The 2003 version of the Plasma engine used by the original version of Uru handled all object references by comparing object names. Comparing object names essentially means stepping through each letter of the name and comparing them one at a time until you find a mismatch or reach the end of the name. That's generally quick enough, but imagine doing that for every single reference between objects in an Age and it starts to become a performance bottleneck.
For Myst V, Cyan developer Colin Bonstead came up with the idea of assigning every object in a PRP file a numeric ID. That changes references from needing to do N comparisons (where N is the number of letters in the object name) to 1 comparison.
These numeric IDs are computed at 3DS Max export time by sorting all the objects alphabetically and assigning IDs sequentially.