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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 : Originally Posted by LoD There is certainly more to a permadeath and non-permadeath environment than it simply being a feature choice. Color or No Color is a feature choice. First Person or Third Person is a feature choice. Warrior or Blademaster is a feature choice. Permadeath and Non-Permadeath are system choices, and they can result in an entirely different experience for the player. Try to ignore Delerak when arguing these points, but it's not quite as cut and dry as you make it. Ignore me? You can try but you'll fail. Originally Posted by LoD Delerak ... |
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#91 | |||
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Re: How many muds have permadeath?
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#92 |
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Senior Member
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Re: How many muds have permadeath?
Hey guys I'm an elitist by the way.
Also: here's a link to a discussion 3 years ago at Mudlab. [mudlab.org]mudlab.org :: View topic - Dumb question: Just what is a RPI? |
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#93 | |||
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 726
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Re: How many muds have permadeath?
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But the point is, the direction you go with this feature choice does not inherently make a game better or worse for RP. It does not create more or less "issues staying IC." Perma or non-perma death is not the determining factor. Quote:
Furthermore, it isn't even a good analogy for permadeath games. The fact that you are allowed to create new characters means it really isn't at all like real life. You know at all times that you can simply make a new character. In my experience playing permadeath muds, people end up being friends with the same people a lot of the time even after making a new character. So the permanent "death" is really little more than a speed bump. In no time at all, they are pretty much doing the same thing they were doing before the death, which is not very different from a pendeath game. If you want to use analogies that compare situations in permadeath games to dying in real life, you would have to make a game that once you die you are never allowed to play it again. Otherwise, it is totally invalid to try and compare permadeath to real life death. Quote:
And in some respects, permadeath can make things easier. If you get your character in a really nasty situation, death can be an easy way out. Die, make a new character, and you are totally free of the consequences of your actions. But in a non-permadeath mud, you might have to face the consequences for years to come. So for some RP decisions, the results can be more grave and more serious on a non-permadeath mud. This isn't as cut and dried as some people think it is. In fact, one could argue that this is actually MORE realistic, since most conflict situations in real life do not boil down to one party murdering the other. If it did, either Hillary or Obama would have been killed months ago. People in real life are generally forced to deal with the consequences of their actions for decades. They cannot just die and start over. But I don't particularly care about this argument, because as I already said, I think realism is usually a bad design goal. Believability and internal consistency are better goals. But again, this isn't even the point I was arguing (although it is an interesting issue to discuss). I was responding to Delerak's claim that permadeath results in universally better RP, and that non-permadeath muds create "issues staying IC" and people don't "play their characters the way they would be played." Perma or non-perma death is definitely a significant feature difference. It does indeed create a very different game play experience. It dramatically affects the way you make decisions for your character. Some decisions have to be taken more seriously on a permadeath mud, and some decisions have to be taken more seriously on a non-permadeath mud. But in the end, it is still just another feature, and the direction you go with this feature has no effect (by itself!) on the quality of RP on a game or the potential quality of RP on a game. |
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#94 |
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Member
Join Date: Dec 2007
Posts: 77
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Re: How many muds have permadeath?
<Snip. Hmm my scissors are wearing out... - Xerihae>
'Realistic' RP isn't the penultimate. Quite often, it's the most mundane, and all the elements of what makes for RP that you listed are exactly what I'm talking about when I say... RP. Playing a Role. Making a Role and Playing it. Acting. Staying In Character. You may need this broken down a bit. That includes walking, talking, accent/dialect, biases, faults/flaws, fears, favorites, mannerisms, and something usually lacking in RPIs as far as I'm concerned, the ACTOR's ability to move from one playing clique to another if the character dies, rather than rolling a new perma-death character, and playing with the same people you played with in all your other perma-death creatures, because REALISTICALLY, a character isn't -aware- of the actors behind the scenes (and therefore more predisposed to hang out with them). Characters rolled up knowing you're going to be playing with the same clique already have a built-in weird stat: Compatibility With Former Character's Clique, hereafter abbreviated as CWFCC. The stat may not show up on screen, but it sure shows up in the character generation process. Subsets or parcels of features may be the crutch you personally need to produce your idea of quality roleplay, and for that, I hope some seasoning improves both your skills and your ability to express them clearly, and the ability to see beyond a narrow point of view. All the things you crave in a MUD are fine and dandy, especially if they help you to do that. Let me tell you why I am certain you lack the basis for elitism. Roleplaying, acting, hell, having