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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: 903
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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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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 08:50 AM. Reason: Bah, typos! |
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#3 | |||||||||||
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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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: 83
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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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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
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 522
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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: 711
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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: 27
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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: 903
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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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#11 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 903
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Re: What types of games are impacted the most by permadeath?
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#12 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 711
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Re: What types of games are impacted the most by permadeath?
Well, that depends. If his name was "IROCKU" we might change it too, but then, he'd never get past creation really. So, hmm, who knows, maybe the MUD started to get more RP'ish.
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#13 | |
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New Member
Join Date: Apr 2008
Posts: 27
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Re: What types of games are impacted the most by permadeath?
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I played him for about 2 years. And despite the funny titles, he was a fun and memorable character-- an over-the-top, sort of John Wayne-ish paladin. I tried to argue that it should be pronounced "Tck" but that didn't really fly. The mud did try to get more formally RPish, but the irony was that he was actually a pretty well-defined character. His name just happened to violate the new policy of nothing that looks like initials, and no exceptions were made. |
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#14 |
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Member
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Re: What types of games are impacted the most by permadeath?
Yeah...that's just ..off. There's really only three options I can see that an admin should have made there. None of the three are deleting your character and making you start over.
1.) Ignore your name and grandfather it. 2.) Change your name. 3.) If the mud had binary pfiles and couldn't easily change your name, have you make a new character and reimburse it with the previous character's level and stats. |
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#15 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 903
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Re: What types of games are impacted the most by permadeath?
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A shame. |
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#16 | |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 711
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Re: What types of games are impacted the most by permadeath?
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#17 |
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Join Date: Sep 2009
Posts: 60
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Re: What types of games are impacted the most by permadeath?
I think permadeath affects a certain type of -player- more than a certain type of game.
With that said, I don't play any hack-and-slash MUDs, but if any of them require the sheer number of hours that being top-tier in WoW does, I'm betting it would affect them the most. If I was offered the choice between permadeath in WoW and permadeath for a character that I played in a pure RP MUD for over a year previously, I would choose the pure RP char. No hesitation. But that's probably because I have about 300+ DAYS played on my WoW character (with minimal afk). ![]() That's not to say that permadeath wouldn't have affected my pure RP character. It had a rich history and storyline that took a year to develop; there was immense character development and building of relationships. To start again would be, ick. Fortunately, that particular game didn't have permadeath/PK. I would honestly prefer that TI (the MUD that I am playing currently) didn't have permadeath. But I suppose I can understand how it helps make the game more realistic. |
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#18 | |
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New Member
Join Date: Dec 2009
Posts: 24
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Re: What types of games are impacted the most by permadeath?
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The discussion seems to assume that things all fit neatly on a sliding scale - which for the most part they do - but we're not really taking into account that different sorts of players pick muds at the different points on the scale. It's been said that the cost of permadeath is when the players loose the effort they've invested into a character. That is the truth. But what the player feels they've lost will vary based on the type of player they are. In roleplay muds, you'll find that players tend to fall into two general categories. You've got the ones who make a character and play it for years. I know PCs that have been around for over eight years, and have played almost every day. And then you've got the players who keep wanting to try out new character ideas, who delete their old characters and constantly create new ones. Obviously, permadeath is going to have a different impact on those players, despite both being on a roleplay mud. Similarly for hack and slash. Loosing years worth of levelling is lame, and upsetting. And if it's not worth the effort to build your new character back up to the previous level then you'll leave the game. But in my world, I'll only play a hack and slash game if I'm *enjoying* the game. I don't care about being the best, or having that sword - I care about the enjoyment of working my way through the game (and I stop playing when I get to the end...) - so for a player like me, loosing my character isn't much of a loss. I get to try out a new character type, and play through the game again. If the grind isn't fun, I wouldn't be playing in the first place. The benefits of permadeath also vary based on the players. I strongly do not enjoy hack and slash games if there isn't a chance of loss. That loss doesn't have to be permadeath, it could be temporary death, loss of items, lower position on the scoreboard, etc. - but there has to be a way to "not succeed" so that when I do succeed it's more meaningful. An easy way to have a loss mechanic is to add combat and death to the game. You go out, hit things until they die, and if you're successful they die. If you're unsuccessful, you die. Then you come back to life and repeat. There is