|
|||||||
This is a discussion on "How many muds have permadeath?" in the Top Mud Sites Tavern of the Blue Hand forum : Originally Posted by Throttle It ultimately boils down to the game's theme. Muds that aim for complete realism and focus entirely on roleplay just won't work without full, no-exception permadeath. Surely that should depend on the game's theme? I can think of various themes within which no-exception permadeath would actually be unrealistic - for example: Highlander: Decapitation is the only way to die. Mummy (WoD RPG 2nd edition version): If killed, your (two) spirits live on, and can restore your body. Altered Carbon (novel): Your memories are stored in a spinal implant, and can be downloaded ... |
|
You are currently viewing our boards as a guest which gives you limited access to view most discussions and access our other features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content and access many other special features. Registration is fast, simple and absolutely free so please, join our MUD community today! If you have any problems with the registration process or your account login, please contact us. If you are a registered member of the old TMS forums, please click here
|
![]() |
|
|
LinkBack | Thread Tools |
|
|
#31 | ||
|
Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
![]() ![]() |
Re: How many muds have permadeath?
Quote:
Highlander: Decapitation is the only way to die. Mummy (WoD RPG 2nd edition version): If killed, your (two) spirits live on, and can restore your body. Altered Carbon (novel): Your memories are stored in a spinal implant, and can be downloaded into new bodies. In my opinion, any of the above could provide interesting themes for a roleplaying mud. Quote:
|
||
|
|
|
|
|
#32 | |
|
Senior Member
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 476
![]() |
Re: How many muds have permadeath?
Quote:
Originally Posted by Throttle It ultimately boils down to the game's theme. Muds that aim for complete realism and focus entirely on roleplay just won't work without full, no-exception permadeath. Quote:
Not that we are big on Roleplay in 4D, but I always thought we had one of the better explanations for both players and mobs reappearing after death. Our story is that the Travel Agency crew just restores you to the hour before you were killed - for a fee, of course. |
|
|
|
|
|
|
#33 |
|
Member
Join Date: Jul 2007
Home MUD: Lost Souls
Posts: 110
![]() |
Re: How many muds have permadeath?
It's not as if fantasy settings with "raise dead" or whatever have to be lame insofar as their handling of death goes, either. Brust's Dragaera setting is an excellent example of having readily available, reliable resurrection that's well-integrated with the world in terms of its consequences and people's behavior.
My feeling is that a lot of the problem with standard pendeath systems is that they're fundamentally OOC and generally break the theme of the world because NPCs mostly act as though death were death, when it's not. |
|
|
|
|
|
#34 | |
|
Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 397
![]() |
Re: How many muds have permadeath?
Quote:
|
|
|
|
|
|
|
#35 | |||||
|
Senior Member
Join Date: Jan 2006
Location: USA
Posts: 346
![]() |
Re: How many muds have permadeath?
Quote:
Quote:
I honestly don't know very many MUDs where you can "bounce" right back into any given situation over a death. You really only find that on WoW, and even then, they might bother to make you repair your gear before you can go and fight some more. I don't think it's any more realistic for a character to die as often as characters die on permadeath MUDs with as few population as there are on many permadeath muds as it is for players to be resurrected by a given deity. That's just me. Given a village of 100 people, you don't have people dropping dead every 4 months and then instantly being replaced by a new neighbor everytime someone dies. Realism really has no play in this entire discussion. What I DO find compelling in arguments for permadeath is the challenge, the often faster advancement rates, the constant hypersensitivity to the area, the competition for status while riding that fine line between being popular and being popular enough to kill, and lastly, the forced detachment to characters and the ever invention of new characters. THAT is what is fun and exciting about permadeath systems. Honestly, I find all the arguments for permadeath = better roleplay (usually with arguments to realism) to be bogus and, more often than not, elitist. Quote:
Quote:
On MANY popular games, people will turn off the TV, ignore calls, ignore REAL LIFE in general because they are so completely engrossed in what they're doing. Heck, sometimes people do this just while they're reading or watching football. I know that an ungodly number of people do it while raiding on WoW. Quote:
I prefer pendeath because the fun for me is constant character building and risk that carries a penalty but not completely annihlation of a character I've worked on. I also enjoy permadeath on games that allow for it because it gets that "survival" thing going in me, but I honestly only prefer that in certain settings. I honestly also enjoy hack 'n' slash games as long as the mechanics are good, and the atmosphere caters to a more mature playerbase. I also think there are all sorts of RPers out there who have a lot to add to the communities they choose, and they are not better or worse than anyone else simply because they LIKE something different from someone who might play on an RPI or an RPE or an RPP or an RPX or an RPQLSEFLKSER! |
|||||
|
|
|
|
|
#36 |
|
Senior Member
Join Date: Apr 2002
Location: New England
Posts: 602
![]() |
Re: How many muds have permadeath?
