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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 fireduck · · Score: 5, Insightful

      permanent death may sound like a great idea, until the griefers start coming after the newbies. Imagine you're paying $15 a month for the following: You've played for a couple hours, gotten your first new Shiny Short Sword of Light +1 and Leather Armor of the Cow from some zombies you just killed. Maybe you've even leveled up once or twice. You're on your way back to town and along comes Mr. Eight Level AssClown who kills you (or better yet, is dragging a 5th level monster along who you have no chance of defeating). Bam, you're dead. start again. You've literally spent 2 hours with nothing to show for your character.

      Permanent death is nice in games like Diablo, where once you've finished it normally, you can take on the challenge of being hardcore like that. But permanent death on a server filled with not only lag, but also griefers is not a way to entice people to pony up X dollars every month.

      Now imagine you've spent a couple months on your character, collecting quite a range of unique powerful weapons and then you die. That's like a Ph.D. being sent back to kindergarten and forced to take school all over again, before anyone will hire him. furstrating to say the least.

    2. 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

    3. Re:Hmmm... by Lightwarrior · · Score: 4, Insightful

      > permanent death may sound like a great idea, until the griefers start coming after the newbies.

      If that's the only barrier, why not implement a system to discourage griefers from coming after newbies? Seriously, why don't we have bullies _actually killing people_ in real life? Because they'd be carted off to Kiddy Prison.

      One of the reasons people don't break laws is because of the punishments. If you don't want your players engaging in anti-social behavior, prevent those players from being a part of society. Have actual character jails, where offenders can be "helled" (to borrow a MUD term) for a period of time proportional to the severity of their crime.

      Couple that with a character death system that "respawns" permanently dead characters as offspring (children, clones, whatever) that inherit the possessions of their parent-figure, and you've got a way to pass on the material goods from character instance to character instance.

      You'd still lose all of the dead character's experience, but in a non-"level-oriented" system, you can make that a hell of a lot less painful (heck, you could even have the "children" start with a certain percentage of inherited skill).

      Part of the populace's reluctance to engage in PvP is that, generally speaking, these games have immature PvP systems. I think the majority of the problem, however, is the totally anti-PvP crowd's desire to harp on any potential negative experience to their gameplay.

      -lw

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    4. Re:Hmmm... by mcmonkey · · Score: 4, Insightful
      If you don't want your players engaging in anti-social behavior, prevent those players from being a part of society.

      The issue there is the ultimate goal is not to provide a safe, fun gaming environment, but rather to make money for the parent company. No one (or very very few people) is going to pay $15 a month to sit in jail (unless someone comes out with a MMO version of OZ (hmmm...that's not such a bad idea...)) so companies try to balance being strict enough so the griefers don't run off all the newbies, but no so strict as to drive off all the griefers.

      So a legal system cannot following the real world courts and jails too closely.

      Couple that with a character death system that "respawns" permanently dead characters as offspring (children, clones, whatever) that inherit the possessions of their parent-figure, and you've got a way to pass on the material goods from character instance to character instance.

      That is a great idea.

    5. Re:Hmmm... by Lightwarrior · · Score: 4, Insightful

      > So a legal system cannot following the real world courts and jails too closely.

      Well, it depends on what we're looking for. Part of what the generic "griefer" looks for is suspense. With actual punishment, it increases the suspsense. It's true that you probably can't jail griefers "for life", but what's the odds that the society in a MMOG would _want_ to jail him/her/it for that long? It's much more likely they'd just execute the criminal (and, heck, depending on the type of society, there might be a death penalty for less serious crimes).

      We could even treat jailed characters as "dead" (albeit temporarily), and allow the player to create an "offspring" character to play (without the asset transition). That's a little more harsh than the victim gets, but it's pretty fair retribution.

      I imagine such a system could be extensively tinkered with until the right balance of risk, reward, and pending legal action is reached (it could even vary area to area).

      -lw

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    6. Re:Hmmm... by b0r0din · · Score: 4, Insightful

      I think the biggest problems with MMORPGs have always been their size. They are games trying to appeal on a massive scale, 1000+ people on a server at any time, 10-20 servers, with not enough people to support all the griefing, not a way to deal with newbies on a day to day basis, no way to advance anything interesting. Permadeath seems the least of the problems.

      On the MUD I played, we had a pretty simple rule. Sure, it doesn't correspond with reality, but it was interesting nonetheless. We had alignments and reputation. If you killed too many humans, you can't go into the human city. If your alignment was evil, you couldn't go into the bastion of light city. If you were chaotic evil, you could kill anyone anywhere, but you could only take 10 deaths before you perma died. Anyone could go into special 'player killer areas,' where you could kill or be killed by anyone. This created a dark vs light sort of story, but people would incorporate their religion and alignments into play and actually roleplay. CE characters were few and far between, but they existed and were interesting to see people play. This is something I rarely saw on most MUDs, the integration of roleplay which i found to be the most interesting part.