a conversation... is -listening- and responding organically. Your listening, reasoning and responsive skills are underformed. Perfect example, when addressing -me-, you still insert an aside to an imaginary audience of followers, when a person paying attention to the thread would realize that here and elsewhere, your posts largely miss the point, and quite a few people disagree with you, constantly pointing out that you don't listen, or when you do, it's to 'interpret' posts to mean something they don't, trip all over yourself defending careless thoughts/words, and to still pound your chest at the end of the day like you've triumphed over those whom would dare deign to gainsay thee. You may need all the 'realism' you claim exists in your mud in order to seamlessly and effortlessly stay in character. To that, what can I say? Those are your needs. Those are your opinions, and you are of course entitled to them. Not everyone is thus shackled, and shockingly, some of those people who disagree with you might just be doing it for your edification. What you're not entitled to is the psuedo-authoritative veneer that is so evident in your posts and videos, particularly the ridiculous one where you're munching a banana, and clearly demonstrating a dishonest intent in exposing an obvious bias to prove a dishonest point. That, and you lied to your parents. Admirable. I'm a purist. RP is RP. That statement doesn't require your interpretation from English to Derelakian. Realism and believability are not always compatible creatures, and perma-death, one single feature, the topic of this thread, is not a necessary feature to promote the kind of RP that 99% of people would find satisfying. In just as many cases where someone could cite that it promoted quality RP, I can list a dozen where it did precisely the opposite. I can -easily- see, based on your responses and your particularly petty and vindictive video, that interacting with you in a perma-death mud, especially where you might be an admin, would be an exercise in trying to confuse someone with REALITY and FACTS. Respond eleven times to my post, somewhere in your 2-1 responses to every other post on the thread. It's this kind of limelight-groping center-of-attention-deficit disorder behavior that makes me wonder what you think you know about quality INTERactions at all. I made my point, and some get it. Some don't. There's no need to belabor it. I wonder, in your busy day of making this whompin' good mud of yours, how it is that your time is spent making videos to support invalid points, writing posts to defend careless and underformed thoughts and words, that you actually have time to make a mud. Worse than wasting your time, by far, is the fact that I just wasted mine in the hope your viewpoint might expand a millimeter to accept that your subjective qualifications for what is an RPI is precisely that. Your opinion, and chockful of biases that you seem utterly unaware of. It won't happen again. What you might try and absorb is how much you've hurt your future business in your posting style and content. I cannot think of even one reason at all, based on what I've read, to even -try- your mud, and decades of RP experience demonstrate I'll try damned near -anything-. I repeat. Yeesh. Last edited by Xerihae : 04-28-2008 at 09:32 PM. |
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#95 | |||||
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Re: How many muds have permadeath?
<Snip - Xerihae>
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Last edited by Xerihae : 04-28-2008 at 09:31 PM. |
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#96 | ||||||
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New Member
Join Date: Apr 2008
Posts: 11
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Re: How many muds have permadeath?
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The choice of system can, however, create more "issues staying IC." than the other. If I were to trick someone into following me into a dangerous part of town for the purposes of mugging and/or murder, and the victim was killed during the process, them returning to the game world as the same entity would cause an issue that would not be present within a permanent death system. The issue would be that the player knows my character to be a liar and a murderer. I knows his character to have been deceived and murdered by my character. Whether the murdered character would be allowed to retain IC knowledge of the event would be up to the particular system in place, but regardless of that decision, the OOC temptation exists for that murdered character to remember the actions and intent of his murderer. The issue comes into play when those two characters interact again. Does the murdered victim allow themselves to be duped and murdered anew? Or will they invent some excuse or play on some coincidental distrust of the murderer that wasn't present in the first scenario? Whether the player succumbs to his/her bias is irrelevant to the fact that the OOC obstacle exists now where it would not exist in a permanent death situation. Quote:
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The next character had none of these things. None of these experiences. None of these discoveries. None of this information. None of these memories. It's like claiming that after 2 years spent writing a unique novel, it's not much different from just starting over with blank paper. It's -very- different. Quote:
It creates a unique and exclusive situation that is completely different from the experience you receive elsewhere, and that's the entire point people are trying to make. Some people prefer the experience offered within a permadeath system for the many reasons listed in this entire thread. We don't have to defend whatever game system we enjoy, we just have to agree that there are differences. -LoD |
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#97 |
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Member
Join Date: Dec 2007
Posts: 77
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Re: How many muds have permadeath?
LoD, good posts. I'm sorry to everyone else on this thread for succumbing to arguing with the lowest common denominator as a 'standard'.
