Most people shudder at the thought of perma death in an mmo. Spend hundreds of hours on your character only to have it be completely erased, either by an enemy mob, an enemy person, or even a glitch. I'd like to go over some ideas on permadeath, and what in general permadeath changes about the game experience.
First, here's a couple ideas on permadeath and semi-permadeath
1) pure permadeath (when you die that's it)
2) semi permadeath:
option a (hard semi-permadeath) You start off with x lives. When you run out you permanently die. There may be quests to replenish your lives back to x amount, but never more.
option b (soft semi-permadeath) You never permanently die. But when you do die, there is a penalty for when you can resurrect (you have to wait x days, a week, etc. before you can resurrect)
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Now to discuss what permadeath/semipermadeath brings to the table. Well, imo it exponentially amplifies all of the experiences and feelings you have when playing a game, whether it be pve or pvp. The feeling of victory, the feeling of fear, excitement, curiosity, wonder... everything. In addition, it absolutely encourages social and team play when necessary.
Finally, I'm not saying that the only way to play this MMO is with permadeath. Maybe just have a server with that rule imposed. There could also be safe zones so you don't have to worry about being attacked wherever you go.
What are your thoughts about permadeath in mmos? They exist in games like Diablo where you can choose hardcore. Can they translate to mmos? Also, are there any current mmos with permadeath or semi-permadeath?
Comments
As soon as you say "permadeath" people think of their World of Warcraft Character or some such thing, how many month's they put into the character (or years in some games) only to lose it.
My guess is that any game that has "permadeath" would not be base around "character" but family. It wouldn't be so gear dependent.
Look at Darkest Dungeon (yes I know not an mmo[rpg]).
You can level a character only to have that character die at any time. Yet there isn't a lot of kvetching because the game is more about your roster of characters. Oh sure, you name them and they have some importance but if they die you can keep their worn items (provided the party can escape/prevail) and then level another.
But until some players understand that they aren't losing purples or that a permadeath game is NOT about the character it's going to be a hard sell.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Of course players should die in MMORPGs. This would heal almost every problem that ails MMORPGs. But every MMORPG ever made, from the early days when New World Computing (then owned by 3D0) quit Might and Magic online for want of money and Everquest was almost cancelled, to the assembly lines of today, has shunned death, and thus they have spoiled their longevity and integrity. The evil end of this is an Everquest with fifteen expansion packs which resembles a stiched abomination. These games doom themselves by choice, and besides that it is very much a political or social thing when you speak of MMORPGs. Most players like the society of the game and disregard the mechanics; that is, unless they hear "your character may die", and then they run the other way. This is the archnemesis of the socializer.
An MMORPG with death must contend with this low base population and also those who do play it, who are fickle in their own way. Some who support such games, I have seen, say things like "I want to play this old game, but with better graphics." In the end, MMORPGs never have and never will be ideal. They are too expensive, and they attract and encourage certain behavior which mixes badly with the circumstances.
My favorite: I am a diehard hardcore diablo 2 player who dueled/pk'd legitmately in D2, now I just play PoE in HC mode. Yes it is beyond frustrating when I lose a character to lag. But then again, I cannot really play the game in SC, as who cares at all, you can't really die.
I love permadeath, but I am not sure it can work in MMO's. In Diablo/PoE, you can exit immediately and have full rejuvination potions or some such thing. But be afraid of the one-shot kill. The one-shot and lag, the two biggest killers of HC characters.
Once, back in 2004, I tried to play WoW, like HC, i made a character and leveled him until he died, I made it to lvl 10 or 11, and died each time. In MMO's it is difficult to run away with tab targeting, the boss mechanics are way off.
What I think developers should do, is make their game. Make one server, that is HC. where you die once, it is over. Allow either special skills, potions, or abilities like instant teleport (on a timer), a few instant heals (potions), and such. But I'm not sure you can change each server that much in terms of availability.
or, have it like any other MMO, and have your character have a special halo that goes away on first death, so people know who hasn't died.
