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This is a discussion on "What types of games are impacted the most by permadeath?" in the Top Mud Sites Advanced MUD Concepts forum : I was at the gym today and I was thinking about our permadeath discussions here. I came to the conclusion that I actually believe AFS (Armageddon Feature Set) type games are the LEAST impacted by a concept like permadeath. Now, before anyone has a heart attack, hear me out. I understand that permadeath is a core concept for AFS muds. So what I mean when I say they are the least impacted is that players' day-to-day experiences and enjoyment are affected less on an AFS mud than on other types of muds. Perhaps that is part of why ... |
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#1 |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
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What types of games are impacted the most by permadeath?
I was at the gym today and I was thinking about our permadeath discussions here. I came to the conclusion that I actually believe AFS (Armageddon Feature Set) type games are the LEAST impacted by a concept like permadeath. Now, before anyone has a heart attack, hear me out. I understand that permadeath is a core concept for AFS muds. So what I mean when I say they are the least impacted is that players' day-to-day experiences and enjoyment are affected less on an AFS mud than on other types of muds. Perhaps that is part of why permadeath works on those muds - it is actually less disruptive and less of a negative for overall enjoyment than it would be on other games.
Imagine a spectrum from left to right: Pure Hack-n-Slash ......................|...................... Pure Role Play (MUSH) RP enforced games and AFSes are to the right of that center line, obviously. I believe that the further to the right you move on that spectrum, the LESS impact permadeath has on increasing excitement, tension, etc. Why? Because the farther right you move, the less someone has to lose from dying permanently. If the whole point of the game, and if all the fun of the game is the role play, then it really doesn't matter what your character is. How good your stats, skills, or any other "trained" abilities are don't matter that much. Yes, you lose a little bit from having to "give up" a fun character, but for creative people this is not a big deal. In fact, one could argue that it is more fun to make new characters frequently to keep things fresh and new. No matter how awesome a character is in a game, book, or movie, I can only take so much of that character before I am bored with it. Daemon Sadi is possibly my favorite fantasy literary character. But after reading 3 or 4 books with him, I've had enough for a few months. Now, the farther left on that spectrum you move, the more devastating permadeath becomes. If you have actually spent months or years leveling up a character, perfecting his skills, perfecting his gear, etc., then permanently dying is absolutely devastating. This would be like losing a level 70 tier 6 character on WoW, or something like that. Role play experiences are not linear. As long as you are having role play experiences, you are at the pinnacle of "fun" for that type of game. In a hack-n-slash game, a lot of the fun is linear. If you are bored with the low or mid-level gameplay, then dying permanently or starting over would be a HUGE issue. You would have a lot of grinding ahead of you just to get back to the type of fun you actually want to have (high level or "end game" content). But when the main purpose of the game is role playing, you can get right back to that same type of fun immediately upon re-entry into the game world with a new character. Dying and rerolling is not actually a significant setback. Looking at permadeath in this manner, you also see another of its pros on games that are almost pure RP with virtually no "hack-n-slash" or statistical/numerical character development. A coded feature that forces people to give up an old, beloved character (because it died) and make something new helps prevent people from stagnating. Sometimes, as a game developer, you have to save players from themselves. Players will often do things out of habit or stubbornness and not realize it is actually impeding their enjoyment. So having permadeath in more pure RP oriented games helps give people a nudge to give up an old character and start something new. |
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#2 | ||||||||||
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Senior Member
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Re: What types of games are impacted the most by permadeath?
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If instead you are attempting to address permanent death in all Role-Play Intensive games and simply fail to comprehend that other RPIs do not feature the same exact characteristics as Armageddon, I'll address your points as if you were referring to all RPI MUDs and not just Armageddon itself. Quote:
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A professor at my university used to bot a couple characters on MUDs. In a conversation with him, he once pointed to a computer in his office and boasted how much experience he just earned without having to even type anything. Now, if his character were killed, his loss was very little since none of the time it took to level and train the character had detracted from other things he could do because he hadn't been doing the leveling and training and so forth himself. Was there a loss, yes. He would have to re-engage the process and then go about his life as normal until the program had botted through the game to the point it had gotten his character to the first time. But the loss to him was very minimal. By contrast, role-playing isn't really something you can do with a bot. Sure, you could try but in the end it would result in some really, really pathetic RP. There isn't an AI in existance that can match the human mind in response and interaction. While it might be possible to program a routine to go out and raise the skill levels, slowly, of a character on a role-play game, the character will be no better off for role-play than if they'd just started. Quote:
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By contrast, when my characters on permanent death role-play MUDs have died, everything about them was lost. It couldn't be achieved again. The opportunities and experiences of that character were gone and even if I had made another character like that again, there could be no way to reverse the course of in-game events and replay them again for the benefit of the new character. The chance was gone forever. Quote:
Personally, I've found that permanent death enhances the sense of loss of any game regardless of whether or not it's H&S or RP. I would offer that a better chart would not be a "Pure H&S - Pure Role-Playing" line but rather a grid of that horizontal scale crossed at the middle with a vertical scale featuring "Permadeath" on one end and the inverse on the other. Various types of games find their way into the corners of the grid while others congregate near the middle. Take care, Jason Last edited by prof1515 : 04-29-2008 at 07:50 AM. Reason: Bah, typos! |
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#3 | |||||||||||
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: What types of games are impacted the most by permadeath?
