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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?'"

40 of 154 comments (clear)

  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 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...

    2. 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.

    3. 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
  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 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.

    5. 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.

    6. 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.
  6. 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.

  7. 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
  8. 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.

  9. 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.

  10. 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.
  11. 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.
  12. 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.

  13. 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.
  14. 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.

  15. 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 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.
  16. 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.
  17. 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."

  18. 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.
  19. 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.

  20. 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.

  21. 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 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.

    3. 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?)

  22. 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!
  23. 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.