The best thing about hardcore I can remember was, back in early days of Diablo 2, if you entered in anywhere you level 60+, you were amazing. Just being a high level meant something. I had a lvl 67 paladin (my highest on d2 old days), i was like 24th on ladder. It was ton of fun.
Also, open world PvP would not exist, as that would be too much. My idea is don't make a game around it solely, just add it on as an extra function for those who may want it. Also, make sure you have amazing non-glitchy servers/network. But i think it could be a blast.
Cryomatrix
You can see my sci-fi/WW2 book recommendations.
With the standard crop of MMOs, I would be very much against permadeath. You would lose far too much and it would take far too long to get back to where you were. That loss means you then fear death, which in turn means you become very cautious in your gameplay. I don't want that in my games, especially as I like my PvP where death has to be present for it to be fun.
That said, if there was a dramatic shift in game design then it would be possible. Closest example I can think of would be something like state of decay. You recruit a large group of playable characters and can progress each one. It only takes a short amount of time to max each character, so the loss is small, and if you do lose one you can instantly switch to another and get back to the action quickly.
This only works because:
1) Small power gaps
2) Easy to replace what you lose
3) Long term progression separated from playable characters (namely, your base progression).
People mistake the letters "RP" in RPG or MMORPG to stand for "Role Playing"
Maybe at one time in the distant past but since I first started playing single player RPGs in the late 80s they more accurately represent the phrase "regular progression."
I consider progression to be a core pillar of the RPG genre, so mechanics which inhibit, roll back or eliminate progression gains in a large way are not viable.
I play EVE and do lose stuff, but the risk is manageable and no matter if I lose all of wealth I still have my highly skilled characters.
EVE in the last few years eliminated the mechanic where getting podded without a current clone cost a pilot one of his highest, long train skills.
Though players rarely suffered losses, it happened more than it should have and I witnessed more than one player cancel their subs when they screwed up and lost a skill that may have taken 65 days to train.
Severe losses are a sure way to drive off paying customers so perma death is just never really going to fly without some form of mitigation as COE is promising.
Time will tell if they can make it actually work.
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Very few people are going to put in months/years on a character only to have that obliterated. Especially if they have to continually do the same content over and over.
However, when you take the focus off of individual character progression and progress some larger entity then there is less of a feeling of futility.
The other way to go about it is to make progression easy. This way, if a character dies it's not going to dissuade a player from making a new one and continuing.
What needs to be avoided is a sense of Sisyphean futility.
I'll also add that x-com is a prime example of how to do this.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Like in case of a wipe having secondary characters that come with wagons to pile the deceased heroes on them and take them to a nearby or not so nearby temple to be resurrected. If they manage to do it in a certain time even in a week, perma-death denied.
Another type or an added type of perma-death I'm thinking is spawning naked where ever the character started the game. That imo would make one hell of an mmo mechanic.
An additional cool perma-death mechanic would be to raise a deceased character as a weakened undead either back as a PC or as an NPC once.
That said, as mentioned above, permadeath probably fits the roguelike genre better, because those games are at least slightly (sometimes greatly) different every time you play through them, unlike an MMORPG.
An MMORPG with perma death will have to be built around that mechanic, and at that point it loses to roguelikes because roguelikes are already built around that mechanic without the myriad of balance issues and complications that the MMORPG genre brings to the table.
What might be ideal imo with perma-death mechanics:
You don't lose stuff in the bank. Your other characters can get those, or an account bank etc.
Gear is dropped on ground at death and can be picked by your other characters only or just by anybody. For realism I'd prefer the latter. Then you can perhaps acquire it back for your other character from your friends who picked it up.
Some kind of account based skill, money, gold etc progression.
