First of all, when I think of permadeath, I think of your character dying and *not* being able to come back, ever. If you *can* come back through some complex or difficult method, then it's not permadeath, IMO.
Anyway, I would be interested in playing such a game. One of the things that would have to be done would be to make it nearly impossible for established characters to be killed by noobs, otherwise there is too much of a chance for exploitation and griefing. For permadeath to be acceptable, there needs to be a risk for everyone. People who simply create characters to zerg some high level guy... there isn't any real risk involved for those lowbies, only for the high level guy.
Bottom line: if you are going to introduce something like permadeath, all other aspects of the game have to be designed with the fact of permadeath in mind. Clever/skilled players should largely be able to avoid it happening to them under normal circumstances.
Oh, and there should be penalties in killing people in certain areas (a bit like EVE does with security levels as well as with faction).
I doubt we'll ever see this implimented, but it would be interesting if someone were to try it.
"Permadeath is fine as long as I keep my progress / investment."
For the second one, I was going to say:
"I would like my games to have better content pacing."
I don't mind permanent character death so long as whatever I've done remains available to me. I'll just roll another character and get back to where I was. That's how games should work. Punishment should not be crippling.
More of whatever we already have isn't going to solve much, and suddenly deciding to innovate isn't always a good idea (honestly, it's like a muse... it just doesn't come when you consciously force it). Sometimes people really do want the same stories told to them, they just want it told right.
If one guy tells a joke and it falls flat, he assumes the joke is boring. He's often wrong. The joke could be hilarious with the right pacing and voice.
In the same way, a game's concept could be incredible if the presentation is interesting. This isn't just graphics and stories, it's pacing. Games are enjoyment over time, you know. The graphics and stories are variables that influence the value of that enjoyment over time, but if those islands of awesome are too few and far between or too crowded together, it's all for nothing.
You can have the best chords, the catchiest melody, and the smoothest instruments - but what good it is any of it without proper rhythm?
First, Permadeath. I'm not opposed to the basic premise that when my character dies, he's dead forever .. hell, EVE sort of has that now (when you die, your clone takes over) .. but I am 100% opposed to any unavoidable loss of progression as a death penalty in any RPG, especially to the magnitude typically associated with permadeath.
Losing XP or levels, losing your entire character progression .. I see those as cheap timesinks on behalf of the developer to try and keep me playing and I will not play that game. I value my gaming time too much to want to waste it regrinding to recoup my losses. I imagine a lot of people feel the same.
Regarding your second poll, I feel that you missed out a fundamental: Gameplay. A game could be well-written, graphically impressive and innovative .. but if the gameplay isn't fun, I won't play it long-term.
Despite having little to no interest in cars and car racing, I'm having a crapload of fun with Gran Turismo PSP at the moment. It ain't innovative. I couldn't care less for the technical specifications of the cars and such, and the graphics don't exactly blow me away .. but it's fun to go round and round trying to beat my best time.
Gameplay > all.
Playing: EVE, Final Fantasy 13, Uncharted 2, Need for Speed: Shift
Comments
First of all, when I think of permadeath, I think of your character dying and *not* being able to come back, ever. If you *can* come back through some complex or difficult method, then it's not permadeath, IMO.
Anyway, I would be interested in playing such a game. One of the things that would have to be done would be to make it nearly impossible for established characters to be killed by noobs, otherwise there is too much of a chance for exploitation and griefing. For permadeath to be acceptable, there needs to be a risk for everyone. People who simply create characters to zerg some high level guy... there isn't any real risk involved for those lowbies, only for the high level guy.
Bottom line: if you are going to introduce something like permadeath, all other aspects of the game have to be designed with the fact of permadeath in mind. Clever/skilled players should largely be able to avoid it happening to them under normal circumstances.
Oh, and there should be penalties in killing people in certain areas (a bit like EVE does with security levels as well as with faction).
I doubt we'll ever see this implimented, but it would be interesting if someone were to try it.
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there is perma death in hellgate london
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The two options I was looking for aren't there.
For the first one, I would suggest:
"Permadeath is fine as long as I keep my progress / investment."
For the second one, I was going to say:
"I would like my games to have better content pacing."
I don't mind permanent character death so long as whatever I've done remains available to me. I'll just roll another character and get back to where I was. That's how games should work. Punishment should not be crippling.
More of whatever we already have isn't going to solve much, and suddenly deciding to innovate isn't always a good idea (honestly, it's like a muse... it just doesn't come when you consciously force it). Sometimes people really do want the same stories told to them, they just want it told right.
If one guy tells a joke and it falls flat, he assumes the joke is boring. He's often wrong. The joke could be hilarious with the right pacing and voice.
In the same way, a game's concept could be incredible if the presentation is interesting. This isn't just graphics and stories, it's pacing. Games are enjoyment over time, you know. The graphics and stories are variables that influence the value of that enjoyment over time, but if those islands of awesome are too few and far between or too crowded together, it's all for nothing.
You can have the best chords, the catchiest melody, and the smoothest instruments - but what good it is any of it without proper rhythm?
/tap thread necromancer. Revive dead thread.
People Should Die.
Specially nowadays that the games are so casual that people reach max level in a couple of days.
The more painfull for the casual players the better.
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Voted "Unforgivable" and "Depends on the Genre".
First, Permadeath. I'm not opposed to the basic premise that when my character dies, he's dead forever .. hell, EVE sort of has that now (when you die, your clone takes over) .. but I am 100% opposed to any unavoidable loss of progression as a death penalty in any RPG, especially to the magnitude typically associated with permadeath.
Losing XP or levels, losing your entire character progression .. I see those as cheap timesinks on behalf of the developer to try and keep me playing and I will not play that game. I value my gaming time too much to want to waste it regrinding to recoup my losses. I imagine a lot of people feel the same.
Regarding your second poll, I feel that you missed out a fundamental: Gameplay. A game could be well-written, graphically impressive and innovative .. but if the gameplay isn't fun, I won't play it long-term.
Despite having little to no interest in cars and car racing, I'm having a crapload of fun with Gran Turismo PSP at the moment. It ain't innovative. I couldn't care less for the technical specifications of the cars and such, and the graphics don't exactly blow me away .. but it's fun to go round and round trying to beat my best time.
Gameplay > all.
Playing: EVE, Final Fantasy 13, Uncharted 2, Need for Speed: Shift
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