Quote:
Original post by superpig
Many games have this. If you let the board fill up to the top in Tetris, it's "permadeath," and usually one or two key presses to start a new game with a new score. It actually enhances the addictiveness of the game - the player thinks, "I can do better than that!" and can quickly have another try.
Some very good posts here, and I can see the arguements for all of the suggestions, so I'm not going to start a flame and say that only my sugestions would work becaus eI actually believe everyone is correct in their own way. I did however fid the above quote interesting though.
Can you really compare tetris and an MMOG (which is vaguely what I'm referring to). Remembering of course that most MMOGs require a lot of time spent on character building. Perma-death (which is not entirely what I started this topic for, but it seems to have progressed that way) is fine for tetris because at most you spend a couple of hours playing if you're incredibly good, but applied to an MMOG, you lose a LOT of progress with such a system. Progress needs to be persistant if you spend a long time building it up.
What if though, we changed this and made the average lifespan in an MMOG a very short lifespan, with the challenge of doing the absolute best you can in a short timeframe? This way, when the player dies, they roll a new character and get back into the game ASAP with minimum inconvenience and the drive to better their last attempt. The downside to this of course is that people generally live longer than a couple of hours, but perhaps death need not be the losing factor of the game, perhaps there is some other conclusion which could also be a 'win factor' just as much as it could be a 'lose/death factor'.
One possible problem with this though is that it could break the whole persistant world feel, with characters winning or losing the game so quickly and starting again, but perhaps this could be worked into a game somehow?
As a quick thouht before my lunch break ends, what about some kind of Quantum Leap game where you jump into the life of a character and have a single goal to achieve or fail at, either way you are ejected from the game at a certain point and are judged to have won or lost at that point? Actually, the more I think about this the more I like it as it could definitely help enforce the likelehood of more roleplaying!
Any further thoughts?
Cheers,
Steve