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The Eight Stages of Permadeath Debate

MMOG Designer and commentator Damion Schubert has up an article on the constantly renewing Permadeath debate. Permadeath is the concept of permanent death for a character in a Massively Multiplayer Online Roleplaying Game. The design hasn't shown up in any major commercial games yet but, to borrow a phrase, the soul still burns. His commentary is a great synopsis of the debate, from the rearing of its head to the final bitter back-biting threads. From the article: "3. Captain Obvious Speaks. 'People don't like to lose their stuff.' 'It isn't fun.' 'It's hardcore, and only hardcore games will ever use it.' 'Any game which depends on the internet for its reliability has no place permanently taking away all your stuff.' 'Why in God's name would anyone consider this idea a good or compelling idea?'"

154 comments

  1. The idea is dead by yotto · · Score: 5, Funny

    It is hypocritical for this guy to keep bringing this idea up again every time it gets killed.

    1. Re:The idea is dead by Bastian · · Score: 5, Funny

      It is hypocritical for this guy to keep bringing this idea up again every time it gets killed.

      Not if he starts the debate from the very beginning each time.

  2. Would need the right arena by yotto · · Score: 2, Insightful

    My previous comment (which was a joke, thoguh it sounds a bit more mean spirited than I'd intended) aside, I think this would work in the correct game. Say, MMOGTA or something.

    You'd have to seriously rethink (or more likely abandon) the idea of leveling and posessions, though. /goes to RTFA.

    1. Re:Would need the right arena by Impotent_Emperor · · Score: 1

      I thought that combination of UO and the Sims could feature perma-death. Since a player would control multiple characters, the loss of one isn't a huge deal.

      There still is the problem of what will happen when all of the characters die, though.

    2. Re:Would need the right arena by vaporakula · · Score: 2, Interesting

      Definately, the concept of leveling as it stands in most mmorpgs would have to be rethought... but there are other things to consider as well.

      More important would be to address the question of how you die. If certain characters could perform "saving moves", having perma-death could lead to much better balance between characters, and a need for balanced parties. Dieing should be something that's fairly difficult to do, unless you ignore the warnings and foolishly try to conquer the world on your own.

      If it's implemented well, I can see perma-death working in just about any style of MMOG. Most of the arguments against it stem from "i don't want to lose what i've built up" - people value their virtual posessions. As long as the players know that there is a way to avoid that loss, and that their choices are going to be the ones deciding their fate (no magic giant feet squishing them at random!) it is a workable concept.

      Personally, the chance of it all going horribly wrong would make it much more interesting. And the respect value of meeting a character who has been alive for so long would be a lot higher...

    3. Re:Would need the right arena by Pxtl · · Score: 4, Interesting

      I agree that perma-death could work. There are several problems that come from the lack of perma-death:

      1) endless progress. The strong players can become obscenely powerful and lord over the newer players. While this provides a nice incentive to keep playing, it means that the fundamental concept of play balance is really impossible (which is pretty crucial for a multiplayer game).

      2) fear. Fear is fun. This is why many people prefer Counterstrike to fast paced FPS games - CS has the fear of death because if you die, it sucks. It gets your heart thumping hard.

      3) changing classes. These games often have a massive variety of player classes and species to play, and often no easy way to change. Death lets you roll up a new character, and lets the player explore the game more completely.

      4) realism. How realistic is it to never die?

      Of course, then there's the converse problem - nobody wants to die. Nobody wants to lose their stuff. Not losing their stuff also means there's no reason to kill anyone - you don't get to take anything. So PVP never becomes anything but a side-game.

      Personally, I'd like to see a short-term MMO. Something that had thousands of players, but didn't focus on keeping them on the level treadmill. Something like a throne war - every man for himself, but you can form alliances, and the winner is the one who controls the Throne Tower (spoils of controlling teh Throne are divided among the members of the winning alliance, so pruning your ranks is encouraged). Various smaller towers allow control over areas with good resources that can be used to arm your players for sieging the main Citadel (and these smaller towers are, in turn, being raided by members of smaller clans as well as unaligned thieves).

      Let the players have storage lockers for backing up extra equipment and spells and otherwise eliminate any concept of "level-up" besides your gear. Make it easy to escape/survive combat (but at the loss of some gear) so that death matters but is avoidable. Then make the equipment come easily with some hunting. Kind of a compromise between traditional action gameplay and MMORPG gameplay. You could have backstabbing, binding oaths of fealty, heroic wanderers, oppressive kings, tight squads of bandits, etc.

    4. Re:Would need the right arena by *weasel · · Score: 1

      'levels' and 'gear' as it were are bigger legirons on the genre than the 'death penalty'.

      --
      // "Can't clowns and pirates just -try- to get along?"
    5. Re:Would need the right arena by slashdot_commentator · · Score: 2, Interesting

      You could also allow a form of passing equipment from character to character: inheritance. New character would need to come from the original character's lineage, or a newb character that had some contact to the original. A will gets produced beforehand. You could even stick in amusing instances like other players contesting the will.

      The character gets the boost from the item, but should still be limited by their newb characteristics. Also, the game should favor experience & acquired skills, and less on booty.

      --
      There is no America. There is no democracy. There is only IBM and AT&T and DuPont, Dow, General Electric, and Exxon
    6. Re:Would need the right arena by Finkbug · · Score: 1

      "I think this would work in the correct game."

      A Tale in the Desert has it. Or at least, had it in Tale 1. The only form of death in the game, though took some real effort (or very pissed game spouse) to get hit with it. Deletes the entire account. The only Oracle of Arts & Music (read: big honcho important d00d) was murdered which threw the end game into disarray.

      "You'd have to seriously rethink (or more likely abandon) the idea of leveling and posessions, though."

      ATITD has almost entirely ditched leveling. Lots of possessions but only one or two (mics, special fishing poles) function as person-specific "power ups" like weapons and armor do in a more typical MMO.

      The death was by addictive drug. Gain lots of free travel but log in often enough to take the antidote. The more time you want, the tighter the antidote schedule. Murder came in via marriage: spouses can log in as each other (w/o passwords!) and there is no divorce. So, addict spouse, strand spouse in desert with no travel time or antidote.

      More disruptive than drugs & spouses, certain players gain (via election) the ability to ban a small number of people. Anyone they want, no reason required. Effectively murder. Gotta be careful who gets in power in Egypt. :)

      --
      Feeling so good natured I could drool
    7. Re:Would need the right arena by Metapsyborg · · Score: 1
      I think permadeath would be a good MMO touch, except that you would see a sharp increase in afk-powerleveling, purchasing of loot/gold online, and other metagame "cheating". Any MMO must have some form of advancement, whether it's levels, skills, equipment, social/political status, etc. The level of power will be all the more important because permadeath will limit how many people have the big power.

      Weak minded people will begin to think that the world "owes" them something (because they've lost x amount of characters of n power), and rationalize powerleveling, account buying and such.

      --
      (\(\
      (^.^) INFECTED
      (")")
    8. Re:Would need the right arena by Anonymous Coward · · Score: 1, Insightful
      All of these points have flaws.

      1) endless progress. The strong players can become obscenely powerful and lord over the newer players. While this provides a nice incentive to keep playing, it means that the fundamental concept of play balance is really impossible (which is pretty crucial for a multiplayer game).

      There is an end to the progress. Eventually you do everything there is to do in the game and cannot progress any further.

      2) fear. Fear is fun. This is why many people prefer Counterstrike to fast paced FPS games - CS has the fear of death because if you die, it sucks. It gets your heart thumping hard.

      The reason it works in CS is because you come back a few minutes later when the current mission is finished. Not only that, but the playing field gets leveled for everyone on a regular basis (when the map changes).

      3) changing classes. These games often have a massive variety of player classes and species to play, and often no easy way to change. Death lets you roll up a new character, and lets the player explore the game more completely.

      This is just wrong, most MMO games let you create multiple characters.

      4) realism. How realistic is it to never die?

      This is the stupidest reason of them all. None of the stuff in MMO's is realistic. If you want realism, turn off the computer and go outside.

    9. Re:Would need the right arena by elhedran · · Score: 1

      For permadeath to be meaningful, you have to loose something hard to get back. If all you loose is easily regainable equipment then where is the fear of death?

      from playing nethack (and Diablo in hardcore mode) I suggest:

      1) A goal of some kind. In nethack its getting that damn amulet. In Diablo hardcore mode, its titles (e.g. Slayer bill). It felt damn good to say, ok, this character died. But see, he got through 5 acts first. For an MMO, I'd say a permanent list of accomplishments would be appropriate. Possibly just based of enemy kills and such.

      2) Have an excessive number of team kills completely wipe your characters record and send the guards after you. The reason I say only excessive is pissing of your faction is a good way to get killed and should be. Do griefing behavior and the other players have a real action they can take against you.

      3) Still have factions. Just make it so they both have safe areas, but have bigger reputation if they survive a real battle. It is important to also include something worth risking death for.

      2) and frankly, still have progression. Just make it more 'pick and choose' style then is currently done. In nethack starting again isn't boring because you are never milling. The items you get each time is different, the way you can use them opens up completely different options.

    10. Re:Would need the right arena by C0rinthian · · Score: 1

      I never really played ATITD, but I read up on it quite a bit. Interesting social experiment. I especially liked the trials where it depended on the trust of others. I.E. Put an insane amount of valueble materials into a chest and give 5 people the combination. If it's still there after a week you pass the trial.

    11. Re:Would need the right arena by Anonymous Coward · · Score: 0

      Can't believe I misspelled 'valuable'! >.

    12. Re:Would need the right arena by Qzukk · · Score: 1

      Personally, I'd like to see a short-term MMO. Something that had thousands of players, but didn't focus on keeping them on the level treadmill

      Perhaps going back to the coin-op pricing model would help with a model like this: For $x, you get N lives. Maybe provide "1-up"s in the game for "heroism" (define it computationally?) and at the end a pinball-like random "free play" chance.

      The storage locker idea is also intriguing. Diablo 2's stash never seemed to be big enough to make retrieving your corpse and its equipment optional though.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
  3. what about by bersl2 · · Score: 3, Interesting

    Move/allow characters of a certain level into a separate world which is inaccessable to lesser characters and may or may not let the greater characters to leave and reenter. Sort of like an Olympus or Valhalla.

  4. Steel Battalion by Anonymous Coward · · Score: 2, Interesting

    The definitely 'hardore' XBOX mech sim Steel Batallion did this a few years ago, as I remember. While that wasn't an MMORPG, it's easy to see how the feature would translate. People start getting overly cautious when they could stand to lose a creation they put months into. One thing that does do is allow beginners a small advantage, because they don't care if they lose their puny avatars. They can afford to be wild, in other words.

    1. Re:Steel Battalion by Drakino · · Score: 3, Interesting

      You were definitly cautious at times in Steel Battalion. But, due to the emergancy eject, you could still take risks and survive, as long as you had enough cash for another mech. Run out of cash, and you did have to end your career.

      The most annoyning permadeath for me in that came came on a midrange mission. I was fignting in a canyon, came so close to finishing the mission, and got hit hard in the front of the mech. It fell onto its back, got hit again and blew up. Hitting the eject failed, because it ejected you out the back, not the top. So since my mechs back was on the ground I died, and had to climb up the missions again.

  5. Hardcore... by Southpaw018 · · Score: 5, Insightful

    The hardcore market would love this. It's the ultimate sense of danger, lending reality to a fantasy world. Most everyone else, however, doesn't. The quote about losing your stuff is absolutely, wholly true. Case in point: the success of World of Warcraft. When you die, you lose a couple dozen silver each time at most. No xp, no lives, no item penalties. Nothing. The other night I must have died a dozen times or more in attempting a difficult raid without enough people and I racked up 3g in repairs (for those who don't play WoW, at max level you can make 3g back with 15 minutes' lightweight work or 10 minutes hard grinding).

    People love that. Hell, I love that. It encourages raiding and confrontations and risk, and pretty much adds to the enjoyment of the game knowing that attempting something difficult or even stupid won't set you back. It's just fun.

