The Eight Stages of Permadeath Debate 154
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?'"
The idea is dead (Score:5, Funny)
Re:The idea is dead (Score:5, Funny)
Not if he starts the debate from the very beginning each time.
I'm sorry... (Score:2)
You'll have to work it back up from level 1 again.
Would need the right arena (Score:3, Insightful)
You'd have to seriously rethink (or more likely abandon) the idea of leveling and posessions, though.
Re:Would need the right arena (Score:1)
There still is the problem of what will happen when all of the characters die, though.
Re:Would need the right arena (Score:2, Interesting)
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'
Re:Would need the right arena (Score:5, Interesting)
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.
Re:Would need the right arena (Score:3, Interesting)
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 le
Re:Would need the right arena (Score:2)
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 a
Re:Would need the right arena (Score:2)
Re:Would need the right arena (Score:2)
what about (Score:4, Interesting)
and to add on (Score:2)
Or maybe the other way around. I don't know, the only RPG I play is Nethack, where death is (almost always) permanent.
Steel Battalion (Score:2, Interesting)
Re:Steel Battalion (Score:4, Interesting)
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.
Hardcore... (Score:5, Insightful)
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.
Re:Hardcore... (Score:5, Insightful)
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.
Re:Hardcore... (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.
Re:Hardcore... (Score:5, Insightful)
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.
Re:Hardcore... (Score:2)
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.
Re:Hardcore... (Score:2)
Re:Hardcore... (Score:2)
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.
Re:Hardcore... (Score:1, Insightful)
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.
Re:Hardcore... (Score:2)
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...
Re:Hardcore... (Score:2)
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
Re:Hardcore... (Score:5, Insightful)
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.
Re:Hardcore... (Score:5, Interesting)
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.
Agreed (Score:2, Interesting)
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
Re:Agreed (Score:3, Interesting)
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
Re:Agreed (Score:3, Interesting)
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
Re:Agreed (Score:3, Interesting)
Re:Hardcore... (Score:1)
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 mot
Re:Hardcore... (Score:1, Interesting)
Re:Hardcore... (Score:2)
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
Re:Hardcore... (Score:4, Interesting)
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.)
d2 count? (Score:1, Insightful)
Does Diablo II's old 'hardcore' option count?
Re:d2 count? (Score:1)
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.
Gemstone years ago? (Score:1)
Re:Gemstone years ago? (Score:1)
Re:Gemstone years ago? (Score:2)
Doesn't have to be permadeath only (Score:5, Insightful)
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.
Re:Doesn't have to be permadeath only (Score:2, Interesting)
Nethack? (Score:4, Insightful)
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)
Re:Nethack? (Score:2)
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
Re:Nethack? (Score:2)
http://www.tomenet.net/ [tomenet.net]
Nothing that hasn't been said... (Score:2)
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 b
Re:Nothing that hasn't been said... (Score:2)
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
Re:Nothing that hasn't been said... (Score:2)
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 w
Re: (Score:2)
Diablo II (Score:2)
Re:Diablo II (Score:1)
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.
Re:Diablo II (Score:1)
MAngband perma-death (Score:2, Insightful)
Re:MAngband perma-death (Score:2)
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...
Re:MAngband perma-death (Score:1)
Permadeath can help to fix greifing in PvP (Score:2)
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
Re:Permadeath can help to fix greifing in PvP (Score:2)
and were it a real war, like it's supposed to be, wouldn't that be perfectly logical action to take to hit
Re:Permadeath can help to fix greifing in PvP (Score:2)
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 gol
Re:Permadeath can help to fix greifing in PvP (Score:2)
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 w
Re:Permadeath can help to fix greifing in PvP (Score:2)
It's not a MMO, or even a CRPG, but Hackmaster [kenzerco.com] 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.
Re:Permadeath can help to fix greifing in PvP (Score:2)
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
Frontier 1859 (Score:3, Interesting)
Maybe a BIT more research would help... (Score:1)
Only way this would work (Score:2)
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.
battle.net and chess (Score:2, Insightful)
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 purposefu
Just like the roleplaying server (Score:3, Insightful)
Diablo II (Score:5, Interesting)
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.
Re:Diablo II (Score:4, Insightful)
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.
Re:Diablo II (Score:2)
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
Ever hear of Rogue (Score:1)
Re:Ever hear of Rogue (Score:1)
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 do
DartMUD (Score:2)
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....) the
Re:DartMUD (Score:2)
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
Re:DartMUD (Score:2)
Federation... (Score:3, Interesting)
Makes you risk-averse (Score:2, Insightful)
Re:Makes you risk-averse (Score:2)
No dice, and no updates. (Score:1)
What permadeath adds (Score:3, Insightful)
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.
Re:What permadeath adds (Score:3, Interesting)
Re:What permadeath adds (Score:2)
Re:What permadeath adds (Score:2)
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 peopl
Re:What permadeath adds (Score:3, Insightful)
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.'
Re:What permadeath adds (Score:2)
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.
How about a will? (Score:1)
Call of Cthulhu (Score:1)
You forgot to ask: (Score:2, Funny)
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:
Re:You forgot to ask: (Score:2)
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.
Re:You forgot to ask: (Score:2)
Re:You forgot to ask: (Score:2)
J: "..."
P: "So, will you make them give me my character back?"
J: "Get the hell out of my courtroom."
what about the opposite? (Score:2, Interesting)
Permadeath in tabletop RPGs (Score:5, Interesting)
Debate on Permadeath Debates or Permadeath itself (Score:3, Interesting)
"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.
not in vain, people... (Score:2)
Avatars and Authors (Score:2)
In some MMORPGs, the modules are prewritten, but the basic overworld is just a framework whe
Star Wars Galaxies (Score:2)
depends on how you define your "stuff" (Score:4, Interesting)
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.
Good for RP-based games (Score:3, 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.
Re:Permadeath - the worst idea in the history of M (Score:2)
Re:Permadeath (Score:2)
> 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 sti