a clear point where the player feels "I lost that encounter" - without temporary death, it's much harder. How do you show the player that they lost the encounter? Even if they break their PCs arm, or loose items... it's not easy. There are certainly game mechanics that could be used. For example, you could have a fantasy world where their magic amulet detects that they are about to die, and teleports them to the hospital. Or you could have death permanent, but have a clear indication when they are about to loose the combat, and plenty of opportunities for them to retreat. In roleplaying intensive muds, death is often less necessary as a loss mechanic. If the game is very social, loosing a job, gaining the scorn of the priesthood, or whatever social game mechanics are in place can provide the loss. When combat is a focus, players want a "conclusion" - usually death. In a roleplaying game, if combat is less of a focus, it is easier to avoid death as a regular occurrence. Especially if the combat has social meaning, for example, a duel of honor has a conclusion without needing death. Another thing to take into account is player escalation. Ever watched how players react to each other? When one does something that upsets another, a regular response is to try and pretend it doesn't bother them (which is easy from behind a keyboard) - that continues while the player gets more and more upset, until it gets to the point where they are so upset they explode, and want to get as much revenge as possible. Molehills into mountains. Even when there aren't OOC feelings involved, players often respond in... I don't want to say inappropriate... perhaps I should say unrealistic ways. Someone insults them, they pull a sword. Having an argument, they choke the other person. Someone scoffs at them, they throw a rock at that person's head. Seriously, now. Imagine if someone in real life *threw a rock at your head* - that's the sort of behavior we tell our children not to do, but in a MUD it would be a very moderate response. There are a number of reasons for these extreme responses. No (or few) consequences for the player. Other players have extreme responses so that is the "normal" reponse. They are playing the special hardcore tough assassin psycho (but so is everyone else), and so on. The end result, though, is that situations escalate much faster than they would in real life. Throw permadeath into the mix and... well... situations will escalate to death much faster. That tends to be less of a problem in a hack-n-slash mud, because if roleplaying isn't expected the combat mechanics probably already take pvp into account. In many cases the options would be "fight the other PC" or "don't fight the other PC" - so everyone knows the rules, and is on an even footing. In a roleplay mud, things are often much less balanced, and the "rules" are murkier. I've regularly seen players on roleplay muds do things like drop their weapons because there was roleplay from other players about wrestling the weapons out of their hands, and do other actions that disadvantage themselves - that's great, it's always wonderful when players put roleplay first in that sort of situation - but it only works when the other players will be equally considerate. If someone roleplays headbutting you, so you roleplay that you're stunned. While you're stunned they roleplay grabbing your sword, and you allow that to happen, then they roleplay putting a knife to your throat while questioning you, and you go along with that for the sake of the story.... then they decide to escalate the situation and kill you (well... kill your character, but you know what I mean) - that's fine, if you want your character killed. If you don't want your character killed? It's more problematic. Will that other player now let you roleplay grabbing their wrist and wrestling *their* weapon away? Maybe. Maybe not. If not, the situation has become somewhat unfair, not because of game mechanics, but because of player actions. If the scene leads to death, then you might feel that it was unfair due to the players acting under different assumptions of "how the game is played" - if that death is permanent, that's a significant situation that can be very upsetting. You could argue that the player shouldn't have allowed themselves to be disarmed, etc. and that it was their choice when that happened. That is a valid argument, but that will lead to a different sort of roleplaying, and a different sort of game. It's equally valid to argue that since you allowed yourself to be disarmed, the other player should also do the same when it's appropriate in the story. Neither is right or wrong, as long as both players have the same assumption. In Ironclaw, (a RP enforced game) we pussyfoot around this issue somewhat. We have temporary death, but there are certain situations that can lead to permanent death. If someone dies from a sword fight, the church priests resurrect them after a few days. If the player chooses to, they can have the priests not resurrect their character, or say that the resurrection was unsuccessful. (And that allows the characters to roleplay that death is a dangerous thing, and that not everyone returns) - it is also assumed that the PCs are special, and the average peasant on the street wouldn't be resurrected. We have some situations where there is a risk of permanent death. Some characters have been excommunicated by the church which, among other things, means that they won't resurrect the characters if they die. Being executed for a crime also means they wouldn't resurrect the criminal. One character once "declared war on the Church" and tried to rile up mobs, and got burnt at the stake for his troubles. And occasionally there are special events that give extra options for characters that are willing to risk permadeath (for example, going out to personally duel with a feared pirate captain while the other players fight with the crew) - in all these cases, there are clear warnings to the players so they know what they are risking. And many players still choose to take the risk, if they think the story or benefits will be good enough. The significant thing is, the players choose if it's worthwhile. They can allow their character to go out with a bang, in something that's significant to their personal story. They won't loose their character just because they ran into another player who decided to kill them off, or because of a bad dice roll. But... that's just our compromise. Others wouldn't want the option at all, and then there are people who would like the chance of loosing characters from bad dice rolls. It all depends on what works for your game. ... it's worth noticing the concept of "going out with a bang" - we've given players big events for permadeath, like being burnt at the stake. In many hack-and-slash games, the permadeath wouldn't be a big event. "The eighteenth spider crab killed me" or "Bob attacked me while I was walking to the hospital to get healed" - that's not fun. Even in a hack-and-slash, if the death was "I fought my way to the witch-lord and, knowing I was mortally wounded, I stabbed my sword through his chest, locking us both into a death embrace. Wrestling together, we tumbled over the cliff to our deaths." - even if that isn't seen by any other players, the player in question can feel "Yeah, my character is badass" rather than "Oh, I died. I guess that's over." |
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#19 |
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Join Date: Apr 2003
Posts: 176
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Re: What types of games are impacted the most by permadeath?