    --
    ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
    1. Re:Hardcore... by GoofyBoy · · Score: 4, Insightful

      > pretty much adds to the enjoyment of the game knowing that attempting something difficult or even stupid won't set you back.

      Thats what some people complain about. All "leveling" games have no level of risk or sense of actually achieving something. Any monkey can get to level 60 given enough time.

      You run by a level 60 in WoW and you think, "gee that guy has a lot of time on his hands." You run by a level 60 in a permadeath game and its a whole different story.

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    2. Re:Hardcore... by nc_yori · · Score: 5, Insightful

      That of course begs the question "does anyone give a damn?" I'm not trying to be rude, just pointing out that WoW and the like are games, nothing more. When a game has built-in mechanics that cause frustration in most/all of its players, is it really that well designed?

      I know the whole point of hardcore play is the added element of challenge, but is there really a point to implementing something that less than 1% of players will enjoy.

      Another thing to consider is the human factor. I could only begin to imagine the tech support headaches stemming from people who have suffered the effects of hardcore play without being prepared to deal with them. About to die? Pull your ethernet cord, let the game log that you timed out, log on, bitch out tech support for you dying because of "lag" or "being disconnected."

      I think he fundamental problem behind hardcore play in games that you pay actual money for per month is the risk for both the player and the provider. Players risk losing months of work they've payed for and providers risk being on the recieving end of a lawsuit when jackass player X loses a character due to server lag and demands retribution.

    3. Re:Hardcore... by GoofyBoy · · Score: 4, Insightful

      >That of course begs the question "does anyone give a damn?" I'm not trying to be rude, just pointing out that WoW and the like are games, nothing more.

      Casinos have games in them, with people losing to the house all the time. Yet they are still profitable and people still come in the bus loads. Look at really bad sports teams, if you have a loyal fan-base, then you can still be profitable even though its fustrating to those participating.

      >I could only begin to imagine the tech support headaches stemming from people who have suffered the effects of hardcore play without being prepared to deal with them.

      Yep, I agree with you here.

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    4. Re:Hardcore... by cicatrix1 · · Score: 1

      Casinos have games in them, with people losing to the house all the time. Yet they are still profitable and people still come in the bus loads. Look at really bad sports teams, if you have a loyal fan-base, then you can still be profitable even though its fustrating to those participating.

      Yes, but you don't have to bet the house constantly. You cannot lose the house due to extraneous circumstances such as lag, power outage, etc.

      --

      I know more than you drink.
    5. Re:Hardcore... by cgenman · · Score: 4, Insightful

      You realize that you're implying the existence of skill in MMPORPG's, right?

      In permadeath games people behave far more conservatively. You die, your character dies, everything you've built up dies. So you're not going to go for the massive boss pile-on unless you're sure you're going to win. And where is the fun of that? Ultimately this means that the level 60 monkey will have to have even more time on his hands, and the game will seem boring and uneventful that whole time.

      Of course, there are shades of gray. The question is what is the punishment for death, and is it appropriate? In Diablo, you had to go get your stuff. This was a pain in the tail, and generally made people not want to die. This also meant you were vulnerable until you went back and got your stuff. 20 minute setback. In other games, you have to buy death insurance to keep your stuff, or pay for an escape pod, or the like (10 minute setback). Losing half your gold is another example (1 minute - 10 hour setback). Losing all of your experience, and equipment, and progress (1 minute - 2 year setback) seems harsh in comparison.

    6. Re:Hardcore... by Sj0 · · Score: 1

      Making you wander up a treadmill while threatening to take it away is NOT the solution to this.

      I believe a new look at the system used in MMORPGs is in order. Levelling is great for the bank accounts of companies charging per month fees, but it's just not fun to most people.

      If I were to make a new mmorpg, I'd remove the concept of levelling entirely, and replace it with more tangible things; make it so the newbie has to hunt for his weapons and such, so pacing can be controlled that way, rather than being allowed to use Sword X after you pay Y Credits as long as you've killed Z creatures so you're at the appropriate level.

      Also, make it so the game is easy to learn but hard to master, possibly by making the battle system more subtle than "I attack! You attack! I get attacked! You get attacked!".

      This would make the playing curve for getting deep into a mmorpg much smaller, which would get more people to enjoy it sooner. More importantly, people could invite their freinds to play and after showing them how to defend themselves, they could go on adventures right away, instead of either being forced to babysit a level 1 CrappyMage or ditching their character to create a new one.

      --
      It's been a long time.
    7. Re:Hardcore... by Anonymous Coward · · Score: 0

      Casino games usually don't last for longer than a minute.

    8. Re:Hardcore... by Bastian · · Score: 4, Interesting

      I think that in a permadeath game, the entire play mechanics would have to be shifted. For one, there would be no level 60 - well, maybe there would be, but it wouldn't be anything anyone sane would care to go after. Also, the characters would have to start out with more skills in the first place - I think we can all agree that nobody wants to play a game where you're tooling around with a level 1 weenie that can't do jack half the time.

      You could make the penalty for dying something short of losing everything by giving you more skill points, hit points, etc. when you're creating your next character. So if you just lost a level 12 character, your next one would get to start at, say, level 8, and if you just lost a level 6 character, you'd be able to start at level 4.

      You could also make it harder to die. I once played a tabletop RPG called Beasts, Men, and Gods where you were knocked unconscious at 0 hit points, and from there you would slowly lose hit points until you either got some medical attention or reached some negative number of hit points which represented death. I personally like this option because it makes those often-overlooked healers people you suddenly want to have in your party.

      Personally, I think the above would be really neat ideas. I tend to look at permadeath as a great excuse for a friendly kick in the pants for MMORPG gameplay mechanics, which in my opinion aren't too different from the mechanics used in computer RPGs since the beginning of time.

      Sadly, the thing that you would need most to make a permadeath game truly enjoyable is to include a way of making the game fun besides the usual level-grind. While I'd personally like a game of this nature, since I don't enjoy level grinding one bit, I realize that anyone who tries to create a game of this nature is up against 10 years of precedent and tradition as well as the incredible cost it takes to pay for people to make the game world come alive for new players and stay fresh for veterans.

    9. Re:Hardcore... by Jazu · · Score: 1

      Permadeath is only possible if most of your effort is not invested in a single character. Imagine MMOGTA, by which I mean something that would be completely unlike GTA exept for the parts I'm talking about. In GTA, what matters is your money, and property. You can always buy guns, and steal vehicles.

      There would only be a few things attached to your character, enough to make the character a meaningful concept. Let's say, a few stats, like an increase in health, armor, increased ability to cling to a motorcycle when you sideswipe a car, relationships with NPCs. But you keep all the money, and any real estate. That's a version of permadeath that could actually work.

      --
      My joke got modded as Insightful and my insight got modded as Funny.
    10. Re:Hardcore... by Anonymous Coward · · Score: 1, Interesting

      I don't see any reason why you can't have variations within a game. Most areas where death penalties are light, some areas where the penalties are more severe, and some areas, that are hard to get to, allow for perma death. Then people could select the level or risk they want. Don't want to risk losing all your stuff and character, stay away from the extreme areas. I'm surprised no one has done this before, it's always a global death rule it seems.

    11. Re:Hardcore... by the_ed_dawg · · Score: 3, Interesting
      It encourages raiding and confrontations and risk, and pretty much adds to the enjoyment of the game knowing that attempting something difficult or even stupid won't set you back.
      Playing devil's advocate here. What you are saying is that the sense of danger causes players to think twice before doing something stupid. How do we think this could apply to malicious behavior, such as griefing? The time barrier for reaching a level to annoy players effectively would make it prohibitive. I can see the 13 year old now. "Yeah, I got killed for being a tool. It's going to take me three days to do it again. I'm going to go play something else." Yes, it sucks for those who get whacked, but after the tools understand that they can get their kicks elsewhere, all that will be left will be the people who take it seriously, which should make the game an overall more satisfying experience (until death, of course). I seriously doubt that anyone would ever make it to a level where they became a serious threat if they acted like an asshole, so griefers become mobs with a really good AI. :)

      Yes, this sucks as a business model because there aren't enough hardcore gamers to pay developers, but it should remove a lot of the hassle of playing MMORPGs. I also totally agree with you that respawning should be relatively painless. However, I eventually stopped playing Anarchy Online simply because I lost the patience to deal with a bunch of morons on a team. (Tank sees room full of high level mobs. Tank runs into room before party is ready. Tank gets raped. Party blames doc for tank's stupidity. Repeat as often as possible.)

      --
      There are two types of people: those prepared for the zombie apocalypse and those who will be eaten.
    12. Re:Hardcore... by Anonymous Coward · · Score: 0

      Ah, good, we're already to Stage 7: Non-Permadeath Permadeath Solutions.

      Which just underscores the fact that permadeath will not work in any current MMORPG.

    13. Re:Hardcore... by Anonymous Coward · · Score: 1, Insightful

      Casinos have games in them

      Ah, yes, I remember the $2,000,000 jackpot you got for hitting 60 in WoW.

      Wait, no I don't. Because the only reward you get in most computer games is the reward of playing them in the first place.

    14. Re:Hardcore... by geminidomino · · Score: 1

      I think you misread. GP said "losing to the house", 'the house' being, of course, the casino itself.

    15. Re:Hardcore... by Yokaze · · Score: 1

      > but is there really a point to implementing something that less than 1% of players will enjoy.

      Yes, when you don't want to compete in the same market as Lineage, WoW, Everquest, ... .

      > When a game has built-in mechanics that cause frustration in most/all of its players, is it really that well designed?

      If it is cause of constant frustration, then of course not. However permadeath doesn't have to be the cause of it. The game just has to put a stronger emphasis on non-monster killing parts and maybe less emphasis on leveling.

      Imagine that adventuring is not the beginning of your game online but the end: You have travelled the world, researched interesting spells, or build a small community, or become the lord of a small shire. But one day, you become bored of it (and your character) and now your adventuring begins.

      Certainly not something for Diablo player, and probably not for 90% of the players online. But maybe more interesting for other. And as I said, why compete with powerhouses like WoW or LineAge?

      > [...] when jackass player X loses a character due to server lag and demands retribution.

      When, of course, the correct handling for server lag would be an automatic one on the server side. (E.g. pausing the world until the server settles down)

      > I could only begin to imagine the tech support headaches stemming from people who have suffered the effects of hardcore play without being prepared to deal with them.

      Well, I believe that wouldn't change much. There are already people bickering about every little loss that occur to them and demand that they will be helped.

      I believe, however, that losses are necessary to make the gains something worth.

      --
      "Between strong and weak, between rich and poor [...], it is freedom which oppresses and the law which sets free"
    16. Re:Hardcore... by Anonymous Coward · · Score: 0
      ...is to include a way of making the game fun besides the usual level-grind. While I'd personally like a game of this nature, since I don't enjoy level grinding one bit...


      That's exactly what some are trying to do in Crossfire, adding fun things (cooking? mining? item making) besides monster bashing. Of course, you still have levels in skills to achieve great things, but you can spend some fun time without bashing too much (hopefully !)...
    17. Re:Hardcore... by Anonymous Coward · · Score: 0

      I don't think there would be much market for that. Most people who would like to play such games already do, it's called MUD.

    18. Re:Hardcore... by justforaday · · Score: 1

      Casinos have games in them, with people losing to the house all the time. Yet they are still profitable and people still come in the bus loads.

      The big difference is that in a casino, people are there to try to win real money. Make a MMORPG where there are actual (legal) cash payouts and I guarantee it'll draw a different type of crowd than it currently does...

      --
      I'll turn into a supernova and burn up everything. Well I'll turn into a black little hole and you'll turn into string.
    19. Re:Hardcore... by Anonymous Coward · · Score: 0
      So if you just lost a level 12 character, your next one would get to start at, say, level 8, and if you just lost a level 6 character, you'd be able to start at level 4.