I don't have any issue acknowledging that the systems are different and promote different sorts of RP, and while we might disagree on the significance of the differences, we seem to agree that one feature set over another will not produce 'better' roleplay, but rather different styles. In a non-perma-death mud, your mugger would of course be a fool to attach his face to a crime. It's inherent in such muds to make sure that those who wish to do such things have the means to do believable dirty deeds, within the context of that world. Perhaps what seems to be missing from your mugging example is support for the RP of the other person. In the scenario you present, basically, the other guy is 'Victim', and one of a string of them, in full knowledge that the player behind the character took time to develop his character, and you're essentially demeaning some of that work by turning him into 'wallet-fodder' like a common mob. Sure, it supports your RP, but it completely negates his, although the scene might make for a good read. I tend to prefer non-perma-death muds, simply because I've seen enough irresponsible perma-deaths to sate me for a lifetime. Contrary to some experiences, it didn't make me ogle and wow at the complexity and richness of the RP. It made me realize the futility in -some- cases of really pouring time and talent into character development for a character that might not last an hour, and for no better reason than you just happened to be standing in the wrong place at the wrong time, usually athwart some 'superior' roleplayer, who, in whatever mindset, decided he'd be better off if your character wasn't there. I'm definitely not convinced that simply because you're logged into an RPI that somehow all the players/characters are above treating death in almost cartoonish fashions, so long as it happens to someone else. This is not a broad slam on RPIs. Some I like. Some are populated with players I'd just as soon not have in my neighborhood. I can almost uniformly admit that those people who are convinced they are the best roleplayers are generally just the loudest. True purists don't need nor want to make a big fuss about how well they RP. They just do it, and let all this OOC nonsense slide over their backs as "NOT RP, SO NOT IMPORTANT". Those folks, I love RPing with, and they can be found in -every- feature set. Thanks for listening. |
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#98 | |||||||
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 726
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Re: How many muds have permadeath?
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Then there is the fact that reality really isn't that much fun as a game. If I want to play something realistic, I already have that game: its called Real Life. The graphics are awesome and the gameplay feature variety is limitless. Oh, and the sex is tons better. Quote:
And honestly, the possibility of winning $20 (or 2000 gold, or whatever) on a permadeath mud might actually be worth the risk of just dying and remaking a new character. When everyone dies and just starts over, and the point of the game is just roleplay anyway, dying just isn't as big of a deal anymore. When the penalty is the same across the board, that pretty much normalizes the penalty. As long as permadeath affects everyone equally, the long term impact is not much greater than a penalty death. Penalties in hockey are far more "severe" than penalties in (American) football. You actually lose a player for a few minutes! But this doesn't mean getting penalties is more "exciting" in hockey. Penalties affect everyone equally, so in the long run the emotional impact is the pretty much the same in either sport. Quote:
(I have snipped a section here that analyzes what types of games gain the most excitment from permadeath. I am going to make a new thread for that.) Also, as I already noted in a previous post, permadeath can actually make conflict oriented RP situations EASIER and LESS TENSE on a permadeath mud, because you know one of two things will happen: 1) You win the conflict. Hooray. Your enemies are vanquished and destroyed, and can never seek revenge against you. You don't have to watch your back, because they can never again torment you. 2) You lose the conflict. Oh well! Reroll! And your new character will never have to suffer the consequences of your RP decisions, you won't have to worry about those same enemies harboring a grudge, and you will never be "shamed" by society for any heretical, blasphemous, treasonous, deceitful, or other "bad" things you did. When victory is absolute, both sides of the conflict come out of it with a far greater condition of safety. The long term impact of their RP decisions is much less. I am not saying permadeath is always less exciting. I am well aware and acknowledge that there are a lot of situations where permadeath makes a situation more exciting and tense. But I am simply raising the point that there are as many situations where the opposite is true. Quote:
Also, that novel writing example actually makes my point. Writing the last chapter of one novel is not terribly different from writing the first chapter of a new one. The discipline is the same. The effort is pretty much the same. You still have to concentrate on word craft and story and characters. This makes me think about the Authors Notes that Piers Anthony puts in the back of a lot of his books. In them, he explains that he generally writes multiple books at the same time. He will be working on the first draft of one book, while also working on the final draft of another, or the beginning of one while finishing the end of another. The different stages of writing the books are not that different. They are the same type of work that require the same type of imagination, creativity, and skill. I don't write novels, but I do make text games, and that is certainly writing. Building a zone is building a zone. The last room of one zone and the first room of another zone are not significantly different as far as the work experience. I still have to put the same effort, the same thought, and the same creativity into both. Quote:
I wish that were true, but there is a certain segment of the population that INSISTS permadeath is inherently superior from a role play perspective. I suspect you do not subscribe to this belief, and I definitely appreciate that. I think it makes it possible for us to discuss some of the more interesting aspects of permadeath and non-permadeath. |
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#99 |
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Senior Member
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Re: How many muds have permadeath?
I give up..
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#100 | |
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New Member
Join Date: Apr 2008
Posts: 11
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Re: How many muds have permadeath?
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I played a Vampire (Masquerade) MUSH for about 6 months many years ago, and while I thoroughly enjoyed the RP that I found there -- I didn't happen to meet a known vampire the whole time -- I highly disliked the almost scripted and horribly sluggish encounters where violence and potential death were possible. Imms would descend from on high to mediate between your character and another as they engaged in combat, one action at a time at a crawling pace. While this granted each character an appropriate amount of time to emote and treated both players with respect, the pace and steps felt unnatural to me. Armageddon's death may very well come swiftly and unexpectedly, with little or no regard for your wishes, but I don't necessarily see that as a complete negative. There can be negative elements associated with the outcome, but the positive experiences generally outweigh the negative -- for me. I'm well aware that others may appreciate other systems that allow them more time, more respect, and more attention to be placed on the scene at hand. |