      Neverwinter nights is a starting point, but when are we going to see more games that allow creative people to build the games and police them themselves? When are the 'Gods' (Implementors) of the game going to play an active role, coming down and saying, 'You're exploiting a bug, stop' or 'welcome to my world. I am Lothar of the Hill People.'

      Making money is very simple. You sell clients and servers. Servers are more expensive. You sell server space on one of your large mainframes. A server will support, say, 200 people tops before you'd need an upgrade. Mostly you don't care though, you get people to go to your server in groups of 30-50. These people interact with each other much more and the community is more interesting. The people who have the servers and the space pay a monthly fee, which they can then change and charge back to others if they wish. They make their own rules regarding the selling of items, etc.

      Maybe it's difficult to program for one, but you'd find that a lot of open source and other programmers would latch on to this model and the worlds would get more interesting. If you own a client, you can go to Hell World one day and Happy Fun Rabbit Land the next. Maybe you'd charge them a monthly fee to allow access to all worlds, maybe not. Probably you'd make enough money off of selling server space and upgrades/server packs.

      But instead, we have all these same retread MMORPGs which change like two things in their environment to distinguish themselves from the other dumb fantasy MMORPG. Which is too bad, really. I don't want to play an MMORPG because I rarely feel like I'm part of a tightly-knit community. I don't feel I can roleplay because everyone else is 'lol' and talking about their dog jumping on their keyboard. So I end up just bored.

    7. Re:Hmmm... by sweetooth · · Score: 4, Informative

      Most games do have penalties for being in a place you shouldn't be.

      Lets take Turibines Asheron's Call. Part of the story line talks about lifestones created by Asheron to protect the Isparians in Dereth from dying, however there is a cost for dieing. If you die at any level you recieve 5% vitae penalty and drop X number items on your corpse. The vitae penalty is a temporary reduction in your stats that goes away as you earn more experience points (XP). The amount of XP you need to reduce your vitae by one point is a percentage based on your current level. The number of items you drop is also based primarily on your current level. Now, the noob areas have giant floating markers as a boundry that basically tell you if you go past this your chance of death increases. Which is great as far as monsters go because it's a clear warning. If you go past this place and die you might not be able to get back to your corpse and recover your items. So there is definite risk involved in going to those areas. Now, at higher levels most people carry enough high value junk items as death items. These items are almost 100% gauranteed to drop before anything you care about. This reduces the risk of dying significantly, but there is still some risk. If you don't recover those items you have to get new death items, this could be expensive or time consuming. Especially if you spent a lot of time getting very high valued death items to cover your equipment that is also very expensive. A second or third death could start costing you items. There are/were also some items which would always drop on death (Aerfalls Pallium comes to mind). I should also mention that when you are returned to a lifestone you are temporarily protected from harm. This is in part because some lifestones have monsters spawned on them, and also due to a dynamic on the full time PvP server.

      Now, this is a decent system, and I have yet to hear anyone complain about it. Of course this is the dynamic on the carebear or non PvP servers. On the PvP server (Darktide) there are no protections from other players. If you are sufficient level to own a house you have a safe zone. Other than that you are safe only briefly right after dieing. Initially there was no lifestone protection and it was extremely common for some players to camp the lifestones and repeatedly slay people. Not exactly fun for the person on the recieving end of this dynamic. To keep the game realistic you can't really restrict areas of the game world based on level. With dungeons that is easy, and is done all the time, but in the game world outside the dungeons invisible barriers that ristricte based on level would be hard to explain in the games lore. It also prevents interaction between high and low level characters, and in the case of games like AC, it would prevent the creation of large monarchies and reduce the already minimal value of a Patron/Vassal relationship.

      The biggest problem with perma death is that most players like to see that they are getting something for thier money. A lot of people don't like spending twenty or thirty hours a month leveling a character and learning the game system only to die one day because the devs changed the rules or the content change in an unexpected way. There have been numerous times in every MMOG I've played where the newest game additions have changed the dynamic in some way that made it harder either for the entire player base or, more often just for specific classes. Then those classes die more often as they readjust to the new dynamic or patiently (hah, right) wait for the devs to fix whatever they broke. With perma death you are going to see people losing interest if they achieve high levels and then one day loose everything. Why bother going through all of that again? You already know what the game is like at the low levels, it will take you a similar amount of time to get back to where you were so you can advance again. What is the motivation to continue playing at that point? There isn't much in my opinion.