      No offense, but can you explain the difference between this "permadeath" and a non-permadeath system in which players lose 33% of their experience when they die? In other words, is this really permadeath or just a very harsh experience-loss-on-death system? Maybe it's a better system, but it sure isn't permadeath by the usual definition. You're not shifting the play mechanics to accomodate permadeath, you're altering the definition of permadeath so that it's more tolerable under the current mechanics.
    20. Re:Hardcore... by Anonymous Coward · · Score: 0
      Players risk losing months of work


      So have the average character, be average, not at the top of the game. Populations of MMOGs after a few months look a little bit like this:

      a few hundred people between 1 and 59, and about a thousand people at 60.

      Something needs to be done to even out this bell curve, and permadeath is about the only way to do that. And the best way to make it so people don't mind dying at the midrange (but will be rightfully woeful at the high end of things), is give the 0-average point just a few hours of playtime. The good players can recover to the average point pretty fast, and surpass it once more.

      There also needs to be a way to inherit certain things from character to character - be it 'whats in the bank' or fame or something. There needs to be SOME sort of inheritence.
    21. Re:Hardcore... by Anonymous Coward · · Score: 0

      Thats embarassing.

    22. Re:Hardcore... by MORTAR_COMBAT! · · Score: 1

      Yes, but you don't have to bet the house constantly. You cannot lose the house due to extraneous circumstances such as lag, power outage, etc.

      Then why do they ply the patrons with free drinks, I wonder, and parade all manner of mammary eye candy around? They are definitely looking for you to suffer some lag and power outages of your higher mental facilities.

      --
      MORTAR COMBAT!
    23. Re:Hardcore... by Anonymous Coward · · Score: 0

      How do we think this could apply to malicious behavior, such as griefing? The time barrier for reaching a level to annoy players effectively would make it prohibitive.

      Only if the game was balanced in such a way that griefers could be stopped. If a griefer could be overpowered by N starting characters (where N would scale with the strength of the griefer, and had some sane maximum related to the capabilities of the servers and game) then I could see it not being a problem, otherwise the griefer would simply kill all the starting characters until someone who managed to get stronger before the griefer started killing newbies kills the griefer.

      In other words, even with 100 hitpoints and the armor of the gods and the sword of instant death, it should still be possible for, say, 100 people to do one point of bare-handed damage each before dying to kill the guy, assuming the server can handle 101 people fighting pvp in a single area.

  6. d2 count? by Anonymous Coward · · Score: 1, Insightful
    "The design hasn't shown up in any major commercial games yet"

    Does Diablo II's old 'hardcore' option count?

    1. Re:d2 count? by Diabolus777 · · Score: 1

      i say it does.

      Lots of people swear by hardcore only, and diablo 2 is still very popular after all these years.

      the problem i had with hardocre is that the risk of dying to lag and latency is very high and completely game ruining. Your windows box crashes when you'Re in a hot situation, *poof*. Annoying 12 years old kids can be a pain too.

      For MMORPGs, a separate server for hardcore is nice, dotn force people to, but give them the choice.

      --
      We should have been
      So much more by now
      Too dead inside
      To even know the guilt
    2. Re:d2 count? by terrisus · · Score: 1

      I agree, I was surprised to see Diablo 2 wasn't mentioned.

      When I did play Diablo 2, I enjoyed playing on Hardcore mode.

  7. Gemstone years ago? by Mike+Hawk · · Score: 1

    I played it today. Went up a level in the Council of Light. Meh. And you would REALLY have to blow it to catch a permadeath. But it could happen.

    1. Re:Gemstone years ago? by GebsBeard · · Score: 1

      Seeing your last name makes me curious.. you didn't once have a GS character named Hawkwind did you... a looong time ago. Circa 1991? I know, long long odds but I had to ask.

    2. Re:Gemstone years ago? by Solder+Fumes · · Score: 1

      Whoosh.

  8. and to add on by bersl2 · · Score: 1

    Maybe you could make it so that if you "die" in the special world, you revert to your original state in which you first gained access; but if you "die" in the regular world, it's a permadeath.

    Or maybe the other way around. I don't know, the only RPG I play is Nethack, where death is (almost always) permanent.

  9. Doesn't have to be permadeath only by mtrisk · · Score: 4, Insightful

    Well a Permadeath-only game would be a failure, by why not have the option to make a permanent death or a regular character, and seperate the servers? This works in Diablo 2, the Permadeath (hardcore) characters are more fun to play with, the game is more challenging, you actually have to use your brain, and the best incentive, the items gained in hardcore mode are better than in normal. Plus it's a status symbol - "You have a Level 99 hardcore Assassin? Wow! I bow down to you."

    It's not exactly an MMORPG, but it works alright. There are always those who seek to ruin the game by player-killing though, so anyone implementing Permadeath mode might want to take care of that, unlike Blizzard.

    --

    Without a proper flamewar, Anonymous was undecided on what shell to run.
    1. Re:Doesn't have to be permadeath only by philmack · · Score: 2, Interesting

      I only play diablo2 in hardcore. I started in softcore, but it just isn't as fun... mostly because softcore play dosent require any strategy, only time investment. But then again thats what a lot of these mmorpg'ers are into.

  10. Nethack? by irc.goatse.cx+troll · · Score: 3, Insightful

    Its not multiplayer or really online (nethack.alt.org aside), but it definately qualifies as a massive role playing game, and it not only has permadeath, but has stuff that will kill your high level character before you even have a chance to react. Of course it sucks to lose a good character, but without meaningful death you get people throwing their life away in an attempt to zerg something more powerful than them. Just look at diablo, you might be seriously outpowered mephisto, but as long as you can do more damage than it can self-heal by the time you get back, you'll kill him eventually. Even worse would be watching a game of team fortress where you'll die 12 times just trying to keep the flag alive moving it a few inches at a time.
    For the record, I enjoyed all the games I mentioned here, but if you want to play a role, unless that role is already undead dying should kill it. (Though that is an idea.. make death force you to live your life as a zombie/ghost/whatever, with the ability to still transfer your items to a live player, but no ability to really level or continue as you were)

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    1. Re:Nethack? by gl4ss · · Score: 1

      well, nethack players don't mind dying - they're not playing for the ending movie. but permadeath in an mmorpg.. could be very intresting AND refreshing. of course the whole game would have to be re-thought when even not the friggin enemies perma-die. it's frigging illusion shattering to be be waiting for a spawn of an 'unique' character because another party got to him before you.

      permadeath would not be a bad thing - but the whole game concept would need to be reworked, so that you wouldn't die so usually.. and well, to keep the players it would have to be rethought so that even poor players wouldn't feel totally frustrated. rethought so that a major part of character building would NOT be going to the same dungeon over and over again with the same character killing the same monsters. maybe gta style could work there, with no tedious grinding? something where it wouldn't take 80 hours to build your character to something that's usable in pvp it would have to be for sure.

      (besides.. in nethack.. if you die, then it is 99.99% of time _your_ fault for not being ready for what happened- and in most cases the death would have been avoidable with proper preparing)

      --
      world was created 5 seconds before this post as it is.
    2. Re:Nethack? by zr-rifle · · Score: 1

      Try ToMENet. It's Mangband, but far more expansive and "traditional" in the popular RPG sense. It's got Permadeath (default) and Everlasting options to boot. I love that game, it's the only mmorpg I play and ever cared about, because it *real* fun.

      http://www.tomenet.net/

      --
      Hack your mind out of its sandbox.
  11. Nothing that hasn't been said... by softspokenrevolution · · Score: 1

    Permanent death emphasises skill with the game over pure dumb luck and brute force. Which goes right back to the idea that this sort of option will be most appealing to hardcore players.

    So, why not?

    Well, it's a poor strategy for a game like WoW where everything is a time sink and your ability scores are largely based upon items that you spent long hours grinding away for. It sucks to die after you've spent a week on a character, and with a subscription based service you don't want someone just giving up because their character that they sunk umpteen hours into kicked the bucket.

    What circumstances might it work under?

    I don't know for sure, but I would have to say that it would work best in a game where leveling up was quick, and there was less emphasis on all of these time sinks. That way, even if your character does die, you can roll a new one and make it back to your old level pretty quickly. Attrition is fairly low for lower level characters, but things sort of drop off from there. This would of course be something that places a greater emphasis on strategy and careful thinking rather than one's ability to click. But I'm sure other people who are more familiar with MMORPs could offer better advice.

    1. Re:Nothing that hasn't been said... by softspokenrevolution · · Score: 1

      A collary would be that there is some flexibility in the system. To use an example I am familiar with, Dungeons and Dragons as the basis of an example. Within 3.5 level advancement proceeds at a fair clip, and between all the skills and feats it could be said that magic items are a bit less important (especially if you limit their presence).

      On top of this, as with many fantasy games, there is the ability to ressurect a fellow character. It is a fairly expensive proposition (that sometimes carries penalties, such as the loss of a level or a point of Con). Secondly, you need someone else to raise you from the dead.

      Because of the prohibitive cost, it is not likely that someone will just casually ressurect you. This puts emphasis on making friendships and forging strong bonds, and not getting your party wiped out. After all, if the ressurection costs the caster something, he's not likely to do it for some jerk he doesn't care about.

    2. Re:Nothing that hasn't been said... by jessecurry · · Score: 1

      I would have to agree with one of the previous posters and say that permadeath would work best in a GTA style game. Having a game that doesn't necessarily have levels would allow a death to just change what your character had done and what they owned.
      I do have to agree with you, though, and say that permadeath for most subscription based MMO's would be a bad idea. Especially due to issues such as lag. I know that I am upset when I have to make up a bunch of debt after losing my connection, but I can deal with it. If I lost 6 months of time from a connection problem I would be livid.

      --
      Those who know, do not speak. Those who speak, do not know. ~Lao Tzu
  12. Diablo II by j0nb0y · · Score: 1

    Diablo II had this as an option. I liked playing it back in the day, but ultimately quit because my internet connection wasn't quite reliable enough. If World of Warcraft had a permadeath server, I would definitely try it out. The challenge is appealing. Comparable to nethack, in some ways (nethack being a great example of a permadeath game).

    --
    If you had super powers, would you use them for good, or for awesome?
    1. Re:Diablo II by IorDMUX · · Score: 1

      Okay, so we've hit Stage 5 of the Permadeath Debate... Just a few more to go, now.

      To help advance that:
      Remember the Super Mario way: You get three deaths before permadeath, you can earn more, or you can circumvent it entirely by holding the A button.

      --
      >> Standing on head makes smile of frown, but rest of face also upside down.
    2. Re:Diablo II by Wyatt+Earp · · Score: 1

      There would be alot of people getting geeked in Gnomergan if this was a "feature" of WoW. And if not there, then in Uldaman or a host of other places.

    3. Re:Diablo II by Reapy · · Score: 3, Insightful

      I think this is what I find annoying about the permadeath designs i've seen. The strategies and skill people talk about are generally overly causious. I mean to say a strategy is to disconnect from the game, stinks. It means the game isn't designed well for the punishments.

      For permadeath to work the game has to be designed from the ground up to take it into account.

      But the issue isn't really permadeath. There are plenty of ways, as mentioned above, to make it work without punishing the player. But then we would be right back to square one.

      The people who want permadeath, don't really need their characters to die. They just want to risk EVERYTHING. They want the rush of knowing that 178 hours of gameplay depends on whether or not they live through this next encounter.

      That's what they want, extreem risk at every corner. For all the suggestions "making it work" you are defeating the purpose of it by just making it an inconvience. Why have it there at all if the player isn't sweating bullets everytime 10 imps rush out at them?

      Personally I prefer games that offfer you greater rewards the better you play it, rather then extreem penalties. But that is just me. Some people like to live on the edge.

    4. Re:Diablo II by devnull17 · · Score: 1

      There's a happy medium, I think. Take World of Warcraft, for instance. In many of the high-level instances, if your party wipes on the boss, the whole place resets, and you have to spend another two hours getting back there. (I'm thinking of Scholomance and the Baron side of Stratholme, specifically.) That seems like the best way of doing things, at least from my perspective. Dying sucks, because everyone values two hours of their time, but it's not going to drive anyone to real-life suicide or anything. (Remember that these are games, and they're supposed to be fun! :)

  13. MAngband perma-death by djdanlib · · Score: 2, Insightful

    Well, I run a MAngband server, and we have a sort of perma-death there. If your player croaks, then he turns into a ghost... which can be revived, or die horribly. It seems like a good balance. The players don't mind too much. It works because hey, they had a chance to avoid perma-death. Most of the time.

