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This is a discussion on "How many muds have permadeath?" in the Top Mud Sites Tavern of the Blue Hand forum : This is to answer a portion of the original poster's question, "how does permadeath affect roleplay" I staff on Armageddon and I have played there for a number of years. One significant aspect of permadeath is the level of emotional involvement it inflicts upon you. In all the games I have ever tried, never have I gotten the level of emotional attachments to online events than I have with this game. It is not uncommon to find your hands shaking in RL after having just narrowly escaped being killed, or to feel genuine loss when your character, ... |
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#61 |
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New Member
Join Date: Feb 2008
Posts: 1
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Re: How many muds have permadeath?
This is to answer a portion of the original poster's question, "how does permadeath affect roleplay"
I staff on Armageddon and I have played there for a number of years. One significant aspect of permadeath is the level of emotional involvement it inflicts upon you. In all the games I have ever tried, never have I gotten the level of emotional attachments to online events than I have with this game. It is not uncommon to find your hands shaking in RL after having just narrowly escaped being killed, or to feel genuine loss when your character, or another character dear to you ends up dying. Most any long lasting player understands and has experienced this. This is not true for every character you play, just those characters you find yourself attached to. With some of my characters I was pleased to see them finally die. There are also people who play more aggressively and tend to die with considerably more frequency than I did. These people are probably less inclined to become emotionally attached to a character. In our game permadeath, complete and utter permadeath is not an incidental part of the game, it is key tenant of what we are about. I would argue that it has a significant impact on roleplay. |
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#62 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 343
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Re: How many muds have permadeath?
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Permadeath mostly just presents a challenge to me to see how long I can last or quickly I can die. I don't believe it really invokes much difference to me as long as the games I'm involved in have a pretty serious penalty. In permadeath muds, I don't spend hours creating my character and developing the details because it can all go up in smoke at the whim of a player. (And unfortunately, no matter how great a mud is, twinks manage to still find their way on.) Now would permadeath enthusiasts be willing to play a game that mixes permadeath and non-permadeath characters assuming the story fits and the permadeath characters have certain advantages? Or is it all or nothing for most? |
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#63 |
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Member
Join Date: Apr 2003
Posts: 168
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Re: How many muds have permadeath?
I wouldn't.
It's hard to articulate this, but for me, death isn't a "feature." It's part of the life cycle. It's what happens when things go very wrong. It's heart breaking. Especially when it's not your pc who dies, but your pc's friend. Now there's a hole in thier life. Things have changed. Irrevocably. Things change every time you're presented a choice where there is danger. It's almost impossible to verbalize it. It has nothing to do with equipiment or investment of time. It has to do with immediacy, with your heart in your throat. Have you ever read a novel them made you weep? I've sat at my keyboard and wept when my pc died. Why someone else's pc died. When an npc died. I've spitefully and gleefully laughed at the death of someone my pc detested. It's a different experience. It makes the game experience round and full and whole for me. |
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#64 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 384
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Re: How many muds have permadeath?
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#65 | |
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Senior Member
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Re: How many muds have permadeath?
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NPCs who are anonymous (that is to say not given an name or background when built) are also considered dead though depending upon their description may or may not resurface. The RPI Engine, the basis of the majority of RPIs features auto-create NPCs with variable descriptions meaning that every time the game resets, those NPCs' descriptions change. The idea behind this is that you may have an army of 100, but only 10 NPCs representing them. The rest are referred to as VNPCs (Virtual NPCs) and the variable descriptions allow for the same mobs to serve as more than one. I can't say for certain, but I'd wager most permadeath MUDs treat NPCs, even if they don't employ auto-creates, in a similar manner. Take care, Jason |
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#66 | |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 384
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Re: How many muds have permadeath?
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#67 |
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Senior Member
Join Date: Apr 2002
Location: New England
Posts: 598
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Re: How many muds have permadeath?
No, it's not something new. Even Gemstone had certain NPCs who were permanently killable, and killed. In some games that -usually- have auto spawn hunting areas, it is assumed that these critters are -not- the same critter, reincarnated. It is assumed that the 3 bugbears you see every day aren't the only bugbears on the entire mountain. But that there are actually many many dens of bugbears that breed and live their lives. You just don't get to kill them all in one day. And by the time you think you've killed a few dozen, another few virtual dens have been bred.
This is not only not something new, but it isn't even uncommon. Perhaps your perspective of things is just a little more limited than you assumed it was. |
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#68 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 343
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Re: How many muds have permadeath?
