I went with unforgivable because if I want to die, I have a real life to do that in. I don't look for a life replicate in my games. That would make me delusional. I have a life and I play characters.
I cant decide which [ ] is most important. The only one that jumps out is graphics as something that can make or break interest but then again I still have fun in runescape. Even tho it's nothing fancy, there's just something nostalgic about older graphics from console game playing likely. Would I pay premium price for old style graphics? Probably not, with a subscription price I expect to pay more for better quality. So if a game has great quests but the graphics were cruddy and they wanted 30 bucks a month, I couldn't justify it, it would be likely I would compare it to others and think I was getting bilked.
There are similar threads on other MMOPG board sites, I can get you those links if you like. Just let me know (IM assuming IM not allowed to post the links directly)
Death is like anything else in a MMO part of the game, Perma death of a character should has to be balanced with a reward for playing such a character if others are allowed to respawn willy nilly. If all characters die (old age or dagger in the back are two very differnt reasons for taking a character out of the game and his memory (and possesions) linger, Who gets his assets. The question invokes many more as you get into the game and its mechanics around character development and life span or lack there of.
The value of Perma death differs from individual to individual. Many people relate to and become Attached to thier characters. Others feel "Nothing ventured, nothing gained" and value accomplishment based on risk. I am mainly from the latter. The same heated discussion came up early on when MMORPGs introduced Item decay ...so you can imagine the discussion in regards to permenant character loss.
I will say, if there is perma death, then character progression will likely needed to be much faster than most current MMORPGs (on the order of a week of play, perhaps 2). You will also need to decide what to do with the items on the now permenantly deceased (also lost?, transfered to the new char? able to be looted?)
If you install PvP and perma death is instituted your in a load of trouble. Class balance will be paramount. Exploits (Both in game and out) may become rampant with so much on the line. guild structure willalso be important.
Permanent death will never exist in an MMO, because there are always those people that have to cheat to win. The devs would be spending most of their time answering complaints. No dev team has that kind of time.
I would want to go through some sort of ordeal after death to cme back to life kind of like in God War where kratos has to go through hades to come back to life. I think thats what funcom is doing with Age of Conan where you actualy go through hell if you get too much hate points, but you dont go though it all the time. I think thats actualy pretty cool system which I cant wait to try out.
Permanent death depends on the character advancement. How long it takes to get a “mature” (max level, skill capped) character, depends on how costly that death is. If it takes a week or less to get “back in the game” then I won’t mind nearly so much as if it takes four months to make a replacement.
I would venture to say there are certain designs that could make good use of permanent death, and other designs that would turn it into a nightmare – it really depends on how the game is setup.
The making a heir to your character idea is nice, but if i wanta new character i will make one. Why be forced to make new characters so the game can be more "real". well if i want real i got life i want fun.
It's funny that people just assume that there would be a level-grind of some sort, that some effort would have to be lost of that nature. What if progressing through the game took some other form, where getting killed didn't mean losing that much. Could mean losing everything, or could mean losing nothing, or anywhere in between.
Other goals than grinding out a character progress-quest style? How unimaginable...
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
I answered the first poll with "Unforgivable." While I understand some of the more hardcore types would like such permanent death, I just can't agree with it. I've never played an MMO that wasn't a huge timesink. You typically invest a lot of your time and effort into your character, building up cash and gear to make your toon as good as you can. If you were to build that all up and just lose it... I personally would likely quit the game. It's the same reason I don't advocate player looting in PvP, at least not to the extent some of the hardcore players would prefer. Looting one item or a handful of cash is one thing. Looting the body clean is just stupid and will drive players out.
I answered the second poll with "Innovation." I'm not a real fan of WoW's graphics, I do like some pretty scenery. However, I think it's secondary to the fun factor and new, exciting content is typically fun. Plus I'd rather not have to buy a new graphics card or an entirely new machine every time a new game comes out. Storyline is important, but again, secondary to innovation. I've tried many an MMO in recent years and while they may have had decent stories, they were all essentially the same game. Thus, quickly boring.