Well then sure, I guess that makes me an elitist. And if I'm an elitist, what does that make you? Someone lacking standards? If that's how you want to see things, then I'm fine with it. So from an elitist's point of view, I'll chime in.
Let's toss realism out the window, since there ain't no such thing in a fantasy game. But, let's use that lovely crunchy term "suspension of disbelief" instead, since it's much more fitting. The reason I play fantasy roleplaying text-based games, instead of X-Box, is several-fold. One, I like to read, and I'm not too big on graphics. Second, I want to feel as though I'm participating in a storyline while it's occurring. I don't need to be the hero, but I do need to be involved. If I'm not going to be involved, I might as well just read a book (which I do often). So what is it about being involved? Well in a permanent death game, there's a tangable risk to my character. It is an IC risk - not an arbitrary OOC risk. Penalty points aren't IC. They're an OOC device to punish the PLAYER for having the nerve to allow their character to die. Loss of skill - again. An OOC device to set the player back - because he can just spend another 5 hours getting those skills right back and he'll be exactly where he left off before his character died. So there's that spark of risk to the -character- that you can't get with ooc penalty devices, that attracts me to permanent death. There's also the matter of assassinations. In a game where death is permissible and coded at all, it makes sense that intentional murder would occur from time to time. But what good is it, to murder Joe Noble, if Joe Noble will just be alive again in an hour? What's the point of killing him in the first place, if he can't actually DIE? Resurrection means - they ain't really dead. It's a pretend death, that prevents that suspension of disbelief. I don't need or want reality in my fantasy games. But I do want my experience to be believable. And - being dead, using up a few deeds, or exp points, and being alive after solving the same puzzle I solved twenty times in the last year of playing the game, is not believable. After the first twenty times of my character dying and coming back to life again, I stop feeling that "spark" that comes with a risk of death. There exists no risk of death, if death is a temporary setback to a character's immortal existence. So for my elitist self, I'll happily stick with elitists RPGs, and let all you little people with lack of standards enjoy your happy joyful bouncy giggly smoochy empath-resurrecting games. |
|
|
|
|
|
#37 |
|
Member
Join Date: Jul 2007
Home MUD: Lost Souls
Posts: 110
![]() |
Re: How many muds have permadeath?
"Realism" is something of a bugaboo that always brings up the same tired refrains, but I think what "realism" really means in virtual worlds is "internal consistency". The world doesn't need to resemble ours; it needs to resemble itself. It's when worlds have resurrection tacked onto behavioral and social structures that fail to acknowledge its existence that "realism" is broken.
|
|
|
|
|
|
#38 | |||
|
Senior Member
Join Date: Jan 2006
Location: USA
Posts: 346
![]() |
Re: How many muds have permadeath?
Quote:
Someone I consider an extremely excellent roleplayer and a good friend happens to play Armageddon. She is neither elitist nor does she claim that people who play a game that does not deign to call itself an RPI are somehow lacking standards or less than she. In fact, we've played at least two games together over a period of 6-7 years. Now she builds for one game, and I build for two others. Quote:
I have to say, though, I don't think permadeath or any kind of death is any more OOC than any other arbitrary punishment upon "death". Instead of losing some random stats, losing some gear, losing some xp, losing some whatever it it is they decide you lose, you lose a character and just roll up a new one. It's still all game mechanics no matter how you want to sugar coat it, and it's all a matter of degrees. Face it, games are inherently OOC due to the nature of their construct, but the RP comes in being able to operate within the story, add to the story, tell the story, and get others involved. Loftily decreeing that YOUR choices in how to do this is SO MUCH better than anyone else's is just plain silly. People make their choices for so many different reason. People find so many different things that appeal to them. That's the beauty of having a choice, and that's the beauty to having so many games to choose from. Quote:
In some other games, PvP is part of another grind. You kill for whatever points, and you level up in a different way. Doesn't thrill me much, and at that point, you're glad you're able to kill someone over and over just so you can progress. So to answer your question, I can think of TONS of reasons to kill someone who would come back. I think I'll just remain someone with a lack of standards if, in order to be uber-roleplayer-who-loves-permadeath-as-the-only-system-ever-and-everyone-else-sucks-and-aren't-really-roleplaying (wow, what a mouthful), I have to spend a lot of time belittling everyone else's choices and ban myself from un-elite, lowly games. It allows me to experience a ton of stories, roleplayers, people, and excellent games that I might otherwise have to boycott. I call it open-mindedness and giving people props for their choices. I might operate from a faulty dictionary, though. |
|||
|
|
|
|
|
#39 |
|
Senior Member
Join Date: Apr 2002
Location: New England
Posts: 602
![]() |
Re: How many muds have permadeath?
