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50 First Deaths - On Designing MMO Respawning

Thanks to the New York Times for its article (free reg. req.) discussing the nature of death and regeneration in massively multiplayer gaming. The author points out: "Designing death is not a simple matter", explaining: "If the 'death penalty' in the game is too severe... you may stop playing the game and, even worse, stop paying the monthly subscription fee for it. But if the penalty is too light... what's to stop you from engaging in reckless behavior... and then growing bored and dropping out anyway?" It also reveals, courtesy Turbine Entertainment's CEO, that "The online role-playing game Middle-Earth Online, expected later this year, will exclude death entirely" - instead, characters "will collapse into unconsciousness and wake up in a safe place."

25 of 105 comments (clear)

  1. Hmmm... by Bluesman · · Score: 4, Interesting

    I don't like the idea of not dying. I think it would be a lot more interesting for all involved if death were permanent in these games.

    In that case, the new guy wouldn't be at such a disadvantage to everyone who's been playing for years. The advantage to playing for a long time would be to build skill at the game, instead of acquiring items.

    --
    If moderation could change anything, it would be illegal.
    1. Re:Hmmm... by (trb001) · · Score: 5, Interesting

      This is exactly why MUDs had newbie, or level restricted, areas. One area might restrict PvP for level 5 or above characters. Other areas may not allow anyone in who hasn't reached level 10 yet. Others may not allow level 20 and above characters in because they'll walk in, cast "Blazing Death Cloud of Might" and kill everything, including players, without thinking twice.

      Frankly, there *should* be a penalty to being somewhere you shouldn't, whether you're too high or too low level. The trick is how to communicate that to players without affecting the roleplaying aspect.

      --trb

    2. Re:Hmmm... by Bluesman · · Score: 2, Interesting

      This happens anyway, and I'd bet it would happen to a much smaller extent if a greifer risked permanent death by killing newbies.

      Not to mention, if death were permanent, even the most advanced player would have to start over as a "newbie" occasionally.

      If your character ages or you risk permanent death every time you play, odds are you're going to spend more time exploring and playing than picking on newbies. And permanent death means by picking on newbies, you're more likely to be picking on an experienced player.

      --
      If moderation could change anything, it would be illegal.
    3. Re:Hmmm... by wgnorm · · Score: 3, Interesting

      Although Puzzle Pirates doesn't include player death of any kind, there is a clever system for discouraging unbalanced attacking of inexperienced ships. Each ship you encounter is highlighted by a color representing its ability level relative to your own (determined by stats). Red is far more advanced, green is equal in skill, and blue is much less experienced, with a spectrum of colors in between to help you decide whether to attack. Attacking reds can be a fun challenge, but most battles take place between green ships who are fairly equal in experience and skill.

      In order to minimize griefing, attacking a blue ship will run a random chance of instead encountering the BLACK SHIP OF DEATH, a unbeatable ghost ship manned by undead skeleton pirates. This ship will mercilessly slaughter your crew and take all the goods in the hold ("slaughter" is a relative term, they're just eliminated from the puzzle duel).

      It's a very effective and fun technique for solving this problem and new or relatively inexperienced players are rarely preyed upon. Some crews of course go out and attack blue ships in hopes of facing the famed Black Ship, but they usually get their asses handed to them, and disengage if they actually do end up attacking a blue ship unintentionally. I believe no one has defeated the latest incarnation of the Black Ship, though many have tried...

    4. Re:Hmmm... by Derkec · · Score: 2, Interesting

      I always hated level restricted areas. It just didn't feel right. What we did instead was make a rule that if high level players were *responsible* for the deaths of lowbies, they would be punished. That included direct player killing which we tried to make impossible with hardcoding, but also dragging high level aggressive mobs into areas with lowbies and casting the blazing death clouds.