    1. Re:MAngband perma-death by Macgrrl · · Score: 1

      If your player croaks, then he turns into a ghost... which can be revived, or die horribly. It seems like a good balance. The players don't mind too much. It works because hey, they had a chance to avoid perma-death. Most of the time

      I'm hoping you mean if your character croaks, in the world I live in, if the player croaks, it's fairly final...

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    2. Re:MAngband perma-death by djdanlib · · Score: 1

      Welll.... we use the @ symbol to represent a player, so it's fairly common to get the terminology confused (oops)

  14. Permadeath can help to fix greifing in PvP by Drakino · · Score: 1

    Mourning Realms of Krel (used to be Realms of Torment) is planning on having permadeath. You also have the possibility of having kids and passing traits onto them before death, then being able to play the kid when your character dies. One of the possible death paths is growing old, based on actual play time.

    Now, an interesting twist on permadeath is that in certain situations, you can become infamous enough to be executed. Their hope behind this is to have an honor system of sorts in PvP, and if you are dishonorable, in the end your character will die forever. Hard to say how it will work in practice, but it does seem like an interesting theory. If I could somehow get some level 60 twit that much closer to losing his character in WoW for corpse camping my level 25 guy, I'd be happy.

    1. Re:Permadeath can help to fix greifing in PvP by gl4ss · · Score: 1

      in wow though... curently.. what else does a 60 level twit have to do than to prey on low levels? all this crap "fun begins at 60" but really, what's there to do than to go over and over again the same high level instance to get some extra-rare artefact? the problem with wow is that they created a ceiling that people have hit very fast now in big numbers with nothing to do(honor system where are you?).

      and were it a real war, like it's supposed to be, wouldn't that be perfectly logical action to take to hit on the oppositions recruits, slowing down the oppositions leveling? though wow now is just a big themepark with self cycling rides(not an interactive world).

      in a permadeath rpg.. there would need to be a lot more meaningful things to do besides battling.. which would mean that you would need to interact with the world a whole lot more.. get a job, then buy a house, get a second job as a secret agent etc..

      --
      world was created 5 seconds before this post as it is.
    2. Re:Permadeath can help to fix greifing in PvP by Drakino · · Score: 1

      What else does a level 60 person have to do? Well for starters, they could shelve the character and make another one, since the game does offer variety. Or, they could play other games and wait for battlegrounds.

      Sorry, that all sounds logical. I still don't see why people get so much joy out of "ganking" lower level characters in a game. It shows no skill at all.

      In Shadowbane, we did use the strategy of trying to attack the enemy no matter what level simply to introduce a resource drain. The more gold they had to spend on repairs meant less gold spent on city defense, or siege weapons. But Shadowbane was a player controlled world where actions like that actually changed things. In WoW, killing lower players simply irritates them. From there, they either grow in levels and do the same thing "for revenge" or quit the server and go elsewhere.

    3. Re:Permadeath can help to fix greifing in PvP by C0rinthian · · Score: 1
      What else does a level 60 person have to do? Well for starters, they could shelve the character and make another one, since the game does offer variety. Or, they could play other games and wait for battlegrounds.
      Ah, so the endgame content is making a new character? Wohoo! I busted ass to get to 60 so now I can roll a mage alt! Or better yet, I achieved lvl 60 so I can go play Splinter Cell.

      Tells you something about the end game when the recommended action is to stop playing it. The honor system will give higher level players something to do for a while, as will battlegrounds. But more significant content needs to be in the pipeline.
    4. Re:Permadeath can help to fix greifing in PvP by Frodo+Crockett · · Score: 1

      You also have the possibility of having kids and passing traits onto them before death, then being able to play the kid when your character dies. One of the possible death paths is growing old, based on actual play time.

      It's not a MMO, or even a CRPG, but Hackmaster gives players that option. It also has rules for players to acquire proteges and sidekicks, either of which can take the PC's place if he/she bites the dust.

      --
      "The newly born animals are then whisked off for a quick run through a giant baking oven." --heard on Food Network
    5. Re:Permadeath can help to fix greifing in PvP by DangerSteel · · Score: 1

      /nerf whining

    6. Re:Permadeath can help to fix greifing in PvP by Stray7Xi · · Score: 1

      Exactly thats how permadeath should be.

      Permadeath should be inevitable (there's no escaping old age)
      Permadeath shouldn't be the end (kids get your wealth)
      PK permadeaths should have consequences (justice)

      It shouldn't be a godlike character training up, but an evolutionary process where you burn through one character and move to next. If the kid isn't a total newbie again when they start again, it should be fun to die and start your next character.

      For example, everytime you gain xp, your kids gain 1/3 xp (but 2 parents) except you have no say in their class or how they train their skills. Problems come if this isn't a RP game, when a male character dies and all his children are females, so maybe some things they can choose at time of character-switch like gender.

  15. Frontier 1859 by Zonk · · Score: 2, Interesting

    While there are MUDs out there that have Permadeath (PD), the most promising graphical game that will include Permadeath is Frontier 1859. The game is going to be an Old West adventure with as much realism as possible, and because of Player persistence via offspring, the possibility exists for a character in-game to die of sickness, wounds, or bad luck.

    1. Re:Frontier 1859 by Anonymous Coward · · Score: 0

      A western-style mmorpg sounds fun... I'm not into most of the actual role-playing, but that sounds like it could be a lot of fun playing bandits and whatnot.

      I'll have to look into this. I somehow doubt Frontier 1859 would have what I'm looking for, though.

  16. Maybe a BIT more research would help... by Jarn_Firebrand · · Score: 1

    [i]"The design hasn't shown up in any major commercial games yet but, to borrow a phrase, the soul still burns."[/i] Seeing as it HAS been in games... including (but not limited to) Diablo 2, which is most certainly a "commercial game."

  17. Only way this would work by CrazyJim1 · · Score: 1

    If you made a MMOG, Highlander Online, where when you killed someone, your character got stronger. And the person you killed has to jump onto another server that's starting up(probably have serious wait time before starting though).

    Diablo 2 had hardcore mode, which was fun, because it wasn't a complete grind fest.

    In a MMORPG, I've seen people quit because they lost equipment that took them 3 months to aquire.

  18. Permadeath is just for politics by Anonymous Coward · · Score: 0

    Seriously... if you have a game involving political machinations in all likelihood, you have one life to live before a stigma is attached (Gore, Kerry, Nixon, Gingrich). It would have to be a game for all the marbles e.g. you can attain 'godhood' but only if you take this risk that you can be forever deleted. Or leave it as a popularity contest and have the primary point of a game be that which many of the players could never win in high school.

  19. battle.net and chess by gilmet · · Score: 2, Insightful

    I think permadeath will definitely attract the hardcore -- and I think there are a lot of those to be attracted.

    Despite that fact that I agree that permadeath would successfully link skillful play with the level of one's character, I think there could be another way of achieving this.

    The notion of permadeath doesn't really exist in warcraft III or chess, but a characters "level" is quite accurately reflected in both of these games (actually, the new rating system in WC3 isn't as good, because it purposefully rewards people that play more even if they don't play well, so I guess the chess rating sytem is the better example). So perhaps game designers could try and construct an mmorpg in which one's avatar level is a function of success percentage on tasks/quests or other, more meaningful metrics -- basically any metric that doesn't reward those who just play a lot.

    A good way to think about such metrics is to ask oneself: "Would it be possible for a prodigy to come along and rise to the top of the level heap quickly?" Someone else posted that the game would have to be easy to level in. If he/she meant that the game would have to be fast to level in *if* one was good enough, then I agree.

    --

    Every time you read this, I am going against my principles.
  20. Just like the roleplaying server by QuantumG · · Score: 2, Insightful

    There should be a permadeath server. It's funny that when the discussion began about permadeath, the idea that you could run multiple servers of the same game was considered unthinkable. Now it's standard practice.

    --
    How we know is more important than what we know.
  21. Diablo II by Dr.+Bent · · Score: 4, Interesting

    I played three hardcore charecters in Diablo II. Hardcore basically meant, when you died, you were dead...and there's no coming back. One of them lasted to level 74.

    I'll tell you right now that every second of gameplay with those charecters was interesting. When your actions have great consequences, they also have great meaning.

    Lag was just part of the game. If you started to lag out, a couple of quick health potions and an Alt-F4 was all you needed to keep yourself safe. Of course that's a double edged sword...die, and stay in the game, and you can have someone recover your stuff. If you were too slow on the keyboard, and quit after you died, you lost all your stuff too.

    I say, being on the permadeath! I'd be nice to care about my RPG charecters again.

  22. Ever hear of Rogue by pyg · · Score: 1

    ...and variants (moria, nethack, *angband)? 'nuff said.

    1. Re:Ever hear of Rogue by Cheapy · · Score: 1

      Ever hear of savescumming or Wizard mode?

      He does bring up a valid point though (although largely inadvertantly): Not ALL deaths are reasonably avoidable.

      Just as an example, in my most recent Nethack game, I stepped on a squeeky board, then opened the door to a large zoo (the board was by accident, I didn't know it was there). As a wizard, I had to use my magick to try and win. However, I soon ran out of magick power and began running for the stairs. Running thru a room to the stairs, I fell down a trap door. Landed in a room that had a White Unicorn and about 5 soldier ants. And I had no magick power left.

      I'll spare the rest of the story.

      Could I have avoided it? Not unless I knew where the squeeky trap was.

      Was I angry? Of course.

      Was it fair? Not really.

      A large problem with Permadeaths is that no one knows what to do with accidental deaths. What if you were walking along a path in your favorite MMORPG, and a Giant who is being attacked by a group of adventureres throws a rock, misses them and hits you, instantly killing you. Are you expected to shrug it off, and start a new character?

      Games are meant to be a release from reality. We only have one chance to live in real life, so why should we only have one in our virtual lives?

      --
      Would you kindly mod me +1 insightful?
    2. Re:Ever hear of Rogue by Anonymous Coward · · Score: 0
      Either Nethack sucks as badly as my impression says it does, or you're really, really bad at it.

      Angband has detect trap/monster effects (among others) which would have prevented you from getting into the situation in the first place. Phase door/teleport/teleport level could have gotten you out of it.

    3. Re:Ever hear of Rogue by Anonymous Coward · · Score: 0

      That wouldn't happen often if the player was being cautious, eg not letting monsters get between you and the stairs up.

      But for me, what got me hooked on nethack was all of the cascading disasters that frequently ended in death... such as being forced to flee deeper and deeper before I got powerful enough to handle that depth.

      There are few unavoidable instant deaths in nethack, and those are at low levels. In virtually all deaths, you can point to something and say that's what you should've done differently.

  23. DartMUD by Fjornir · · Score: 1
    DartMUD is still working quite well with (nearly) permadeath enabled. In DartMud when you die you lay in your body until it rots away. In this state you can send tells requesting help -- and a well-trained healer can put you back together.

    There's a slightly better solution -- if you are wearing a soul amulet your soul is transferred into the amulet, and you run no risk of having your body rot away... but you can't send a tell... And if you were killed by a player (DartMUD has no limitations on PK....) they now have you in an amulet, can float you far out in the see, bury you in the depths of the underdark, ...

    --
    I want a new world. I think this one is broken.
    1. Re:DartMUD by Reapy · · Score: 1

      Muds always have the inovative features and solutions to problems. I like hearing about them whenever people post about them.

      Although the amulet concept is really cool, it is easily circumvented by an outside messenger program to your buddies.

      But I guess they could still set you up and camp your amulet waiting for your friends to come by and heal you.

      It actually sounds really cool. I wish graphic mmos would start taking lessons from the muds.

      (I just can't play muds, i get too engrosed trying to keep up with the text and get too wrapped up in the game for my own good. With the graphics I can still vaguely follow the game and talk to someone at the same time so it works).