Perma-death should be something people choose for themselves rather than being forced on them. and yes I play a game that has just this and yes people do make that choice.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
It's wurmonline. and you get three lives. you essentially get the powers of a priest without any of the limitations of being one and a few other buffs(faster healing(my god is it slow healing for everyone), a few religious stat buffs(instant effectivness + 100% in that area), and a characteristic buff).
as for it being worth it statistic wise no, but the social implications are worth it to some people. you truely do invest a lot into your character though not for someone who is even slightly feint of heart.
another down side you're stuck as a priest for about 3-4 months so you can truely make up your mind(then decide to stay as a priest or drop back down to normal life).
I find it amazing that by 2020 first world countries will be competing to get immigrants.
I do agree with you, MMO players are coddled. There's not a lot of risk anymore, nothing to lose in dying. I have my theories about why that is.
It really depends what type of game you have and what type of player you want playing it. If you have a game that's marketed as hardcore, "not for the feint of heart," you'll definitely attract players. There's a lot of people who want to play that kind of game. You will cut out the players who don't, the more casual gamers. As I said in my last post, I personally would choose not to play a game where I could chance to lose everything I've worked for. Some risk is fine from my standpoint, if I lose some things I'm aggravated but will continue playing.
I think a lot of developers these days seem to want more rounded games to encompass a larger (younger?) audience, and so sacrifices are made to cut the majority of the crying and whining. Permadeath would only appeal to a certain type of MMO player, and there may not be enough of that market for the high hopes of most of these companies.
Comments
I went with unforgivable because if I want to die, I have a real life to do that in. I don't look for a life replicate in my games. That would make me delusional. I have a life and I play characters.
I cant decide which [ ] is most important. The only one that jumps out is graphics as something that can make or break interest but then again I still have fun in runescape. Even tho it's nothing fancy, there's just something nostalgic about older graphics from console game playing likely. Would I pay premium price for old style graphics? Probably not, with a subscription price I expect to pay more for better quality. So if a game has great quests but the graphics were cruddy and they wanted 30 bucks a month, I couldn't justify it, it would be likely I would compare it to others and think I was getting bilked.
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This question has been brought up several times. I did a quick search since I remembered I took part in the last discussion
Take a look at this link and it ought to help you as well
http://www.mmorpg.com/discussion2.cfm/thread/128110
There are similar threads on other MMOPG board sites, I can get you those links if you like. Just let me know (IM assuming IM not allowed to post the links directly)
Good Luck
Torrential
Torrential: DAOC (Pendragon)
Awned: World of Warcraft (Lothar)
Torren: Warhammer Online (Praag)
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Death is like anything else in a MMO part of the game, Perma death of a character should has to be balanced with a reward for playing such a character if others are allowed to respawn willy nilly. If all characters die (old age or dagger in the back are two very differnt reasons for taking a character out of the game and his memory (and possesions) linger, Who gets his assets. The question invokes many more as you get into the game and its mechanics around character development and life span or lack there of.
The value of Perma death differs from individual to individual. Many people relate to and become Attached to thier characters. Others feel "Nothing ventured, nothing gained" and value accomplishment based on risk. I am mainly from the latter. The same heated discussion came up early on when MMORPGs introduced Item decay ...so you can imagine the discussion in regards to permenant character loss.
I will say, if there is perma death, then character progression will likely needed to be much faster than most current MMORPGs (on the order of a week of play, perhaps 2). You will also need to decide what to do with the items on the now permenantly deceased (also lost?, transfered to the new char? able to be looted?)
If you install PvP and perma death is instituted your in a load of trouble. Class balance will be paramount. Exploits (Both in game and out) may become rampant with so much on the line. guild structure willalso be important.
Hope this helps, and good luck!
Torrential
Torrential: DAOC (Pendragon)
Awned: World of Warcraft (Lothar)
Torren: Warhammer Online (Praag)
.
