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The title says it all if they did it correctly...... I love to see this in an MMORPG I know of one that is suppose to or will but not 100% yet .
But I love to see an MMORPG with perma death, a western with hangings because you broke to many laws.
If you did it right make it so you had a char that learn skills off your main so you do not lose the skills, but you would have to re skill back up just not have to spend the money.. Like have a ghost char that learns what you learn, you can't use him until your char dies from say a hanging..
I edited this post to add this from my other.....
To explain it better
As I said there would be more to it than just dieing and starting over as bascially you wouldn't in a way.
Example Fighting mobs PVE you would not die perma, you would rez like any other game, PVP same thing, now Example so you keep breaking laws now in a town..
I would add a bounty system in place..
So perma death would not be like people are thinking every time you die from a mob..
You can get hung unless your friends guild member who ever saves you, if not then you will be hung and perma die.
Now if you pema die, you would have a Ghost slot , every skill you leared would then go to your ghost char, I would base this on skills no levels, and make it easier to get skills not like DFO...
So then what would happen is you would have all of the skills learned but you would have to skill up again..
People are looking at this like if you die thats it you havr to start over, no this would be a sandbox a true sandbox..
Like for a western MMO..
I like to hear from others and the people who said no, as I should of added more info. Thanks for reading please keep giving info as I love to hear your thoughts.
Comments
Been a million threads on how to do it right, one of my favs (posted by me) was collecting characters or building some kind of family dynasty ala The Guild 2, where when one dies, there is more in reserve. You get used to it, and lose nothing really since everything but personal stats are handed down to the rest.
Lot's of arguing in those threads about how any of the ideas were not "true permadeath" though. Like the general rule is that it *has to* suck balls, and make you question ragequitting.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Very bad idea.
Character progression is a cornerstone of MMOs. This progression is based on risk vs reward. Fun most often comes from asuming the risk and beating the challenge. Perma-death brings the risk too high, so most players would avoid most challenges. Boredom would kill the game.
That would be cool, provided there is a cash shop item to resurrect your character...for the sake of the munchkins.
"A trembling hand does not thrust the blade true." - Artemis Enteri
Yes It's a very bad idea and I would not play such a game.
All those memories will be lost in time, like tears in the rain.
This is also the most common misconception regarding perma death in MMO's, If you develop a game around perma death you can not make it like the other MMO's that is out there, you have to develop it around perma death.
As an example:
If you introduced perma death in let's say AION , it would become impossible and your statement above is more than correct, It would become a boring game where no one would want to do anything at all without risking death. Death is far to easy, in AION all you have to do to die is to fall from a flight gone bad.
But If you made a game that was made for permadeath,with longer more stratigic fights , where every move counts, and even a game where fights actually is a somewhat rare occasion.. Your statement regarding boring comes into play even here ofcourse, but I'm certain that if you are a creative developer , you could make it fun.
Maybe not a ghost but a son or daughter... god it sounds awesome!. You make your character, say the games has 60 levels, at level 20 you can adopt or have a child, he goes with you as a pet if you want it to do so and it learn your skills, it learn your skills and or class, you can even prepare some items as heirlooms in case you die, for example your house, your mount and some equipment, this could include a fee or depositing the items in some kind of bank, then you die and your character is gone, it takes the heirloom and you continue playing with your son or daughter as your normal character, then yu need to adopt or have anther daughter or son and it could go on and on.
I'd feel....fine i guess.....
I wouldnt play it and thats it...
I used to play Hardcore mode in Diablo II, which had exactly that.
Sure, it could get a little frustrating from time to time when a PC glitch or lag killed your level 50 barbarian, but no game ever felt so intense as playing a game with Perma death. Even going back to normal Diablo II felt lacking.
I would suggest that it's not the main game though, but perhaps a different server (like PvP servers).
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa No.
The following statement is false
The previous statement is true
Would not like it a bit for i always take a lot of time in creating my character building a background story and all that what makes an RPG an RPG (guess u never get rid of old pen and paper rpg days XD)
So for me the game would end the moment i would loose my character i prolly would stop playing right away and if i liked the game enough in general come back after a few months and start new the idea of dying and than playing a charackter who followed me around just doesn't cut it for me i wanna play my characters when i RPG and not some pets.
to try an MMO with Permadeath try Haven and Hearth
Permadeath would be no good unless there were VERY strong anti death measure in place
http://upload.wikimedia.org/wikipedia/en/a/ab/Norsefire-logo.png
All you folks seem to apply the ideas that it takes forever to build a character up, make it look the way you want, etc.
Look at it from the perspective of common sense - if a game is designed around permadeath, all that is usually expedited. Picture taking days to get specced up, but taking months to build up and empire that is handed down to your subsequent characters. Take a step outside of what you know from existing MMOs that rely on you for playing years at a time (by having you build up an investment over all that) and look at it as something that works.