    5. Re:Hmmm... by Drawkcab · · Score: 2, Interesting

      No matter how strict the game's system, you always have the option to quit the game, go on with your life, play another game or not. In real life if you go on a killing spree, your life is over and you don't ever get another chance. In a game there is always plenty of fresh starts, in other games or outside the game. In a game, everyone quits eventually, and when they do quit, if they're jerks, they can grief with impunity. In real life, few enough people are both evil and suicidal enough to cause many homicidal rampages, though it does happen occasionally, but in a game, a significant percentage of the population will go on rampages given the opportunity.

    6. Re:Hmmm... by Tofino · · Score: 2, Interesting

      It's important to note that carrying around death items in AC1 doesn't mean that you are eliminating the consequences of death. Good death items are a combination of expensive and hard to find. (Sure, you can carry around a pack of master robes, but these are heavy and don't always cover non-armor items). If you die and drop a bunch of DIs, you are going to be doing a corpse recovery to get them back. The carrying of DIs just ensures that the first time you die, you don't lose any of your valuable weapons/armor, which would make it difficult to do the corpse recovery at all without help.

    7. Re:Hmmm... by Tofino · · Score: 2, Interesting
      Yep, it's reduced. But I'm not going to leave 8 100k+, under 100 bu items all of which I've tinkered up 5+ times over the course of months, plus two sets of Thorsten's Armor (boring quest), Ursuin Rugs (very rare), and so on, to rot. You need a corpse recovery.

      I like my 180k value, 83bu atlatl, which will cover my bows forever, almost as much as my major life helm. Oh wait, maybe not... :)

  2. collapsing and waking up.. by gl4ss · · Score: 3, Interesting

    Am I the only one who is having hard time seeing what's the difference between this and just losing your head and spawning up at a safer place?

    It's just a matter of few words on the status line(you die/you collapse), seriously, whats the difference? hyping up you to get into it?

    playing a troll would really suck though, especially after getting stoned...

    though maybe those wussies should just play more nethack instead. that would teach them that a mere @ sign gets much more meaningful if you can't get it back when you die.

    --
    world was created 5 seconds before this post as it is.
    1. Re:collapsing and waking up.. by will_die · · Score: 2, Interesting

      The biggest difference I would see is that you get no free trip to a safe location.
      The problem I see with this is that if you wander into a really dangerous location you will constantly dieing(err sleeping) as you attempt to get back to a safer area, talk about fustrating.
      I still think Turbine had the best system of any MMORPG with AC1. Thier when you died you lost a few of the highest cost items(number based on level) in your corpse, theses were filled in with "death items" basicly high cost items of no other use. If you could not get back to your corpse you lost thoses items, which meant you needed to spend money to purchase new items. HOwever you were not really in danger of loosing major items. In addition you got a 5% penalty(which you needed to work off by earning exp, but the exp still went into the exp pool) to Hit points and your stats, so a single dead generally did not mean much but you get 4+ deads before you could work it off you started to loose the abaility to cast certain spells or use thoses magical items you normally did.
      However the main penalty with AC1 dead was that thier was no player resurecte spell so if you died during a quest you were out of the quest, a major penalty and if a person was of importance to the quest you better protect that person.

  3. Um . . . Death? by smothra · · Score: 5, Interesting

    The fact that everyone is essentially immortal has always bugged me about online games too. Yes it would be a bummer to lose all of your hard earned skills and baubles, but the absence of perma-death sure ruins the already tired stories these games have. If everyone in Dereth/Velious/Rubi-Ka/etceteraland can come back from the dead, the concern about being overrun by the bad guys seems, well, less than concerning.

    And by the way, Middle Earth Online developers:
    What is the difference (in MMOG terms) between "death" and "collaps(ing) into unconsciousness and wak(ing) up in a safe place"?

    --
    Look ma, no tpyos^H^H^H^H^H^H . . . oh crap.
    1. Re:Um . . . Death? by Enfors · · Score: 2, Interesting
      What is the difference (in MMOG terms) between "death" and "collaps(ing) into unconsciousness and wak(ing) up in a safe place"?