But getting back to the point, yes, some sort of "meta" progression is what I think would make a perma death game work.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Ashes of Creation: https://www.ashesofcreation.com/ref/Archangelus/
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
How so? Simple. You want perma death, you delete your character whenever you get killed! Semi Perma Death? Why you impose your own penalty... don't log in to your character for a week, don't repair for a week, sell everything on you at the time of your death!
Oh wait, you only want these features if they are imposed on every player in game... otherwise you don't want perma death or semi perma death.
Everything would lose meaning if the Uber Boss that causes deleveling and takes 2 hours to kill if you're lucky can also have a noob settings where you can stand there and take no damage and one shot it with damage to spare.
The whole idea of an multiplayer game is not just to be standing around other players but to have a shared experience.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Yeah, you lose your char but if i played SC only, i would have stopped playing PoE a long time ago as I would have gotten bored.
Cryomatrix
You can see my sci-fi/WW2 book recommendations.
Allow players to make a selection during character creation with say a slider: 1-10. 10 being PD upon death, 1 is the lowest "penalty" (which could be nothing to those thinking to make a point about it). With a variety of things in between like body recovery in EQ.
But using this approach, the player knows he doesn't have control over PD if he chooses it and dies. Your case, he can chicken out of it.
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
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LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Possible if MMORPGs are made in different ways than most are made now.
Rogue lite is if you played rogue and had permanent benefits after you died instead of having to start over which if Rogue was based off of Rogue would be a Roguelike. Don't know if that makes sense to anyone but it's easy to tell the difference.
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You need to be able to run from a fight,however when you allow that to be too easy then you create a VERY easy combat system ,especially for kiting.if you don't allow the realistic scenario of running/fleeing then why have the realism of perma death.
Gaming is not and never will be reality,however we can at least mimic death.on the subject of mimic death,not many a developer has done that very well at all,every death situation misuses the term,similar to devs misusing the term mmo and rpg.Seems game devs have got a free pass to misuse many terms,including invest which often KS 's are using and the term FREE as in f2p,so yeah seems gaming is a blackmark on not using terms properly.
Never forget 3 mile Island and never trust a government official or company spokesman.
To resurrect is simply a time period,no different than dusting yourself off and going back at it 1/2/3 minutes later.
I would much prefer the proper use of terms,such as KO'd,unconscious and then mimic that through realistic measures such as less dexterity ,less mobility for a certain time period until you recover.Then if a developer is not lazy and cheap create various levels of injury,various time to recover.
Never forget 3 mile Island and never trust a government official or company spokesman.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
I think different players have different tolerances for loss. I think this correlates with their desire for risk, and to a lesser but still important extent reward. It hurts EVERYONE when they die and lose something, but some people put more value on it, so it becomes a thing they endure.
In early Everquest, you lost experience and you had to recover your corpse. Corpses could be deleted if you didn't recover them in time, including all your worn gear and inventory. On PvP servers, you could additionally lose carried money and 1 item upon death. In Diablo 2 HC, you lost everyting when you died. Either way, you lose time. It all amounts to lost time, regardless how severe. For players, loss is important in creating risk. But different players want different amounts. There're majority groups and smaller minorities.
In single player, I prefer respawning when I die, but I also like some loss. I find saving/loading is cumbersome. Not only does it put more strain on the harddrive, but it forces us to manage saves. I much prefer respawning with some losses and playing more naturally through it.
Whatever your label is, be it permadeath or death penalty or semi-permdeath, it can be defined as a loss in time. How much? The greater the loss, the smaller the audience will be for the game. The more expensive a game is, the lower the loss has to be to fund the game. It follows only cheap or old games will have permadeath defined as extreme losses of time. If we're liberal, we can define permadeath to only mean the death of the avatar and only a small loss in time. This is easily done if the avatar doesn't represent most of your wealth or influence. Its death might hurt, but it's a small blip. In retrospect, redefining minor death penalties as permadeath is dishonest but I suspect many game developers will do so to say "Hey, we have p3rmd3ath!"