    2. Re:DartMUD by Fjornir · · Score: 1

      Well, using an outside messenger is grounds for deletion, and for the persistent offenders, siteban. And if you've been playerkilled you can expect your amulet to be dropped somewhere out of the way -- like way out in the ocean where only your killers will know your coordinates. And to prevent you from counting squares or pulling it from a log, you'd probably be put in a closed backpack.

      --
      I want a new world. I think this one is broken.
  24. Federation... by Tickenest · · Score: 2, Interesting

    Over at IBGames, while really a MUD instead of a real MMORPG, had permanent death in it if players weren't careful. Players started out with insurance for one life, and if they died, their cloned body would wake up in the hospital, good as new, except for dropping any items the player was carrying. The problem was that the player was now uninsured, and his character would be deleted if he lost again. Insurance was easy to get safely, but the problem was that the cost of it would go up with each purchase, and the price could get hefty after many deaths.

    --
    This is the NFL, which stands for "Not For Long" if you keep making those bulls*** calls.
  25. Makes you risk-averse by Adammil2000 · · Score: 2, Insightful

    Losing your hard-earned stuff makes people so risk-averse that it will freeze up the game flow. Will you likely try new things and explore with perma-death? Have you ever grouped with incompetent players and one mistake got the whole group killed? Would you group with people you don't know? Some say to just make the rewards much higher for the risk. But, these are the same rewards that you lose when you die. Once someone gets an uber item, their career is practially over due to the chance of losing that item. This sounds like the ideal game system for gold farmers to sell stuff to out-of-luck recently dead players, rather than a game for any type of casual player or someone looking for a good time. Since the cost of death is so high, this also sounds like a game system where only those in uber guilds will succeed where they have lots of help to stay alive. After you've spent 6 months to get your currently level and somehow you get killed, are you likely to go through the process all over again? Call me a skeptic.

    1. Re:Makes you risk-averse by Taladar · · Score: 1

      It sounds like you misinterpreting perma-death as something that will be introduced to current game systems while most other posters want to change the rest of the game too to compensate for perma-death.

  26. No dice, and no updates. by Kelbear · · Score: 1

    This would require a non-dice baced game. Because if luck screws you to the point where your skill is irrelevant(chain-misses, enemies chain-critting) then that adds frustration to the death which you can't recognize as being your lack of skill. It's far too upsetting to lose everything when it's out of your hands. This is impossible to avoid in an MMORPG. MMORPG's have new content being created, new skills/feats/enemies/items/whatever. All these things can be bugged or unbalanced. And during that time of bugginess or unbalance, people will die and lose everything. You have so much more at stake to lose to factors you cannot control.

  27. What permadeath adds by Dixie_Flatline · · Score: 2, Insightful

    I've thought about permadeath in games before, and it does add something that you can't get out of games where death has little consequence.

    Without permadeath, there's no notion of sacrifice, daring, or true adventure. If you and your group run into a giant dragon that's going to destroy your sorry asses, your Paladin can't tell the rest of you to run away from the dragon while he holds it off and gives you time to escape. You can't have a hero in the game, because there's no actual danger. Dying is just the thing that costs you a few minutes of time and some minor frustration.

    Now that said, I'm not sure that the addition of such a game concept is essential to good gameplay - in fact, it's provably not essential, since there are lots of great games that don't have permadeath.

    The balance is trying to find a way to include permadeath to really make the game exciting, but not have it so often that people become frustrated at rerolling new characters. And, there should be at least some reward (a heroes list, or something) for being brave enough to throw away some of your time for the sake of adventure.

    1. Re:What permadeath adds by Snowmit · · Score: 2, Interesting

      The problem is that 95% of deaths are not heroic. They are crappy and random, like "My brother kicked my router" or "I was trying to send a message to Hagar the Destroyer and some guy snuck up on me and killed me" or "I had my inventory open and an Ogre spawned next to me" or "I wandered into the wrong area and was eaten by a grue".

      --
      I have a lot of opinions about Cyborgs and Architects
    2. Re:What permadeath adds by Taladar · · Score: 1

      Perhaps you would have to let the character act automatically. That way neither lag nor view-blocking windows would prevent fighting back. Perhaps settings to let the character run away automatically from monsters too strong to fight would be a good idea too.

    3. Re:What permadeath adds by Dixie_Flatline · · Score: 1

      I agree, and there should be very strict guidelines for how that sort of thing is handled.

      If your connection drops, you should be put into a safe state. Unable to move, but also unassailable.

      I don't really think much of PvP at random in the world. I think it should be done in duels, or tightly controlled areas like the theoretically up-and-coming WoW Battlegrounds.

      Spawn deaths suck, so maybe creatures wouldn't be allowed to respawn in attack range of you. Or maybe the notion of permadeath will make people more careful.

      Lastly, I don't see any reason at all to have low level characters entering areas that are so overwhelmingly beyond their capabilities. And again, maybe with a few warning signs and indicators that the upcoming area isn't safe for low level characters, people will be careful enough to not wander into places where they shouldn't be.

    4. Re:What permadeath adds by SuiteSisterMary · · Score: 2, Insightful
      If your connection drops, you should be put into a safe state. Unable to move, but also unassailable.

      This just leads to players fighting difficult battles with one hand on the ethernet cord, ready to yank.

      The MMO equivalent of 'save before every battle.'

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    5. Re:What permadeath adds by Dixie_Flatline · · Score: 1

      I suppose. But I can't think of a good solution for this. On one hand, you need to protect players in the event of a legitimate network outage. On the other hand, someone's always going to be an ass.

      Someone else in this thread mentioned that Diablo II hardcore players would quaff potions and Alt-F4 the game if things got bad. That's just the way it's going to be, I guess.

    6. Re:What permadeath adds by Anonymous Coward · · Score: 0

      HEROES DONT DIE YOU IDIOT.

  28. How about a will? by BumbaCLot · · Score: 1

    I don't think there is anything wrong with Permadeath, but as in real life they could have auctions if they wanted, or pass it on to another account they had predesignated. Have a lawyer hut you go into, and if you don't keep it current maybe your stuff could go to an enemy or charity.

  29. Call of Cthulhu by $1uck · · Score: 1

    I would love to seea Call of Cthulhu mmorpg with perma-death(or perma-insanity). I think it would be rather fitting. There are ways to mitigate the "losses" of perma-death. In a Call of Cthulhu game I could imagine having multiple characters per player, one of which would/could be your professor-type that never adventures but keeps a trove of artifacts/cash/weapons for his/her assistants(other characters), granted this character could die still, but would/could be kept safe if you wanted to play that way. Another possibility for mitigating losses would be to allow someone that leveled a character to 10 and died, to start a new character at lvl 5 (or whatever is deemed appropriate).

    I think perma-death could add a lot to a game.

  30. One reasonably sized game had it for 15 years. by Anonymous Coward · · Score: 0

    Gemstone.

    They've recently done away with it, but there was definitely the chance in which you could die for good, and lose everything.

    Today it's small by MMORPG standards -- 1500 people in the world tops at a given moment, but in its heyday (long ways back) 3000 people in the game did happen. When you died, you had about 10-12 minutes to get raised before you decayed. Clerics and a special liquid (referred to as lifekeep) could keep your soul bound longer (30 sec * level of administrator) and could be renewed (not stacked) until your timer ran out.

    If you decayed, one of two things happened. If you had performed deeds to the Goddess of Lorminstra (essentially keeper of the eternal gates), your deed would be used, and you'd appear at the nearest monastery/church/graveyard. You could always perform more deeds (donations mostly), and you could earn a fair number of them and always have a good supply. So with an extremely reasonable safeguard, you could never permanently die.

    Of course, if you decayed, had no deeds, and were above level 5 (game used to be a 160-level system which would take 18-24 months of hardcore play to attain, is now a 100-level system) -- that was it. Finito.

    Supposedly they've done away with permanent death, but for a span of probably 15 years -- it was definitely a possibility if you weren't very forward thinking. Game still has a reasonable subscriber base too, as last time I logged in, there were about 1200 people roaming around Elanthia at the same time, which is a fair number for a text-based game in this day and age.

  31. You forgot to ask: by Anonymous Coward · · Score: 2, Funny
    First Question the article should have asked: Do the MMO operators want to add permadeath?

    Answer: No. Otherwise they would already have it.

    Permadeath might sound like a "cool" feature, but it's one of those features that, from a developer side, is far more trouble than it's worth. For every player that loves it - there will be three that die and can't accept that fact. The dialog will go approximately like this - several times a day, hundreds of times a week:
    Player: "I died! Can I be brought back to life?"

    Customer Service Rep: "No, you're permanently dead."

    P: "No really, my machine crashed / my computer was stolen / my little brother played with my account / your servers crashed / someone else was cheating / my ISP caught fire"

    CSR: "No, you're permanently dead."

    P: "But I've been playing for 6 months, had a level 99 character with all this stuff, I'm gonna quit if I can't get my stuff back"

    CSR: "No, you're permanently dead."

    P: "THIS SUCKS, YOUR GAME SUCKS, I'M SUING YOU, I'M GOING TO HAVE A TANTRUM ON THE FORUMS AND TELL PEOPLE THAT YOU'RE EVIL AND THAT THEY SHOULD AVOID YOUR STUPID GAME"

    CSR: "..."

    Patch 1.1 change list: "Removed permadeath because users don't know what they want"
    The moral of this story: Users, because each has completely different opinion of how the game should work, do not always know what they really want.
    1. Re:You forgot to ask: by Taladar · · Score: 1
      First Question the article should have asked: Do the MMO operators want to add permadeath? Answer: No. Otherwise they would already have it.
      So we should just stop adding new features to games because they are not already added?

      And I think you are right for commercial games but that doesn't mean a free game (doesn't have to get the largest possible userbase) couldn't pull perma-death off to create a totally new and different MMORPG.
    2. Re:You forgot to ask: by hsoft · · Score: 1

      If that player wasn't aware of permadeath in the game, he would have died way before level 99. The loss wouldn't be so bad. From there, he could either decide that permadeath is not for him and quit, or retry another character, but play it way more carefully this time.

      --
      perception is reality
    3. Re:You forgot to ask: by Anonymous Coward · · Score: 0

      Unless he'd recently purchaced a level 99 character and just wasn't admiting that to the csr.

    4. Re:You forgot to ask: by Anonymous Coward · · Score: 0

      Hmmm, I'm starting to see an upside to this whole permadeath thing. :)

    5. Re:You forgot to ask: by Frodo+Crockett · · Score: 1

      P: "That's correct, your honor. I'm suing them because my character died in their game."

      J: "..."

      P: "So, will you make them give me my character back?"

      J: "Get the hell out of my courtroom."

      --
      "The newly born animals are then whisked off for a quick run through a giant baking oven." --heard on Food Network
  32. hi by sakura+the+mc · · Score: 0

    the only mmorpgs ive played are ragnarok online, master of epic, and lineage2. i dont know about other games, but i wish permadeath was a part of these games when i was playing them. most people would say leveling up is stupid, but i find leveling up to be fun. once you get high level and there isnt anything to do anymore, whats the point? if you die, you should have to start over. would make people less reckless and careful about what to do next. i dont know if it would reduce the amount of idiots that play these games, but i think it would be a good addition to games these days. mix it up a bit.

    but when i die, just take the items that are on me leave my storage/warehouse/bank alone :)

  33. Permadeath - the worst idea in the history of MMOs by Anonymous Coward · · Score: 0

    It's funny to see how many people here are actually parrotting the same lines that the article justifiably ridicules. "OMG NETHACK!" "OMG MORE SKILL!" and so on.

    Permadeath in a commercial MMORPG (note the MMO bit; I'm not including Diablo 2 in this) is pretty much a non-starter of a concept. Basically, it presents the game designers with a dilemma. The big so-called advantage, as a few of the people who've posted above have noted, is that it could theoretically allow a game-designer to cut out much of the grind from a MMORPG. If players aren't going to want to die and lose a level 75 character they spent 18 months grinding, then don't make it take that long to grind a level 75 character up. Problem is, if you take much of the grind out of the game, your average cautious player will manage to hit the cap pretty quickly, will get bored and move onto another game. The people who end up having to spend the time grinding are the people who take risks, play edgily and end up having to level a new character out of the newbie zones every other week. While taking risks in other games can actually be a mechanism for shortening the grind, in this case, it simply makes you start all over again. Even if the grind is relatively short, that's going to get old real quick.