    8. 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...

  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 fuzzybunny · · Score: 3, Funny
      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?

      Well it would be pretty interesting to be able to spot people who died all the time (they're the ones RUNNING AROUND WITHOUT A HEAD.)

      Although one thing I thought would be cool would be sort of a karmic reincarnation scenario--where you come back as a better or worse character depending on how bad you've been, what you've done, etc.

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

      Yeah that's the idea--if you've been pkilling too much, you come back as a troll.

      Or if you didn't have a head anymore, you'd have to go to a head shop (ba-dump) to buy a new one.

      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.

      Good call, same with Angband & friends. But to be honest, I never really minded dying in those for more than 5 minutes, because (a) they were free and (b) I could play them any old time on my laptop.
      --
      Cole's Law: Thinly sliced cabbage
    2. Re:collapsing and waking up.. by TwistedGreen · · Score: 4, Funny

      'theses'?
      'thoses'?

      Wow, I didn't know that Jar-Jar had a Slashdot account!

  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 Monofilament · · Score: 3, Insightful

      Would you play these games if they had Perma - Death? .. my guess is not.

      So for people who do in fact like leveling up characters in pokemon/tomigatchi sorta pet ways and take pride in the accomplishments... we kinda like the fact that bad luck won't ruin everything we've worked countless hours on.

      There is way too much in these games to say death is permanent. If it was permanent .. they'd have to make the games so easy .. that it would suck ass. The whole point of being able to die and come back is so that you can learn from the specific encounter you died at, and figure otu how to do it better.

      There is a certain amount of pride in not dieing a lot. I know in DAOC they have a running talley of PvP deaths.. So people see that. It really is all about pride in ownership/imaginary accomplishments.

      --


      Who makes you Sig?
    2. Re:Um . . . Death? by smothra · · Score: 3, Insightful

      Would you play these games if they had Perma - Death? .. my guess is not.

      Depends on how it was done, I suppose. If death was permanent and common then it probably wouldn't be much fun. But if death was a very unusual outcome, then I'd probably play because I would expect the developer had found something more interesting for players to do than mash on the keyboard and kill hordes of imaginary Tolkien knock-offs.

      If it was permanent .. they'd have to make the games so easy .. that it would suck ass

      OK, but how is that any different than making it easy by eliminating death altogether? As someone pointed out earlier, that means you can take all kinds of foolish risks without fear of losing too much. That meets at least one definition of easy. I don't think these games are hard, just time consuming, and that's where permadeath becomes an irritant for people. I'd be frustrated too if I spent half my waking hours pumping up a character only to lose him/her after six months. However, I don't have that much time to commit and I'd like to see a few more games that eschew the EverQuest model and focus on providing an interesting story.

      I know I am in the minority in this opinion, but that's life.

      --
      Look ma, no tpyos^H^H^H^H^H^H . . . oh crap.
    3. 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. bleh by Deleted · · Score: 4, Funny

    And instead of using swords in this game, why will use "Long sharp pieces of steel"

    Also, they don't like the idea of guns. So they're going to use "lead that flies at opponent extremely quickly" .. i "wake up" in a cloning facility nightly in SWG...

  6. 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.

  7. 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.

  8. Death in A Tale in the Desert by Teppy · · Score: 4, Informative

    Ironically, the game without combat has permanent death. The only way to get yourself killed right now is through addiction to drug called "Speed of the Serpent."

    Here's how it works: When you're not playing the game, you accumulate "offline travel time" which allows you to instantly warp places. It's as if your character had been running the whole time you were offline. This offline time is very precious, and short of logging off, the only way to get more is to ingest Speed of the Serpent.

    A single dose is the equivalent of being offline for 24 hours. The only catch is that you must then drink a shot of cabbage juice at least once every 30 RL days. If you ever fail to do this (including forgetting to log in), you die. Game over, we won't bill your credit card any more :)

    You can drink a 2nd shot of Speed of the Serpent a day later for an additional 24 hours of travel time, but then you'll have to drink cabbage juice every 29 days.

    So far there have been 8 deaths.

    1. Re:Death in A Tale in the Desert by vjmurphy · · Score: 5, Funny

      "You can drink a 2nd shot of Speed of the Serpent a day later for an additional 24 hours of travel time, but then you'll have to drink cabbage juice every 29 days."

      "So far there have been 8 deaths."

      Man, if I had to drink cabbage juice every month or die, I think I'd take the easy way out.

      --
      Vincent J. Murphy
      Spandex Justice
  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. 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."