      For a game mechanics standpoint, there is no difference. But from the roleplaying standpoint, there is. In Lord of the Rings, people couldn't be resurrected. If they could in the game, people would complain. This solution is easier to accept, from a roleplaying standpoint.
      --
      -Enfors-
    2. Re:Um . . . Death? by wgnorm · · Score: 4, Interesting

      I've already hyped the great features in Puzzle Pirates elsewhere here, but I'll do so again, because it has clever solutions to so many of these issues.

      In Puzzle Pirates, there is no death to speak of, but the closest you can come is having your ship sunk. This is a fairly rare occurence, since it requires that your flag be declared "at war" with the other ship's flag - a consensual act voted on by the leaders of both parties. Most of the time battles result in simply boarding the losing ship and pillaging their goods and money.

      Although losing an expensive ship is a pretty big negative, the other penalty of having a ship sunk from under you is actually one that is desired by players. When your ship is sunk, the whole crew washes up on the shore of the island they set out from. Although the characters experience no actual injury or harm, on very rare occasions some characters will have a resulting eyepatch, pegleg or a hook from injuries experienced in the sinking.

      This is the only way to acquire these desirable marks of distinction, and this makes getting sunk - and warfare in general - a double-edged sword, and something that players both desire and fear at the same time. As yet I don't believe there is anyone in the game world who has any of these physical attributes. This is probably because there have so far been very few declared wars. A pending update will introduce colonization of islands, which will require warfare, so there should soon be a number of pirates walking the docks with peglegs and hooks...

  4. UO has a pretty good 'death penalty' by MacBrave · · Score: 4, Interesting

    Sorry for the pun. When I played Ultima Online back in 97-00 when you died some of your stats and skills you worked hard to improved were reduced. Get killed too often in a short period of times and you pretty much went back to a 'newbie' in terms of skills and stats.

    Of more concern was that fact that the items you carried did not 'respawn' with you. They were frequently looted and you had to buy/acquire new equipment.

    This was several years ago however, so the rules may have changed.

    1. Re:UO has a pretty good 'death penalty' by whodunnit · · Score: 3, Interesting

      Umm,

      You almost got it right. If you chose to come back to life instantly where you had just died, (in order to hopefully retreave your items) then you lost a fairly large chunk of your skills.

      But, if you chose to stay a ghost and go into town to be resurected by a cleric, or by a friend then you incurred no penalty what so ever other than the loss of your items, which if you do things quickly enough you could still manage to get back to and recover.

      btw, I played UO non stop for 4 years so yes I know what I'm talking about.

      whodunnit

  5. SWG and evolving death by kherr · · Score: 5, Interesting

    In Star Wars Galaxies when you die, you get cloned back into a cloning center somewhere in a city. If you store your clone data you can choose which city to clone to. If you do not store your clone data you end up in the nearest cloning center but you wake up with massive wounds, which you heal by sitting in a medical center and hanging out in a cantina (must do both). That can easily be a 15-30 minute penalty.

    When SWG originally launched, you had to do the classic "naked run" out to your body to retrieve your items. Or you could give consent to someone to get them for you. There were bugs with bodies disappearing, so SWG was changed to eliminate the need to run out. When you were cloned, you had all your items.

    The latest incarnation of SWG has you keeping your items when you clone, but they decay. Die enough and your items become useless. You can avoid the decay by buying insurance on your items beforehand.

    During the period of no penalty to death, player-player combat was rampant. It really changed the experience. Kind of fun to do some dueling, but the cities became all dueling, all the time. The day item decay was introduced dueling virtually disappeared. The gaming experience is much more in line with the Star Wars experience now.

  6. Death as part of the game by Anonymous Coward · · Score: 4, Interesting

    Designers need to get out of their heads that death in a MMORPG or MUD is merely an inconvenience. Like anything else in the game world, it should have a function. In ME online, that function is merely to take the 'dead' character away from the action for a while.