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What Threshold is saying is simply that permadeath succeeds best when there is roleplaying behind it, and the loss of a character is less senseless because of the roleplay and allows players to keep trucking on with new characters. There's appeal to keep coming back for more. Quote:
If you are arguing the opposite, then I'm thinking perhaps AFS muds, where permadeath is a required feature, must have the most masochistic players around. If death actually creates the sense of wastefulness that one might get from losing a level 70, Tier 6, I wouldn't come back for more. Whereas even on Threshold, players who have had up to 10 years of developing their characters have suffered permadeath or roleplayed it out themselves. Some have also experienced it involuntarily and keep coming back for more. Quote:
The same goes for a character that just botted on any game RP-enforced or not. You didn't really do much in the game. You have no emotional investment except in the program that you created. Permadeath for people who bot would be like having a sector of their hard drive crash and destroy all the bots and scripts they've created. Again, I stress that they're not playing the actual game they're botting. Their game is creating the bots in the first place. Quote:
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Q: Why does permadeath work on certain games? A: Because the presence of roleplaying gives players incentive to come back for more. The loss of a character is not completely devastating and game stopping to the player. Quote:
You're basically agreeing making the same points as Threshold but flaming him in the process. ![]() {Sorry for all the snipping. I broke the character limit, guaranteeing no one is going to read this post!} |
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#4 |
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Member
Join Date: Dec 2007
Posts: 61
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Re: What types of games are impacted the most by permadeath?
I just get tickled when a poster assumes the worst about another.
I got bored with the Wheel of Time after book four, knowing there were umpty-billion others, and it simply didn't hold my interest. Some people got to book seven before they came to the same conclusion. However, it's because I'm impatient or undisciplined? I stuck with the Thomas Covenant books from get-go to gone-for-good. What judgements should be passed on me for that? Is it possible that it's because the WoT books are tedious, poorly wordsmithed, trite and commercially exploitive? That perhaps one man's T-bone is another man's drivel? I sincerely wish some of these presumptions about the poster were kept to oneself. I've gotten tired of characters played by others because I thought they were pedantic, predictable, or otherwise pathetic, but that really doesn't imply that I'm less imaginative or disciplined, does it? Ten years of listening to a character do a weak rendition of Jar-Jar Binks' accent should have -some- terminal point, no? RPIs. RPEs. RPGs. Know what takes the fun out of many of them? Attitudes of players. Wish there was a perma-death for that. |
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#5 |
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New Member
Join Date: Apr 2008
Posts: 11
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Re: What types of games are impacted the most by permadeath?
The overall question is, "What types of games are impacted most by permadeath?"