    I also love the way that many of the posters here assume that MMORPG combat requires no skill. In the decent MMORPGs these days, this just isn't true. I'm going to go into a fairly prolonged example here from the main MMORPG I play, namely FFXI (although I do have a character in WoW as well and have played around with SWG in the past).

    About 6 months ago, Square-Enix released the Chains of Promathia expansion for FFXI. The initial reaction, when this came out, was intense disappointment from players. The only previous expansion for the game (Rise of the Zilart, which came pre-bundled with the US release) had added new jobs to play as, new zones to grind in at lower levels and had raised the level cap, resulting in new spells and abilities. Chains of Promathia did none of these. There were no new jobs and the new zones were mostly locked away behind quests that nobody could manage to complete. I remember seeing quite a few tantrums when the details of the expansion became clear and a lot of people were quite slow to switch over to it. However, now that it's been out a while, an increasingly large number of people appreciate what it actually added. The real meat of Chains of Promathia lies in a series of level-capped, intensely skill-based missions. I'm not using the word "skill" there to describe an in-game character attribute, but rather the ability level of the people sat at the keyboard.

    One of the most intense causes of frustration with Promathia was that all that many players could initially see of it were the three Promyvion dungeons. For the uninitiated, these are three four-level dungeons, with a level 30 cap and an intense boss-fight at the end. Many times over the first month or two after the expansion's release, players (self included) threw themselves into these, expecting that the same tactics they used for combat elsewhere in the game would carry them through. Without fail, they got slaughtered. Eventually, after many fruitless attempts, tactics started appearing which could be used to beat the bosses. However, unlike many other fights in the game, simply knowing the tactics did not translate into victory. You actually needed to know how to play your job extremely well and to attempt the mission with people you knew and trusted. Of course, getting past the three Promyvions was just the start of it; there's actually an entire campaign of similarly difficult missions following on from them.

    So, we have skill-based battles in a MMORPG, requiring both unusual tactics and a good degree of player skill. Because they have a low level cap, even relatively new players can attempt them, but unless they're real fast learners, they won't have a cat in hell's chance of succeeding.

    Now, how do you implement something like

  34. It Doesn't Need to be All or Nothing.. by Durinthal · · Score: 1

    I doubt too many players would object to the concept of Permadeath if it wasn't Hardcore style (die once and you're done).

    In DragonRealms, a large MUD, all players can gain a number of 'favors' from various gods. When they die, as long as the player has several favors they're good to go. If not, they have a good chance of permadeath, if not resurrected by a cleric.

  35. what about the opposite? by m0dd3r · · Score: 2, Interesting

    Proposing some sort of real death in a video game begs the question "what about real life?" or to be even more diametrically opposed, "what about real birth?" Perhaps MMORPG's should start your character as an infant and make you spend some time growing up. And the best part could be that when you do finally have an adult (or irreponsible teenager) character, you could mate with another player and have babies who could be new characters inherriting traits from the parents. This might even be good practice for meeting women in the real world. Although I can just see some of the in game conversations resulting. Merlin: "Yeah so that elf chick I left the tavern with last night... Holy sh#&, she was an animal!" Hrianth: "Nice duuuude. I struck out with that Ogre girl for some reason." Merlin: "You're a 2 foot tall halfling and she was a 12 foot tall Ogre. You're way out of your league."

  36. Permadeath in tabletop RPGs by Yert · · Score: 5, Interesting

    In every dice & paper RPG I run, Permadeath is "on". I don't give second chances, and if you do something stupid, make a bad roll, or generally just get ganged up on, you're dead. End of story, get a clean sheet of paper and roll up a new character. You don't find many D&D or Vampire games where the GM announces "Free rez for your character if they die, just gotta start back at the nearest town." I also don't have a problem with group dissension - ie, PvP. If one player decides to be a dick and "accidentally" pop another player's character in the back of the head when no one is looking during a firefight, and he makes his rolls, then it happens. On the flip side, the game system I run doesn't have "classes" or "levels", and character generation can pop out a 70 yr old War Vet as easily as an 18 yr old street punk. You can improve your character's skills and stats, But the net effect of all this is that a year old (real time) character doesn't have that much of an edge on a 5 minute old (real time) character, and if he slips up when he's offing his own party, he'll be next. I think permadeath in a game will greatly increase interest in role playing and team building, and PvP won't be much of an issue - because you won't respawn, and eventually the victims will team up against you. I'd play in a permadeath game in a heartbeat. More challenge, more fun, less grind. Just my take on it.

    --
    Truck driver, plumber, Linux systems engineer.
    1. Re:Permadeath in tabletop RPGs by Anonymous Coward · · Score: 0

      I think permadeath in a game will greatly increase interest in role playing and team building, and PvP won't be much of an issue - because you won't respawn, and eventually the victims will team up against you. I'd play in a permadeath game in a heartbeat.

      One thing to keep in mind is that in MMOGs as they exist now is that after permadeath you'd have to roll a new character with a new name.

      This would prevent the "victims will team up against you" that you mention.

      Now if a player was locked into a particular character name with one character per server then the "payback's a real bitch" factor would come into play as you'd be identifiable by all with no chance of hiding your past history of killing others.

    2. Re:Permadeath in tabletop RPGs by joNDoty · · Score: 1

      The crucial difference between a MMORPG and your dice&paper role-playing is the real-time vs. turn-based nature. Permadeath works just fine for turn-based stuff because there is no such thing as an accidental death unless the Master causes it. Real-time online games can get you killed for all sorts of reasons from a lapse in attention to a power outage. And that's just unacceptable.

  37. Debate on Permadeath Debates or Permadeath itself by DingerX · · Score: 2, Interesting

    No offense, but I thought the linked article was a discussion of the stages that every permadeath discussion goes through.

    "Permadeath" comes up so often as a debate topic because of the general conservativism of gaming imagination. Just look at the debate here. As long as these games are about A) encouraging risk-taking (the "Supersoldier syndrome" , to borrow a term from military simulation speak) B) building prestige among one's virtual peers and C) levelling through boring activities, "permadeath" ain't gonna work. People want to be rockstars, and these games let them be rockstars and socially important, but only through the investment of a lot of time and suffering. If you somehow make that rockstar status risky -- so that people routinely lose it, and have to repeat the same old stuff to get to their peer level again, permadeath ain't gonna work. "Dead is Dead" is one of the most obvious gaps of realism in these games, and that's why people mention it. The problem is that it reveals one of the fundamentally attractive features of on-line gaming (or anything else online): the appearance of being able to achieve the glory without the risk. Most people are cowards (or, in other words, socially crippled by a fear of the consequences of their actions), and uneasy with that. Games give them a chance to be brave, where the penalty is pretty slight. Make the penalty major, and people will go play something else.

    Now, if you did want to do permadeath, the way I'd do it would be to take advantage of the progressive development model of MMPORGS: since they're worked on for several years after release, make the "updates" reflect a temporal progressivism: players choose skills for their "avatards" at a fixed point, and that avatard can advance in those skills. But as time goes on, new and more interesting skills are developed, which can only be adopted by younger avatards. That way, you make the aging superplayers gradually become obsolete. They may bitch and whine and stage their million-gnome marches, but every virtual year their numbers will grow fewer, as they give in and explore the game from a different angle.

  38. Isn't this just... by Anonymous Coward · · Score: 0

    The exact same Permadeath debate which the article was about? I am sure all these arguments have been throught and expressed by countless people since the first person suggested it as a viable game option. Let the game developers do their jobs, and enjoy the games for what they are (well so long as they're not like Big Rigs (http://www.gamespot.com/pc/driving/bigrigsotrr/re view.html))

    $0.02

  39. Quick game. by segal_loves_pandas · · Score: 1

    I think perma-death would be great. Make it hard enough that your character has about a week or so lifespan before he pops his clogs - it would level the playing field between people who don't have jobs and those that do.

    Also you could try all the different characters out without having to pump hours into it to get to the good stuff. Like kind of how I fly through characters in angband. "My Mage is dead? Cool! Now I'll be a beastmaster"

    It also would mean theat developers could not make grinding a valid form of "entertainment"

  40. Re:Permadeath - the worst idea in the history of M by LordLucless · · Score: 1

    It depends on the way you look at it. Currently, on MMORPGs, players expect to be able to grind up to the level cap and sit there. "Winning" the game is hitting the level cap and getting access to end-game content. But look at the example of things like old arcade machines. The goal there was to get your name at #1 on the scoreboard. But at the same time, you knew other people were going to come along and bump you off. You knew that from the minute you started playing the game. If you want permadeath to work, you need to change the goals of the MMORPG.

    What I wouldn't mind seeing is a game that would do something like this: Every players starts off as a human, and can increase their in-game abilities. When they are killed, they become undead, and they're abilities are frozen at the place they were at time of death, and your job essentially becomes to kill the humans.Instead of levelling by experience, the total time online is what counts towards your level (or perhaps, time spent in zones dangerous to someone of your level). The goal would be to stay "alive" as long as possible. Of course, as you get higher and higher, more and more attention is going to be paid to you, and, sooner or later, you're gonna get killed. At which point, you'll become the highest-level undead. Until someone else survives longer...

    While not technically permadeath, it certainly has that aspect that the people who want that sort of thing seem to be looking for - permanent consequences to death, and a challenge to staying alive. As well as recognition for the best players.

    --
    Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
  41. Re:Permadeath - the worst idea in the history of M by Anonymous Coward · · Score: 0

    Like so many of the things said in this thread, this would work fine in a normal, non-MMO game. Put it into a MMORPG context and players would get tired of it very quickly.

    MMORPGs are games that people play *long term*. If the company running them actually wants to break even or make a profit, they need to maintain their player base over a period of not months, but years. Development costs on a MMORPG like FFXI, WoW or EQ2 are insane; selling boxes off store shelves does not even come close to covering these costs.

    When I played Final Fantasy X and went back through it for a "completist" play-through (beating the Dark Aeons and Penance), my total game time was a little shy of 200 hours. When I used to play Counter-Strike a lot, I probably put about 20 days game-time into it. My current FFXI game-time is 65 days and rising. I have friends whose game-time is over 200 days. Not a single one of the permadeath "options" out-lined in any of the comments would be able to keep people playing for this length of time. As soon as somebody gets knocked off the top-spot, they stop playing. Simple as that.

  42. not in vain, people... by displague · · Score: 1

    There is no "Y" in "God's name"! (now, don't go getting Indiana Jones on me...)

    --
    Marques Johansson
  43. From the article by fondue · · Score: 1

    "Also, making all of the lazy, incompetent people in your player base want to quit is bad for business."

    Translation: "We are too greedy, lazy and retrogressive to even consider solving this problem."

    MMO designers will always rip out game elements in favour of lowest-common-denominator hacks. Richard Bartle tries to spin this by claiming MMO games shouldn't be treated as 'games' at all. Why? Because he (or Raph Koster, or whoever) can't design a fun game, but can just about manage a treadmill that can hold thousands of customers. So, of course, that's what should be done, and who cares if the resulting 'games' are tepid glorified chatrooms?

    MMO games will continue to be a hateful, tedious, pinhead-sized niche as long as their development is guided by 'designers' and financiers who believe that their shitty, decades-old conventions are immutable laws of the universe.

    --

    Preferences > Homepage > Customize stories on homepage > Authors > Zonk > Uncheck

  44. I'm sorry... by Moryath · · Score: 1

    but this topic has been killed by circumstances involving D/C (dropped connection).

    You'll have to work it back up from level 1 again.

  45. Already been tried. by Anonymous Coward · · Score: 0

    The discord server of Everquest did a permadeath thing to promote the release of Gates of Discord.

    1. Re:Already been tried. by Anonymous Coward · · Score: 0

      They did indeed. And what happened?