Well, that depends. Are you telling me that I'm LESS of a roleplayer because I enjoy a different type of game from you?
Well yes, that is exactly what I'm saying. Because, I'm an elitist according to your criteria. And that's what elitists think - that everyone else is inferior. We already covered that. Read your own post, and my response to it, and try to keep up. Though I don't have much hope for you since I'm elitist, which makes you inferior, which means you have no hope of keeping up with me. |
|
|
|
|
|
#40 |
|
New Member
Join Date: Aug 2007
Posts: 26
![]() |
Re: How many muds have permadeath?
I get the general impression that some who posted here feel insulted, on behalf of their mud, by some of the pro-permadeath posts in this thread. Also, some seem unable to grasp the concept of an opinion or personal experience, and defiantly argue against them. I've so far deliberately avoided singling out any particular muds with criticism or to point out flaws in a poster's argument, and I've done my best to avoid the inevitable elitist attitude that occurs in a discussion like this.
In the end, anyone who thinks one thing is strictly better than another will come off as an elitist. Through mudding for almost half of my life, experience has proven that certain game attributes make for a better roleplaying environment. If that makes me an elitist then I gladly accept that. I'll still stoically claim that the best roleplay in the world of muds is found in games that incorporate such measures as permadeath, character applications that require staff approval, level-free systems, short descriptions instead of names, and other similar rulesets. I've never been proven wrong by personal experience. Good roleplay can be found elsewhere, but to say that the above-mentioned examples do not increase the quality of it is ignorant, in my opinion. Newworlds, does this boil down to the fact that you consider "your" mud to be on par with the top RPI muds in regards to the quality of roleplay in the game? If that's the case then I'd have to challenge that claim. While I think that NW is a good and innovative game, I could never consider it an RPI mud despite the fact that NW's admins claim it to be. I've never been a veteran or notably established player on NW, but I certainly have tried it. There are countless things I could point out as things that do not promote roleplay, or things that are lacking in order for the game to be considered a roleplaying intensive mud. Like I said before, I normally don't stoop to personal attacks, which I don't doubt is what you'll consider this. Still, the fact remains that NW - while an interesting and competent game - is far, far away from the RPI status that it claims to have. |
|
|
|
|
|
#41 | |
|
Member
Join Date: Apr 2003
Posts: 168
![]() |
Re: How many muds have permadeath?
Quote:
|
|
|
|
|
|
|
#42 |
|
Member
Join Date: Apr 2003
Posts: 168
![]() |
Re: How many muds have permadeath?
|
|
|
|
|
|
#43 |
|
Senior Member
Join Date: Apr 2002
Location: New England
Posts: 602
![]() |
Re: How many muds have permadeath?
To answer Lasher - Some characters live real-life years, others die within an hour of genning. It really depends on the character and his environment and if the player has read any of the recommended tips to starting game play. Things like "don't leave the city gates in your first moments, because you have no armor, no weapon, no mount, no water, and you will die." Or things like "if a guy comes up to you and starts wiggling his fingers and glowing an odd purple, you should -probably- go somewhere else, very quickly." and things like "don't kick the local law enforcement in the knees."
Usually if people take heed of the "recommended tips for new players" they have a decent chance of playing their character for a few months. If they're extra lucky, or happen to have seriously awesome RP skills, they can land themselves some cushy opportunities to RP their way into fame, fortune, and longevity. But eventually - they will die, and that's a good thing, because if everyone could move up to the top, they'd have no one under them to rule over. SOmeone has to die, so others can take their place. If we were all uber powerful it would be a very boring game with nothing much else to do besides kill each other all day. |
|
|
|
|
|
#44 | |
|
Senior Member
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 476
![]() |
Re: How many muds have permadeath?
Quote:
We all want our players to stay long in the game, but as a consequence most of us also have some problems with long-time players, who get so powerful that it puts a damper on every new player's aspirations, because the old ones are just so strong that catching up to them seems an impossible task. Permadeath takes care of that problem very nicely. |
|
|
|
|