By the context of the argument, it appears that this question is asking what types of games are impacted in a negative fashion by permadeath. This question could delve into questions such as how permadeath systems impact player retention, levels of abuse, twinkery, boredom, etc...? So the theory is, "AFS-type MUDs are impacted less by a permadeath system because there is less to lose that cannot be replaced since most people are interested in role-play and role-play is an ongoing trait of AFS-type MUDs." I definitely believe that the coded focus of H&S games does cause permadeath systems to hit closer to home in terms of what it takes away from the player, but I also believe that's a fault of the H&S game design and that certain changes could help alleviate some of the issues. Issues that seem to help lessen the sting in AFS type games would be:
The investment on part of the Hack and Slasher is contained almost entirely within their achieved coded successes. If asked to describe their character, they would probably respond by listing pieces of particularly glowy or humming gear that ***DEVASTATES*** you in the face since skill distribution is likely fairly similar at the upper echelons of each class choice. The investment on behalf of the role-player is in both the coded success and the role-play experiences the character has attained. When asked to describe their character, they would probably provide you with a few personality traits, physical appearance, background story, current job, and perhaps a blurb about how proficient they are in some of their skills if that's been a focus of their character. Losing either character would result in a sense of loss for losing that investment of time and energy. However, I would wager that AFS players would be slightly less frustrated because they still have a wealth of memories and experiences from which to draw when they remember that character. When people talk of their characters, they don't talkabout the leet gear they had, or how fast they downed Zone 27 -- they talk about the stories of which they were a part. They relay encounters and convoluted plots in which they participated. Something remains of that investment even after death, and that may also factor into why permanent death isn't quite as harsh to AFS type games. Now, I mentioned that I wouldn't necessarily place H&S on a linear scale by default because it would be possible to create a H&S game that was better designed to support permanent death. You could increase the complexity of the classes and class choices, allowing for many varied paths to power and methods of improving that don't focus on the same grind day after day. It could still be fairly devoid of RP, but still be a more interesting interface so that repeat characters wouldn't swiftly become boring and/or aggravating. You could alter the world in some way so that the zones change or evolve somehow so that the experience of moving through them can be different from week to week, month to month, year to year. So, my answer to the initial question would be this: The games that are impacted most by permanent death systems are the ones whose game design and game world offers the least about of unique repeat play, complex character development, and most rigid linear ascension to coded power. -LoD |
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#6 | |||||||||||
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Senior Member
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Re: What types of games are impacted the most by permadeath?
I'm starting a different thread to avoid derailing this one discussing the inaccuracies in an earlier post....
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If you are arguing the opposite, then I'm thinking perhaps [RPI] muds, where permadeath is a required feature, must have the most masochistic players around.[/quote] I'm not arguing the opposite, I'm pointing out that the impact of loss is dependant upon the individual's investment, not on the type of game. Let me state that I believe that there is no difference between the loss of a character in a permanent death role-playing game and a permanent death H&S game. The difference is in the player playing them. For some, the impact of losing hours of killing stuff to gain levels and equipment and whatnot is a greater loss. For others, the impact of losing the character that they have role-played is a greater loss. It's not the game type that matters. It's the player playing the game. Quote:
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Take care, Jason |
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#7 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: What types of games are impacted the most by permadeath?
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I personally love the grind of a typical HnS game, and I'll level up several characters at once. However, I also do it with the understanding that those characters will always be there. Any progress I've made with the character will always be saved. Again, personal preference. So, the theory isn't completely accurate since we have very few hack n slash games with permadeath to compare with the RP permadeath games. Still, it seems logical to deduce that permadeath tends to succeed better in a specific type of setting. |
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#8 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 365
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Re: What types of games are impacted the most by permadeath?
While I agree to some extant, I think it also affects games that have really developed characters in roleplay as well. For example, if you work for a year on your character, building up relationships, political structures, etc., it is very harsh to start over as it were. It would be similar to being an NFL coach having to recroute the entire line up every time you lost a game. Yes yes, it is harsh, but really does it make for a better coach? Highly unlikely.
This begs another question and I'll post it on the other permadeath thread so as to not derail this thread. |
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#9 | |
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New Member
Join Date: Apr 2008
Posts: 26
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Re: What types of games are impacted the most by permadeath?
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Most respectfully, prof, you may not have intended a flame, but your earlier post sure looked, smelled, and smoked like a flame to me. I think that permadeath can be painful in both situations. I don't know of any pure H&S places that are permadeath (though pretty much all muds I come across claim to be role-play intensive). Personally, I find it harder to create a character that is distinct and recognizable and that I like to play than I do to grind through levels. Once I played a mud that involved hack and slash and some roleplay too. I created a pretty decent character, who spoke and acted pretty consistently and whose personality was decidedly different than mine. In the end, I quit the mud not because he died and lost all his equipment (and I remember thinking "Man, I lost my Stormshield! I'll NEVER get one of those again), but because the imms decided one day that my name didn't sound fantasy-ish enough and said I had to start over with a new char. Losing my equipment sucked, but losing my personality was a show-stopper. |
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#10 | ||||
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
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Re: What types of games are impacted the most by permadeath?
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![]() Don't devastate me, bro! Quote:
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I think the key for making permadeath more tolerable, and have less of an "impact", is to create a goal for the players that exists outside of the character. For Hardcore Mode Diablo II, this external motivation was competing on the ladder/ranking. For AFS muds, it is experiencing interesting role play. Quote:
A lot of RPE games have incredibly complex character development systems, as well as many HnS muds, and that actually makes the prospect of permadeath WORSE. Complex character development options is something that increases the impact (particulately the negative impact) of permadeath. AFS muds tend to allow for complex character development, and that is what makes permadeath still have SOME impact on an AFS mud. I think without this, death would have virtually no meaning on an AFS mud. |
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