    In EQ, death is a pain in the butt not only because it takes you out of the action and sucks your XP, it creates a whole new aspect to the game-- the corpse retrieval. In hardcore MUDs that have this (with NO rezzes), this creates panic as ALL the loot you have could be down in lvl 50 of the mines or wherever. Yeah it can suck but its a great way to have drama.

    Same with perma-death. I like the idea of 10 lives, and once you lose the last one you have to 're-roll' to a less powerful char of say 1/2 your xp. The game changes from death 1 to 10 as you go from relatively brave to a coward.

    I could also say the same about pvp looting. Nothing like getting ambushed and looted in a dungeon and then grabbing your buds and hunting down the poor SOB mercilessly as they try to exit the place.

    Most new games that you pay $15 bucks a month for feel that such a penalty outweighs the 'investment' us suckers make. But I do think that the games are much, much less interesting as a result.

    1. Re:Death as part of the game by Hott+of+the+World · · Score: 2, Interesting

      I hate to pander to any particular MMORPG, but in World of Warcraft, Death is an experience in itself.

      The designers decided to add a "Ghost Mode" to the game so where, yeah, you had to get your corpse, but you were a ghost, and you can talk to ghost NPCs and stuff. Mobs can hurt you until you get back to your body.

      I personally think this is a good idea, or at least something that enriches the experience.

      There's a penalty, but you'll enjoy it.

      --
      | - | - |
  7. Items shouldn't come with you. by Ectospheno · · Score: 1, Interesting

    I think MMORPG's should adopt the standard MUD design where you die with minimal stat impact (maybe some XP loss) but come back naked. Having to run back into a nasty area to retreive stuff from your corpse was the single biggest reason why everyone played carefully and tried not to die. Contrast this with the PS2 Everquest game. No one cares the least little bit about dying. The XP debt is too small to be significant and after you can coach everywhere the walking time back to the area isn't significant either. You could solve the PvP situation using the standard MUD method as well. You have to be in a guild that is marked as PvP before you can kill other players or be killed by them. This way the people who want PvP can have it and the other people who want to play in peace can do so. Why don't MMORPG's do this?

  8. Why SHOULD there be a huge death penalty? by DarkFencer · · Score: 2, Interesting

    The consensus (of the higher modded posts so far) seems that death penalties in games should be considerably higher. Maybe some games will exist for these 'hardcore' people.

    I am not one of them. I want to have fun in a game. I don't want it to be more then an inconvenience.

    In Dark Age of Camelot, it was best IMHO. You died in PvE, you lost some experience (but could never de-level), and had to pay to have some constitution points restored. This cost went up as you went up in level. Also, if you went back to your death site you could 'pray' at your grave to get back half of your lost experience.

    I don't want to lose items I worked hard for. I don't want to de-level. I don't want to go on a run for my corpse. I CERTAINLY do not want to die and have the servers to an rm on my character.

    These games should be about fun, plain and simple. An inconvenience is needed, perhaps, but nothing more. There is a very small percentage of gamers that want perma death. For those that do, spend some time playing on a full on PvP server like Darktide in AC, or Mordred in DAoC. Most of those then would change their minds.

  9. I like this idea but.... by Anonymous Coward · · Score: 3, Interesting

    Instead of waking up in a Safe Place why not have you wake up inprisoned by things you were fighting. Then you have to fight your way out of there.
    This could even force people to group in order to get out of the prison.

    Equipment you ask? Make it so you have to find some weapons to get out of the prison but once you exit it you get all your old stuff back.

    Of course MMORPG's are going to suck until someone comes up with a true dynamic world, creatures, weather, cities, all of it. No more "lets go to orc camp 5 to hunt" now you have to find the orc camp. Wouldn't it be nice to stay away from one area for a long time and then come back and the city that was there is no longer there, just some ruins.