      At the start, there was a huge influx of players trying it, just like the other pvp servers at their creation. People died off quickly to the people who knew the game mechanics better -- especially to groups of people working together. Some of these people were cheaters (using insta-gate as any class, warping around in the zone, etc), but most probably weren't.

      Fastforward a week or so. Mostly the "hardcore" players are left. This is mostly people with prior pvp experience -- true veterans of the game in most senses. But this also might include people without much pvp experience who just knew how to level efficiently (fires of heaven, etc).

      Go forward another week or so. The levellers who didn't do anything aggressive, and largely didn't exploit are dead now. Perhaps two large factions still going at each other.

      End of server -- the rankings look something like this (calculated by number of kills, I believe, of people who didn't die):

      1. rallos zek guy in guild 1
      2. rallos zek guy in guild 1
      3. tallon zek guy who pvped heavily during week 1 and never logged in again
      4. rallos zek guy in guild 1
      5. rallos zek guy in guild 1
      6. other rz guy

  46. Avatars and Authors by robbway · · Score: 1

    One of the points in the article was "losing the tired concept of the Avatar." Since this concept is akin to roleplaying a god, it depends whether that's appropriate for the game in question. If you think of every RPG as a story being written, death is really a point where you erase what you did back to your last major mistake and rewrite. Since most RPGs are pre-written, the story has many mandatory "waypoints."

    In some MMORPGs, the modules are prewritten, but the basic overworld is just a framework where social interaction rules. Now, without permadeath, you have a series of smalls stories about characters--all of which are ultimately successful--that often intertwine. It's very much like that section in the SciFi/Fantasy where the books are numbered. Books of that type are usually a good read if you like the framework universe. Generally speaking, they're not considered great literature because these are "working for a living" authors, some of which really don't feel passionately about the universe itself.

    Bring permadeath into play, and the story is never re-written. It is very much like regular life, and you're no longer "god" nor "author" of the story. The "author" is actually a collective. Most of it is boring and ordinary, but that 10% that excell are the "literature" or RPGs. This leads me to believe that permadeath is actually a balance of low-depth-high-fun on one side and high-depth-low-fun on the other. "Low-fun" doesn't mean it isn't rewarding, it just takes a grand effort to achieve the "fun." "Low-depth" doesn't mean it's not grand in scale, but the odds of it being "literature" are low. It would take a great effort to achieve "literature" level in such a universe.

    So I will make my contribution to the debate.

    --If money is the goal of the MMORPG, permadeath is a bad idea to apply universally to the players.
    --If this is a freeware application aiming at high standards, aka a "labor of love," than permadeath is a great idea to apply universally. It will filter out casual and reckless players very quickly.

  47. Star Wars Galaxies by EddieBurkett · · Score: 1

    I'm surprised that no one mentioned that the original plans for Star Wars Galaxies involved Jedi suffering from permadeath. Of course, since they are such an iconic class, and a reason a large number of people play the game, that has since changed, which only lends weight to the theory that permadeath is not viable in a commercial game.

    --
    The only thing I hate more than hypocrites are people who hate hypocrites.
    1. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      I guess if we want challenging games, we'll need some free ones, then.

  48. Agreed by PromANJ · · Score: 2, Interesting

    The 'inheritance' idea is an interesting one. Die and your next character will get X percent of the experience points.

    Anyways, I think the key to getting permadeath to work is to put more emphasis on the player skill than on the character skill. Equipment could also be used to store the momentum you've built up. In real life, a toddler with a gun is more dangerous than a... real ninja. Assets like weapons and gold could be kept in a bank so the next character can use it. Stuff dropped in the field might get looted so there'll be some tactics in deciding what to use and what to keep safe.

    A graveyard is a must, so you feel your character just didn't move to NIL. The graveyard could contain a little list of accomplishments the character made.

    1. Re:Agreed by NinjaFarmer · · Score: 3, Interesting

      About 4 months ago I thought up a design document for an MMO that had everything I would like to see, and every couple of weeks someone comes out with an article about something I've already addressed in full, with improvements.

      An easy solution to permadeath is to not include respawns at all. Try using the D&D system, where another player must come and ressurrect you (simplied explination). The challenge is making this fun for both sides and profitable, so you don't have tons of people spamming the few people capable of rezzing with tells (I know how to address this), and you don't have people quit when they die because it takes too long to get a rez (try including about a quarter of the game as content specifically for dead people).

      In terms of inheritance, you need to have a system where people *WANT* to permanently die in order to gain inheritance. How do you do this? I'll leave that for you to think of.

      The objective of any permadeath feature in a game is to encourage a player not to die. The problem with most such systems are that they arn't fun when you do die, and that is exactly the opposite of what you want a game to be. You want your game to be a challenge to a player, make them think and learn to play with skill. You do NOT want them to feel like they wasted their time at ANY point. No feature should be a hardship on the player, and every feature designed to make the game more difficult should be there to make the player think about how to use it to their best advantage and have fun at the same time. Almost all previous permadeath systems fail at this.

    2. Re:Agreed by PromANJ · · Score: 1

      The problem with any permadeath system is that the player still remembers stuff after the character is dead. The most realistic permadeath system would be to just stop playing the game after you died, and then go play another game.
      An interesting idea (for a 1P/LAN RPG) could be to generate all the creatures, enviroments and stuff with a formula, and reshape the world completely everytime the player dies.
      Permadeath in Pen&Paper RPGs didn't stop me from playing. It was fun playing, the character was just a temporary vessel. In a way, Pen&Paper RPG's (improvisational) are like my formula idea above. I think MMORPGs tie too much of the fun into the character stats part, and thus ends up using more or less inconsistant respawn systems.

      When I mentioned player skill (you) and character skill (lvl) before, my point was that with a shift towards player skill would make your character skill worth less, thus dying wouldn't be as painfull, since you still have your player skill intact. I think it's fun to increase stats and all that, but those games tie almost all the fun into the character, whilst player skill games like Tribes1 or Quake1 are fun just playing any time.
      There's very few games today that are 50/50 player/character skill. Older games that did it pretty well is Zelda and Metroid. You can get pretty far in those without leveling up hearts and missiles.

      The inheritance system would take even more focus off the character skill, since you'd be leveling up your account for creating characters.

    3. Re:Agreed by NinjaFarmer · · Score: 1

      The problem with a randomly generated map is that you can't have a really detailed map and it just becomes repetative eventually (see Diablo II, Sodier of Fortune II).

      You mentioned Zelda. The game I'm designing would look like Zelda at first glance (post 64). In the Zelda games, you could get by without incresing your HCP's, but the fights became harder and you needed new and different weapons/skills to defeat new and different enemies. I am trying to keep to that, but make character skill matter ALOT in how you play.

      The "inheritance" system I have is very different from the simple one you have imagined. Instead of just starting a new character at a high level, it should make it easy to get to the same level you were already at fast, but in a way you couldn't before.

    4. Re:Agreed by Bastian · · Score: 2, Interesting

      (try including about a quarter of the game as content specifically for dead people)

      This actually reminds me a bit of an old adventure game (sort of) called Cosmology of Kyoto. When you died, you'd get transported to other worlds (the different "hells and heavens" of the Japanese Buddhist cosmology - a different one depending on whether you've been a good boy lately), and you'd tool around there until you get killed somehow, then come back to the main world at some "respawn point."

      It might be interesting to have a game that includes this, possibly with a concept of karma so that depending on whether you've been good or bad in your current life, you move up or down the cosmological ladder.

      It would accomplish one of the goals of permadeath, which is to make death inconvenient. You wouldn't necessarily be able to get back to where you were after dying - you might move in teh wrong direction on your next death. So if a member of your party dies in the middle of a quest, you aren't going to be able to wait for that member ot respawn before you continue on that quest - the player is effectively out of the story.

      I'm not sure how to get around the tendency this system would probably have to just completely destroy any sense of community that builds up among players - it might take a long time for someone to get back to the plane of existence his friends are on.

    5. Re:Agreed by PromANJ · · Score: 1

      It was the parent's idea with inheritance. I probably wouldn't use it myself to be frank, especially since keeping stuff in a shared bank can work as a good natural way to give new characters an edge. Possibly, there could be physical lvl up items you can patch up new characters with.

      The only idea I would be certain to use would be the graveyards. You could have little undead version of your characters walking around telling stories of the glory days, bragging about kills and the places they went. That would be something.

      While I'm shooting ideas outta my ass: How about having X number of lives and no penalty on death other then life=life-1 and teleport back to town? The player could get new lifes gradually, so it's really the players fault if he gets careless life hits 0 (permadeath).

    6. Re:Agreed by Onan · · Score: 2, Interesting

      The problem with most such systems are that they arn't fun when you do die, and that is exactly the opposite of what you want a game to be.


      Well, I think you need to have some occasional, semi-avoidable anti-fun in games, just to contrast the fun, and to make it possible to distinguish between doing well and doing poorly.


      The problem with permdeath isn't that it's un-fun when you die, the problem is that it's un-fun the entire damn game because you're not willing to take any risks that might result in it coming up.


      I do play WoW, and I was aghast at first at how painless death is. But the actual upshot of that seems to be that people are much more willing to attempt new and interesting things, rather than just conservatively grinding out the same tasks that they already know they can handle.


      (And is anyone else amused that most of this discussion is people--unironically--going through the same steps detailed in tfa?)

    7. Re:Agreed by iainl · · Score: 1

      "You do NOT want them to feel like they wasted their time at ANY point"

      You've not quite got the hang of this MMO lark, have you? It's ALL about having a really tiresome level tread for the first 30 hours of gameplay, otherwise you can't charge players extra money to bypass the tedium on eBay.

      --
      "I Know You Are But What Am I?"
  49. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  50. Re:Permadeath by CDarklock · · Score: 1

    > If you want permadeath to work, you
    > need to change the goals of the MMORPG.

    Oh no, a smart person. ;)

    Permadeath doesn't work because currently, nothing in any MMOG is really a *challenge*. It's all a number of arbitrary signs that say "you must be this tall to adventure here". The major advance of MMOGs so far has been to arrange the signs more sensibly, so you don't have the two foot section immediately adjacent to the six-five section, and to make them more clear to the player. But the signs still work the same way: if you have a high enough level and good enough equipment, you can collect the rewards in these rooms. If you don't, you can't, and you will almost certainly be killed.

    Permadeath takes tall players and makes them short. Unfortunately, having been short *before* doesn't make growing any easier. It doesn't matter how good a PLAYER you are, *all* of the ability to enter an area and claim its rewards resides in your character and equipment. We need to shift a lot of this onto the player, so entering an area and claiming its contents is something that can be done with any combination of level, equipment, and skill that exceeds a certain threshold.

    --
    Microsoft cheerleader, blue flag waving, you got a problem with that?
  51. Already available by Tuirn · · Score: 1

    In a sense this feature is already available to the "hardcore" folks. All they have to do is delete their character after they die the first time (or when ever) and start over. Realisticly, if they really wanted a hardcore experience nothing is stopping them from setting their own bar that much higher than what the game requires. Given how many high level, supposedly "hardcore" folks I've seen running around in the online RPGs I've been on, perhaps actual permadeath isn't really that interesting to people.

    --
    Klein bottle for rent - inquire within.
    1. Re:Already available by Anonymous Coward · · Score: 0

      Tuirn, I congratulate you for making this point.

      Every single time I see someone proposing making a non-permadeath game have permadeath I make the very same point myself.

      "Just don't revive your character, log out, delete the character. That way you have the hardcore experience you desire."

      Most folks are not interested in doing this and I'd even go so far as to state that most folks pushing for permadeath would be unwilling to do this themselves. That is why they seek to have the game itself enforce permadeath.

      To me this indicates that they are not truly interested in the hardcore game experience for the challenge it would provide but would rather prefer to be able to cause other low levelled people grief by negating the time spent on their lower levelled characters with a few swings of their sword and then walking off congratulating themselves on their latest bloody conquest.

      In SWG many of the bounty hunters were all hot for the idea that they could cause permadeath for a padawan or jedi character. But if one were to suggest that their non-permadeath bounty hunter were to suffer some penalty upon being slain by a jedi, such as complete durability loss on some or all of their equipped gear, they'd froth at the mouth at the complete unfairness of that.