I'm worried about you guys who are worried about the implications of permadeath. But I have good news. If you don't see the value of games with permadeath, you'll be happy to know that they are easy to avoid. If you're looking for a game to play, avoid the ones calling themselves rpi (as much as you'd like them not to, that's what they'll be calling themselves. It will not occur to them to refer to themselves are AFS games.)
If you're looking to create a game and you don't think that permadeath has value, then you needn't include that feature. Please. Enjoy your gym time. Don't worry. Be happy. |
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#20 |
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Member
Join Date: Apr 2003
Posts: 176
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Re: What types of games are impacted the most by permadeath?
And remember to hydrate.
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#21 | |||||
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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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#22 |
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Senior Member
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Re: What types of games are impacted the most by permadeath?
My basic response to a lengthy and perhaps haphazard argument.
RPIs are affected less negatively by permanent death than a more H+S-styled game would be, simply because there is a culture of acceptance of permanent death on RPIs/"AFSs". Additionally, permanent death in these settings, if designed well, raises the stakes and provides a sense of community for the sake of survival. Certainly on Atonement, where combat code is more developed than other RPIs - where npc AI is far better scripted, coded and intelligent - there is a high risk to combat. That's the setting. If you wanted to create a survival horror setting, I would challenge you to create more horror than on an RPI setting where your character cannot just simply come back to life. In this way, permanent death is a positive thing for RPIs. As a side-note, I refer to the RPI genre as such, simply because the "code engine" that almost all RPIs use (ARM is an exception) is called the RPI Engine, or is a derivative of the RPI Engine. You could call Medievia DIKU, Realms of Despair a SMAUG, or Utopia: Type Final a Godwars ... you would be exactly as correct. Now, could permanent death work for H+S in a positive way? I think so, if it's designed to work. Optional "hard" mode makes sense, and I know that Dragonrealms and a few other H+S MUDs have employed this approach. One thing that I think actually makes the loss of (particularly) equipment a little bit rougher in an RPI (or at least less certain), is that on a H+S you typically get your equipment from killing a mob or completing a quest. Even if your character dies, you are going to likely follow the same or a similar route to get your equipment. This is perhaps the only "more negative" aspect to permanent death that I can come up with for an RPI-styled game. Still, no matter the kind of game, permanent death as a feature (even an optional one) can do nothing but raise the stakes of play. For roleplay, this means more intense, more interesting play. For both RPI and H+S, this means more strategic and cautious planning of combat, lest you risk getting killed for foolishness. It's certainly not a good answer for every MUD. What kind of MUD does it affect the most? In a positive way, it affects RPIs the most, I'd say. In a negative way? Quest-based MUDs. H+Sing levels and equipment back together isn't so bad. Having to repeat your way through a series of quests that you are already familiar with (unless the game has a very dynamic and varying quest system) might have less replayability love. Replayability is what you are ultimately talking about here, and genres that have more of a variety in replayability will ultimately be better candidates for some form of a permanent death system than MUDs that are less replayable. |
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#23 | |
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Member
Join Date: Sep 2007
Location: Europe
Posts: 132
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Re: What types of games are impacted the most by permadeath?
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I have tried Arm twice now, and never lasted beyond 2 hours with any characters, and that was disheartening, but that is becasue I was looking at it from the prespective of "ohmygod what if I build this character for a year and THEN die" never appreciating that Arm is more about the roleplay, and not the individual avatar. After several years of playing a mud where a whole months work can be destroyed by a single disconnect, then my mindset was just not ready for that game. You need to get off your high horse, and swallow your antagonism. The post is relevant, interesting, and not an assult on RPI, but more letting people know that they can be intesting if you shift perspective. |
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#24 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 711
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Re: What types of games are impacted the most by permadeath?
I'd say that permadeath is nothing more than a restart of the same character with a different name on most games that have it as the only option. I've seen this alot and especially on forums where the permed player is asking buddies to meet them at locations to help them get going again. Gag. And yes, I've seen this on Armeggedon as well.