  10. Re:A neverending question by Reapy · · Score: 2, Interesting

    Actually it's more like cleavland winning 50 games in a row, then loses one game, which resets their season record to 0-0-0 again.

  11. A fond memory.... by dmorin · · Score: 3, Interesting
    Off topic if you like, but it did remind me of something...

    Eons ago when I had a compuserve account and the world was text over a 300baud modem I would dial in to play a networked hack-like game that I wanna say was called Island of Kesmai. There were actually a bunch of similar games over the years and I'm not sure if that is the one I'm thinking of.

    Anyway, you start out in this village and wander around looking at the different text characters roam about with you. This dog, represented by a . or something like that, starts bugging me. I'm bored, unable to figure out what the point of the game is, so I shoot the dog. Suddenly the sheriff kills me dead with a single arrow.

    But wait...the game doesn't stop. I stare in fascination as a symbol comes over to my body. "Holy cow," I think, "They're going to rob my corpse." Then my symbol starts moving across the screen with this other one.

    The two symbols walk across town into what I'm told is a church, and presto, I'm alive again, the other player having paid to get me resurrected.

    "Yeah," he says, "Don't shoot the dog. The sheriff hates that."

  12. Perma-Death would cut down on griefing by JavaLord · · Score: 2, Interesting

    Anyone should be able to PvP anytime, anywhere. The penalty for dying should be perma-death + loss of whatever items you have but you come back as your characters son/daughter who has rights to anything they had in the bank/storage.

    A person should not be able to look at someones profile and see what level they are. This will actually make PvP a risk. Why? Say you have 2 level 15 griefers. Lets also say that New players spawn with a basic outfit and backpack. Sure they could just go around attacking people with the basic outfit, but if there are no safe zones they wouldn't have a good place to camp. On top of that, what is to stop a level 50 wizard from throwing on some newb garb and ganking the griefers?

    If a gaming company wants to take advantage of an untapped market, they should make a PvP with no rules. I'm looking foward to darkfall which will allow a bit more freedom.

    MMO's strike me now as games that have little risk for dying, and it takes forever to get any rewards (ie they are timesinks) not to much fun to me, seems more like a chat room than a game. Obviously, there is a market for these games, but there is also a market for people who want freedom, and all the risk that comes with it.

  13. Things which would make death more interesting.. by bishiraver · · Score: 2, Interesting

    I think a better idea for death in a MMPORPG should be quite different:

    Instead of creating, for example, a single character.. you create a Family, with a surname. The point would be to increase your Family's fame. Each character you create has the same surname, and owns a holding. Perhaps you begin with a hovel, and can make your way up to a wizard's tower or a keep. People will say, "Oh, that's owned by the Higraf family," not "Oh, that's owned by rEdK1ller."

    Certain things, like wealth would be transferrable to other characters on the account, through the holding. This is all to prevent people from leaving the game entirely when their character dies, because death should be permanent. A character should take no more than a week of -casual- playing to become 'awesome' in the sense of 'average.' There should be a bell-curve in terms of character power and the number of characters, whereas now there is an ever rising curve, with the most players being at a very high level. Because of permanent death, it is possible to have less characters at a high power level than at an average power level.

    One option, if a player does not want their character to die, is to 'immortalize' said character: they turn into an npc, and either inhabit the player's home, or wander off. If they're at a high enough power level when they retire, they could put a unique power item into the queue to be used with a quest: "Senchal's Wand of Might," where Senchal was an actual player that people interacted with.

    In this way you accomplish the following things:
    -A bell curve of player power levels, which leads to a more interesting game environment.
    -It means something when someone dies.
    -People are less apt to quit when their character dies, because although they have lost the time gaining skills and abilities with said character, they have gained capital and worth for their family.

    Another interesting thing would be, when your character dies, you have the option of bringing them to life as part of an Undead horde, waging war on the realm of the living. Your character is enhanced, and cannot gain abilities, and when they die again they die for good, but you can go out with a bang.