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I've spitefully and gleefully laughed at the death of the hundreds of Albions I slaughtered on the plans of Emain Macha on Dark Age of Camelot. The roleplaying was minimal, and you didn't lose a darn thing (xp or gear, much less your character). Boy, me and a ton of others went at it like it was a holy crusade, though. Somehow, I don't think the feelings that are evoked for us are that different when we're gaming or reading. I'll admit that I have no real specific feature sets that a game must have before I'll try it. As long as I've heard good things, I'll try it out and see if I like it. Do people who prefer permadeath usually limit themselves only to games that have permadeath? |
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#69 |
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Member
Join Date: Apr 2003
Posts: 168
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Re: How many muds have permadeath?
I played a game fairly intensely before the game I currently play. And loved it for the first two years. And then I felt like I only ever saw the same people doing the same things. And I grew frustrated and bored. Six years later, I don't feel that way about the game I play now. Not only is there great character development, but I get to play with new concepts and ideas.
As I said, it's very hard for me to articulate, these things so drastically change the experiences for me. but they do. For me these things make me feel very intensely transported. Like a good book. So, no, I will not play a mud without this feature and a few others, like detailed description, and a lack of ooc. For me, it's a deal breaker. And again, I'm fine with everyone playing the games of their choosing with the features they like. For me this is what works. |
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#70 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 343
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Re: How many muds have permadeath?
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#71 |
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Member
Join Date: Jul 2002
Posts: 41
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Re: How many muds have permadeath?
Individual, specific NPCs with names and backgrounds definitely die if they are killed in most RPImuds I've seen. Not long ago a favorite NPC of mine and one my character had often interacted with was cut down in a mass murder spree by another PC. The NPC was taken out of the game permanently and a new one was written to replace her function where she'd been.
Now other NPCs are more "generic", reflecting large virtual populations of the city they live in. If you kill the shoe merchant in the bazaar, he will probably repop eventually, because there are likely many shoe merchants in the same bazaar to take his place. Is it a little OOC that they look exactly like him? Certainly. You could write some code to dynamically describe NPCs each time they repop, I suppose, but I've never seen a game doing that. |
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#72 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 343
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Re: How many muds have permadeath?
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#73 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 698
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Re: How many muds have permadeath?
<Snip - Xerihae>
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1) Pick a random race (or pick from an array of specific races). 2) Depending on race, pick a random eye color. Then a random hair color. Then a random (whatever other features are commonly described on your game). You would probably want a list of at least 10-20 for each, all race dependent. 3) Randomly generate sex (assuming that race has male and female). 4) Randomly generate an appropriate height and weight for that race. 5) Randomly generate a name. You can either have a huge list of names, or have pieces of names. Just make sure you keep track of the ones used so you don't reuse them. Or maybe don't even worry about that. There is more than one "Bob" in our world. It is unlikely that your random generator would create two Bobs with the exact same descriptive characteristics. Without a great deal of setup, you would easily have thousands of different NPCs. They wouldn't be terribly unique or special (since they are just a random combination of features), but they might do the job nicely. Last edited by Xerihae : 04-28-2008 at 08:28 AM. |
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#74 |
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Member
Join Date: Apr 2003
Posts: 168
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Re: How many muds have permadeath?
Your idea is a good one Threshold. The problem is that on these muds each npc (and pc) has a written description one paragraph long consisting of at least four lines of descriptive text. Of course that doesn't make it impossible, just more difficult to randomly generate.
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#75 | ||||||||
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Senior Member
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Re: How many muds have permadeath?
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That said, when I imm'd I prefered any instance where I was likely to interact with a PC while animating to occur with a specific NPC. Had one instance where I used an auto-create and noticed that a player or two didn't react quite the same way I think they would had they not realized it was an auto-create (ie, they knew it was a staff animation and not another PC). So for that reason, if I choose to animate an NPC for the purpose of interaction, I like having a closet full of generic specific NPCs for use (generic in that they serve multiple minor uses with little or no modification necessary, specific in that they have a complete short, long, and full description which is not of auto-create origin). <Snip - Xerihae> Quote:
That said, the SoI RPI Engine does just that. Only descriptions are subject to the randomized auto-create code. Elements like enforcer flags, gender, clanning are built into the auto-create allowing for various types of such NPCs to carry out different functions. Quote:
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Last edited by Xerihae : 04-28-2008 at 08:34 AM. |
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#76 | |
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Senior Member
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Re: How many muds have permadeath?
<Snip - Xerihae> Quote:
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