simulated persistence 2099:Mythic Entertainment 2043:A Rape in Cyberspace 1978:Player versus player 1953:Non-player character 1838:codebases, libraries 1698:Virtual reality game 1343:Cyberith Virtualizer 1175:Head-mounted display 923:Location-based games 862:Ubiquitous computing 741:Non-player character 643:Cooperative gameplay 265:First virtual worlds 258:Neverwinter Nights 2 40:improve this article 1888:Alternate character 1797:Multi-user dungeons 206:Can You See Me Now? 1438:Microsoft HoloLens 1261:Foveated rendering 252:Neverwinter Nights 55:"Persistent world" 2161:Persistent worlds 2143: 2142: 2104:Plaintext Players 2094:The Mud Connector 1763: 1762: 1759: 1758: 1632: 1631: 1406:Golden-i headsets 1331: 1330: 1323:Wearable computer 1127:Spatial computing 1043:Augmented reality 997: 996: 953:Transreality game 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Index


verification
improve this article
adding citations to reliable sources
"Persistent world"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message
virtual world
Richard Bartle
MUDs
massively multiplayer online role-playing games
pervasive games
EVE Online
Data persistence
Groundhog Day
MUD
real world
pervasive game
Can You See Me Now?
Animal Crossing
Noctis
mobile game
distributed
Destiny
Neverwinter Nights
Neverwinter Nights 2

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