Play The Guild 2 or something. The first time your original character dies you think it sucks, but then you are easily over it soon enough. You carry on with a descendant and keep playing with what you've built up since the original.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
It's probably a worthwhile idea to float about.
Current death-rez system is still like the old platform games, with a simple start again, use up a life. I think in MMO's, especially with a RPG element to it, a more serious consequence or alteration could be interesting, that affects your subsequent story being not as heroic as it could have been, you are sorta demoted from World Hero to Village Hero at the end of your game if you die too much in PvE, you don't get to fight the BIG BOSS, but only a smaller underling, if you die too many times before the end. Also the story slowly changes even before this with more number of deaths, slightly less heroic quests for someone obviously not up to bigger and grander challenges!!
So iteratively death could be employed in the current MMO experience, quite nicely!
Speaking closer to "Perma-Death", this would entail a whole restructuring and probably be important in a true sandbox style of world, where death much like any varied number of jobs is just another facet of a multifacetted world. Some choices will lead to a greater risk of perma-death (soldiering, adventuring careers), whereas other will lead further to safety and temporary immunity from this (craftsman). But the odd global event where players from different villages decide they can get their neighbours recourses far more cheaply than harvesting their own, and launch an attack where everyone could potentially end up dead, or a monstrous dragon attacks after 50 ingame years, then this could work with perma-death in giving players moral choices to stand-together or flee to live & fight another day etc!
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
I wouldn't feel anything since I wouldn't bother playing it.
Games with full loot, gear decay and xp loss are already hard enough to take as a casual player.
Now I need to lose my character? no thanks.
Playing: Rift, LotRO
Waiting on: GW2, BP
I am not against permadeath in all MMOs just in MMORPGs for reasons i stated already.
It's a tough one and it would certainly have to be handled very differently to how MMO's are now.
If it was a game that took a long time to grind out a top level character then you would have to say that to suffer from perma death then you would have to do something pretty damn stupid, and if thats the case then it's not really much of a risk. If the game involved only a short time to actually level up a character (ala Diablo to a certain extent), then wheres the risk?
It's one of those mechanics that requires more effort to implement, then reward you would gain from the experience in the end. I'd be up for revisiting it but I doubt many players/devs would be and I can't blame them for that frankly as FFA and full loot serves the risk/reward scenario more then adequately. It will though be interesting to see if D3 has it.
"Come and have a look at what you could have won."
Play for days, weeks or month only to start over when you die, lol no thanks.
In general perma death is a feature I look down on so basically it is a negatvie bullet point against any game I would be making a decision on whether to play it or not. Having said that I would never say never if the features that interested me were enough I may try it but with the nature of games and gaming it would probably eventually be what drives me from the game as well.
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
How would i feel? i would feel like 'staying the hell away' from any such MMO. Gaming is a hobby for me not another job after working 10 hours a day.
90% of haters are begging for love. 10% just want a little attention -- Paulo Coelho
I think it'd have hte potential to be very cool.
I would avoid any MMO that featured perma-death like the plague. There could be implementations of this that work, but as a huge pvper death happens and when it does I would not want to have to reroll. That would just be a huge kick in the nuts.
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I don't consider Guild 2 to have permadeath for exactly those reasons. Your 'character' is the dynasty and I always keep plenty of kids around to make sure that it does not go extinct on me.
For many RPG players building up a character and making it look and feel the way we want is the biggest attraction of the genre. Why the heck would we want it expedited?
perma death is a little TOO much for my taste.......BUT more games should have free lootable corpses like the old day in UO......the person next to you may choose to rez your sorry @ss or just loot yer stuff and go place it in his bank or sell it back too you
man i miss UO
You could certainly design a game with Perma Death.
Perhaps if you die your character changes to some form of undead class, like zombie, or ghost or angel. Perhaps depending on the way you die.
Perhaps you could worship a cat god to get nine lives, or kill enough to become some sort of hero or titan, maybe give yourself a Prince of Persia type rewind skill to escape death.
Perhaps if you do enough stuff as a dead guy you can somehow reanimate yourself or charge up a frankenstein clone of your previous self (okay not exactly perma death, but it would be far from easy, perhaps you need other angels/ghosts to help you).
Have different lines of progression for the dead and the living.
Could be wicked PvP. You're fighting against a player controlled ghoul. If you get killed he doesn't just loot your corpse he gets to possess your body and takes everything. Creepy.
Note: This is just a 10 minute idea. It's far from perfect, but I'm trying to support peple that say you can do it if you design a game with perma death very much in mind. Clearly you'd have to balance the game so there was actually an advantage to staying alive.