WHat are you talking about. reread and then answer the poll.
Permanent death will never exist in an MMO, because there are always those people that have to cheat to win. The devs would be spending most of their time answering complaints. No dev team has that kind of time.
Games are sopose to be fun. Dieing once and game over is not fun. Work is work and games are fun don't make games hard like having two jobs.
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I would want to go through some sort of ordeal after death to cme back to life kind of like in God War where kratos has to go through hades to come back to life. I think thats what funcom is doing with Age of Conan where you actualy go through hell if you get too much hate points, but you dont go though it all the time. I think thats actualy pretty cool system which I cant wait to try out.
.
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Permanent death depends on the character advancement. How long it takes to get a “mature” (max level, skill capped) character, depends on how costly that death is. If it takes a week or less to get “back in the game” then I won’t mind nearly so much as if it takes four months to make a replacement.
I would venture to say there are certain designs that could make good use of permanent death, and other designs that would turn it into a nightmare – it really depends on how the game is setup.
.
The making a heir to your character idea is nice, but if i wanta new character i will make one. Why be forced to make new characters so the game can be more "real". well if i want real i got life i want fun.
It's funny that people just assume that there would be a level-grind of some sort, that some effort would have to be lost of that nature. What if progressing through the game took some other form, where getting killed didn't mean losing that much. Could mean losing everything, or could mean losing nothing, or anywhere in between.
Other goals than grinding out a character progress-quest style? How unimaginable...
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
.
I answered the first poll with "Unforgivable." While I understand some of the more hardcore types would like such permanent death, I just can't agree with it. I've never played an MMO that wasn't a huge timesink. You typically invest a lot of your time and effort into your character, building up cash and gear to make your toon as good as you can. If you were to build that all up and just lose it... I personally would likely quit the game. It's the same reason I don't advocate player looting in PvP, at least not to the extent some of the hardcore players would prefer. Looting one item or a handful of cash is one thing. Looting the body clean is just stupid and will drive players out.
I answered the second poll with "Innovation." I'm not a real fan of WoW's graphics, I do like some pretty scenery. However, I think it's secondary to the fun factor and new, exciting content is typically fun. Plus I'd rather not have to buy a new graphics card or an entirely new machine every time a new game comes out. Storyline is important, but again, secondary to innovation. I've tried many an MMO in recent years and while they may have had decent stories, they were all essentially the same game. Thus, quickly boring.
Perma-death should be something people choose for themselves rather than being forced on them. and yes I play a game that has just this and yes people do make that choice.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
.
It's wurmonline. and you get three lives. you essentially get the powers of a priest without any of the limitations of being one and a few other buffs(faster healing(my god is it slow healing for everyone), a few religious stat buffs(instant effectivness + 100% in that area), and a characteristic buff).
as for it being worth it statistic wise no, but the social implications are worth it to some people. you truely do invest a lot into your character though not for someone who is even slightly feint of heart.
another down side you're stuck as a priest for about 3-4 months so you can truely make up your mind(then decide to stay as a priest or drop back down to normal life).
I find it amazing that by 2020 first world countries will be competing to get immigrants.
I do agree with you, MMO players are coddled. There's not a lot of risk anymore, nothing to lose in dying. I have my theories about why that is.
It really depends what type of game you have and what type of player you want playing it. If you have a game that's marketed as hardcore, "not for the feint of heart," you'll definitely attract players. There's a lot of people who want to play that kind of game. You will cut out the players who don't, the more casual gamers. As I said in my last post, I personally would choose not to play a game where I could chance to lose everything I've worked for. Some risk is fine from my standpoint, if I lose some things I'm aggravated but will continue playing.
I think a lot of developers these days seem to want more rounded games to encompass a larger (younger?) audience, and so sacrifices are made to cut the majority of the crying and whining. Permadeath would only appeal to a certain type of MMO player, and there may not be enough of that market for the high hopes of most of these companies.
.