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#25 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 903
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Re: What types of games are impacted the most by permadeath?
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I haven't played a permadeath game in a long, long time. I'm shocked to hear this, though after further thought not that surprised. While some people certainly love the feature, I think permadeath is one of those features that sounds awesome in concept to some people, but when faced with it they regret it. |
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#26 |
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Senior Member
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Re: What types of games are impacted the most by permadeath?
I've never seen this on ARM, though I will admit that I've not been able to play the game much because of aesthetics, unfortunately, more than anything else. I somehow doubt, though, that their staff would allow for players to post relevant IC information to have meetups to "help new characters get going again". On RPIs, you don't typically go out and kill mobs to get equipment. I know that when I worked at Shadows of Isildur, the other head staff was almost too nazi about punishing folks for any sort of outside communication with players at all (beyond the forum, which was monitored to keep IC info out). I don't think that you can realistically expect players not to talk on AIM, and I don't think that you can fairly punish them for doing so.
At any rate, I'd be surprised if you saw someone posting about a "help my new character get equipment again" meetup on ARM and nobody was punished or corrected on the issue by the staff. I've heard good things about the ethics of ARM's staff. Of course, I also heard good things about the ethics of Shadow of Isildur's staff when I was a player; I am not beyond being surprised. ![]() But I will stick up for permanent death here. I've ran PK-oriented MUDs, Hack+Slash, been involved as a staff and player on more MUDs than I can possibly remember, for over two-thirds of my life now. The choice of making death permanent in your game is a serious design feature; truly, if you do so, the entire concept and play of your game needs to respect this feature. Table-top games are (typically) permanent death. There have been very popular MMOs with permanent death as an optional mode of play. RPIs (at least, the ones utilizing the RPI Engine) are permanent death. There may not be a great number of RPIs out there, but the ones that continue to exist have good-sized playerbases of people who enjoy the danger and realism of being able to have your character quite literally die. The fear of death, choosing to stand and fight in the face of death, murder, execution, your friend/enemy/ally dying and mutating into a monster infront of you, death in childbirth, the loss of family or friends, the slow numbing of a soldier who grows accustomed to his brothers dying around him ... these are such potent forces in writing, in roleplay, in immersion; permanent death changes the stakes in which the events of the world and characters around yours unfold. It's not right for every setting or every MUD. But if you have a story with high stakes, where you want your players' characters to mean something to the story through sacrifice, or weakness, or any of those things augmented by my points in the previous paragraph ... if you want that element of finality in your game, more than you want to not hamper players with loss of equipment and character - then permanent death may just be right for you. It's all in the genre. Last edited by DonathinFrye : 02-14-2010 at 08:37 AM. |
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#27 | |
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Senior Member
Join Date: Apr 2002
Location: New England
Posts: 676
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Re: What types of games are impacted the most by permadeath?
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#28 | |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 711
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Re: What types of games are impacted the most by permadeath?
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Keep in mind, this isn't a bash on Arm as they run a pretty tight ship from what I've seen. It is merely an example that this type off perm and restart is active everywhere and even if players don't talk on forums they surely talk on IM. My point was that permadeath most of the time is nothing more than starting again and likely with not much variation in character play. On NWA if a player is perm'd they must do a number of things to prove their new choice of a new character with background and where they begin. They normally cannot choose a similar path (for example if you are permed as a slave you cannot recreate as a slave in the southland). This tends to force a player to take each character creation more seriously. |
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#29 | |
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New Member
Join Date: Jan 2009
Posts: 2
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Re: What types of games are impacted the most by permadeath?
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As far as other players are concerned, I would hazard a guess that only true newbies who have difficulty generating descriptions and backgrounds ever repeatedly recycle concepts. As far as recruiting over the forums is concerned, uh, no. Diversity there is what you make of it. If you want to play the same archetype over and over again, that's your prerogative, but the permadeath feature has absolutely nothing to do with it. |
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#30 |
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Senior Member
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Re: What types of games are impacted the most by permadeath?
I'll have to agree with Synthesis. We use a Badge award system for roleplay of specific archtypes of characters on Atonement that is meant to dissuade people from playing the same personality types again and again. We make it clear, as staff, that we want them to try new and challenging character concepts. If I were to see a player character die, and then catch an application by that player with a similar concept, I would almost positively gently decline and encourage them to stretch themselves.
Now, granted, we've only been open five weeks: do you know how many times that I've had to do that? None. On Shadows of Isildur, where I worked for some time, I maybe did it a handful of times or less. Most players, in my experience, want to try to play different characters, especially when encouraged to do so. I don't think that this has anything to do with permanent death; you can encourage players to play different characters on a roleplay-focused game whether or not there is permanent death. |
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