Persistent world

[2] Examples of persistent worlds that exist in video games include Battle Dawn, EVE Online, and Realms of Trinity.

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.

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.

[7] 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.

[citation needed] Avalon: The Legend Lives can be considered the first game to introduce a true persistent state world in 1989.