  52. It can work if done correctly by wallykeyster · · Score: 1

    A MUD I played for years had a system that seemed to work well for those who like some risk but isn't too tough on the average player. A death resulted in a loss of credits (miniscule for a low-level player but significant for someone of a higher level). There was no chance of permanent death as long as you still had credits. However, any death that caused a player to drop into negative credits generated a roll (I don't recall the probability) to see if the death was permanent.

    As long as you had a reasonable buffer of credits, you didn't worry about death. However, too many cowboy stunts meant that you were cred running for a while. I found this to be a reasonable balance that introduced some risk into the game but wasn't hardcore Diablo II.

  53. depends on how you define your "stuff" by MORTAR_COMBAT! · · Score: 3, Interesting

    sure, every MMO game seems to have a similar tack: build up your character, get them stuff and levels. obviously if perma-death existed, this could mean a spot of net lag or a down router would mean perma-death for your character, and as many argue that is unacceptable.

    however, let us imagine games "outside the tiny box" of current MMO. how about a game where your "character" is really just a soul, which possesses a mortal being. sure, you can upgrade this mortal with some gear, but the real "stuff" is being accumulated by the "soul" - that is where things like special skills, experience points, levels, or whatever "progress" constructs you want to have are attached. so when the mortal is killed, your soul escapes to possess another. so we have something like "perma death" where your "character" dies, period, but you go on in a different fashion from the majority of MMO which I have seen. you could even have it set up so the "soul" would die a permanent death if they wander too long without a mortal body, and if that is too harsh, you could have that soul be "recoverable" in some fashion.

    --
    MORTAR COMBAT!
  54. The only ways Permadeath will be able to work: by Anonymous Coward · · Score: 0

    1) Character advancement should work on a bell curve, not an exponential growth formula. This will keep the population of the server at an average level, with the possibility to expand beyond that if you're good. The time-to-average should be just a few hours of gameplay.

    2) There should be a way to inherit the 'fame' and 'fortune' (though not always the equipment) of previous characters. Perhaps an estate system.

    3) The previous is only really viable if each player can have an estate, be it a hovel or spire. A place to call home. There are lots of interesting mechanics which can take place here, the least of which is dynamic friendly NPC buildup (build a line of wizard characters with high influence/fame, and depending on if he's good aligned, chaotic evil aligned, undead evil aligned, different types of NPCs will begin building houses and shops and stuff. If you're really evil, you can kill them off and leave the ruins surrounding your black castle crag. buahaha.)

    4) because equipment is not inherited, really interesting things can happen with equipment lost in battle, be it PvP or PvE. Equipment, I forsee, really won't be that effectual until it's swapped hands this way (between NPC and PC and NPC again) several times. If an item is looted many times, it may become a relic.. the other option, is having an item that was lost by one of your characters to a powerful NPC have a small chance of returning as an epic item. Maybe one of your characters in the future finds a book in the library of your estate describing this sword, and hinting at where it may be found.

    Keeping the previous in mind:

    You acquire fame and fortune in terms of a familial estate. The actual character is transient, and though he gains reputation on his own, it is still much more important to have familial fame. Equipment is negligable unless of epic proportions. Fast advancement-to-average, afterwhich it is increasingly difficult to survive. Only the best players will have truly incredible characters. Other players can still have lots of fun at the average point, and can build up their familial estate in different ways than those who can keep a character alive longer.

    I repeat: the only way permadeath will work is if the character itself is transient. Players get too attatched to stuff.

  55. The Darkening Sun, Muds, and Permadeath by Anonymous Coward · · Score: 0

    I've always liked peramdeath myself, it adds a nice edge to things that makes you actually think a bit more about your actions. That said, it can also be incredibly annoying to get smacked down in one hit by some mob and lose your character. Thats why how I like the mud i'm playing on currently does it.

    There isn't permadeath for death by mobs(npcs/monsters/etc..), but there is for player releated deaths. You get a limited number of karns(starts at 3, goes to max of 5) that slowly regen and are the number of times the Gods will revive you after a player kills you. This keeps the player-interaction and caution permadeath adds without the annoying parts added by random death to mobs.

    Of course, for those who play RPGs just to build up characters/items/gold/etc... that system wouldn't be the best. Its for players who prefer RP over that. But anyway, I think permadeath has a valid place in MMOs so long as its done well. People are always complaining about MMOs getting easier, so the hardcore players getting an alternate server or two for permdeath like RPers do for RP wouldn't hurt.

  56. New Permadeath Idea? by malchus6 · · Score: 1

    Ok, Dont know if this has been suggested, but what if the game is free to play until certain level (say 30 of 60). And until that level there is permadeath. Once you get to level 30 there is a means of resurrection (even if there is a minor cost like a level loss, die enough you go down to 29, one more time and uh-oh). They a fee starts kicking in once you get over level 30. I thnik this would even promote community play so people band together and help people get to level 30....

    --
    You can fool some of the people all of the time ... and those are the ones you should concentrate on.
  57. Good for RP-based games by Experiment+626 · · Score: 2, Interesting

    I think for games where the focus is on actual role-play instead of the hack-and-slash grind, perma death makes a lot of sense. Paper and pencil games use this concept. You die, grab a blank character sheet. MUSH'es pretty much follow the same approach.

    One MUD I recall offered an interesting balance. The focus was on role-play, but there were MOBs (computer-controlled characters) to fight also. If you lost to them, you got knocked unconscious and suffered some penalties similar to what MMOGs have. On the other hand, if in the course of the role-playing with other characters or GM's, your character wound up dead, you were expected to delete them because they were no longer part of the storyline. This let you do a little of the griding type stuff when there was no RP going on without worrying about dying to out-of-character things like a bad ISP, and it also maintained a similar feel to paper-and-pencil, since if your actions in the context of the RP story lead to you dying, you were dead.

    Wouldn't work for MMO's at all however. A lot of times, conflicts involved players role-playing and coming to a consensus about the consequences, which they all then accepted. GMs aren't always around to arbitrate, and letting the game engine decide things turns it from role playing events out into typing "kill soando". It really only works with a community of people are all willing to put roleplay and storyline ahead of their own ub3rn355 which isn't going to happen on a MMO.

  58. Permadeath = Outrageous by Ka+D'Argo · · Score: 1
    Other than Diablo II's "hardcore" mode, I never saw a perma death type senario in any RPG type game.

    That was until I saw the Faces of Mankind open beta. And I have to say it was the most ridculous idea for an MMORPG.

    Picture this:

    FOMK (or some other similar MMORPG) comes out. You buy the game and install it, being a fan of MMORPGs. The manual doesn't really have alot of specifics on the whole permadeath thing (relating this to the open beta where they had absolutely ZERO information avaible to players). So you really don't know that you get 3 "lives" and can only make one character within a 24 hour period (real world time). You login teleport out of your apartment to find a guy camping the vortex beam with a uzi and kills you. Since that is the only place to go from your apartment really, you die another 2 times. Now assuming you could buy "insurance" or more "clones" (read, more lives) theres noway to do so cause you can't due to being camped.

    So you have to wait 24 hours in real life time to make a new character and only one character per account. You have paid cash to sit there and wait a full day before you can play again. You are paying cash, your own money so you can die X number of times (or in some cases ONE time) and not play that character again or any character again for a possible time period.

    It's simply outrageous some games can impose such "penalties".

    Now I'll grant you the following: that is one game alone I used as an example but other games could be similar. And players should research the games before hand knowing if their main gameplay has a permadeath or permadeath like feature in them.

    However some games just like FOMK, have poor documentation which don't let the user know he/she may face such things.

    --
    Aw Frell this
    1. Re:Permadeath = Outrageous by Anonymous Coward · · Score: 0

      Wow i love the way you lied about FOMK so that it fits your argument.

      You can't get spawn camped in Face of Mankind because you respawn in the cloning faclity where no one can shoot. There is even a medical terminal 4 feet away where you can get clone insurance (infinite lives).

      Therefore FOMK doesn't count as what i would call a permadeath game.

      Please don't lie next time. It makes you look like an idiot.

      Andrew.

    2. Re:Permadeath = Outrageous by Anonymous Coward · · Score: 0

      In addition to what the other guy said about being able to buy clone insurance or more clones at the medical facility, theres something else. The twenty-four hour wait only applies from the CREATION of that character. So unless you get permed right after you create(which would be pretty hard to do, even as an idiot) you wouldn't be waiting twenty-four hours. Likely most people will never hit the wait unless they're purposely perming chars.

      I also think its pretty funny that you talk about other players needing to research things when you don't really know what you're talking about yourself. Or that you're saying a beta game has poor documentation. Since when do MMOs have good documentation in betas? Besides for FAQs and guides, theres not much until official release. Any beta MMO player knows to check the games forums for that sort of thing.

    3. Re:Permadeath = Outrageous by Ka+D'Argo · · Score: 1
      Well as said, my example was more of an extreme one and only in one particular game. And yes, that did happen. There were thousands of new characters logging in and the handful of guys who got their hands on a weapon of some kind did nothing but camp the spawn points of where you went after leaving the starting area. I made it past this after my 2nd death cause I just stopped playing a few hours till GM's did something about it.

      And yes you did need to research. At that time the FOMK was nothing. It had screen shots and backstory of the game. The first several days of the beta the forums were completely down, not due to traffic or bandwidth just down for other reasons. So there was no way to read a "F.A.Q", or anything there was just screens and backstory of the game. While I enjoy learning as I go, when you got perma death hanging over your head and the above camping senario with no immediate GM response or documentation to help well it turned out to be a shitty beta.

      And I only mentioned that one game cause I enjoy the cyberpunk MMORPG genre which there aren't many of.

      --
      Aw Frell this
  59. Thoughts... by angedinoir · · Score: 1
    The games are designed with death as the punishment for making a bad decision. If a fight goes bad, it's not like you have to go to your room and hang out for months while your wounds heal.

    Permadeath would require a lot more thought and depth be put into the game, which may just take the fun out of it. You have to remember that the reason games are fun is because when you do fuck up, you just hit revive or restart and go on your merry way.

    Another option may be that almost all major MMORPG have multiple servers. Just make one a hardcore server.

  60. MAngband by Meagermanx · · Score: 1

    If you'd like to see what it would be like to permanently die, try playing MAngband over at mangband.org
    In MAngband you turn into a ghost when you die, and can get resurrected at the town, at the cost of half your experience.
    this, however, is not generally the best idea, because dungeon levels are random, so your corpse wont remain when you leave.
    If another player comes and resurrects you (After picking through your stuff, of course) you still lose half your experience, but can reclaim your lost items.
    If your ghost dies, you have to start over from scratch.
    Needless to say, dying is not a happy thing.
    Let me just say that if this system was implemented in a more mainstream RPG, we would be seeing a lot more gamer suicides.

  61. upcoming MMORPG with Permadeath by Anonymous Coward · · Score: 0

    I'm following the development of a MMORPG called Trials of Ascension ( http://www.shadowpool.com/ ) that will be built from the ground up around Permanent Death. It's not Nethack-style permadeath: the developers have a system of permadeath over time in which each character will have a certain fixed amount of lives before they die. The game accomodates
    permadeath in its design in a number of interesting ways.

    - It's an entirely skillbased game (no levels.) While there will definitely be a power gap between experienced characters and newbies, there will always be a chance that a less skilled character could best a powerful character.

    - All possessions are lootable on death, but there will not be super high power items that you are forced to depend on.

    - When you permadie, if your character was a significant figure in the game you can create an "artifact" that will permanently exist in the game.

    The game isn't very far in its development and it very well might never come out. But I think these guys have solved some of the big problems with permadeath in interesting ways.

  62. A way to make permadeath viable. by StormKrow · · Score: 1

    If there was a certain time period where a "trauma team" could come in and rescue your incapacitated body and nurse you back to health that'd be fine. It'd also encourage people to be more nice in some of these games, who's going to want to come rescue you, if you're a dick?

    --
    Who cares about the ozone layer?...thanks to CFC's I can write my name......IN CHEESE!!!