Quote:
Original post by Anonymous Poster
Some people play games for enjoyment. Some for challenge.
Don't force a challenge upon those that play for fun.
People get annoyed enough at losing a few hours of game time due to dying as it is let alone how annoyed they would get if they lost 100+ hours. If you're going to have the motherload of all challenges, make it optional, but make it more rewarding at the same time.
First of all: define fun. Moving your character about killing monsters is fun, yes, to a certain degree, but experiencing something truly profound can be fun too. Like really being scared while playing, that can be a relieving and fun experience (as it really isn't happening). Feeling the adrenaline flowing in your veins can be quite a feeling. Permadeath is a good way to achieve that, so permadeath can be fun too.
And besides, I don't think permadeath is not an extra challenge. It is an integral rule of the game. Many other people agree, even though they don't word it like this. Note that I am not saying it is a rule in every game. Turning off permadeath would be cheating. If you want to have the ability to cheat in the game, that's fine. Now, I'm not saying that all games should have permadeath. I'm just saying that at least some games should, and that's it. Wailing about it won't get anywhere (ok, I admit that the pot is calling the kettle black here, but I'm really trying hard to converge to a more neutral tone). You don't like permadeath? Fine. Don't play those games then. You see, some people make games for people who play for enjoyment. Some for people who play for challenge. Don't force non-permadeath upon those games that are made for the people who play for the challenge and the role-playing.
All right. If your character dies permamently, you have to start from the beginning, and you're not having fun, don't blame the permadeath. Blame the gameplay of the beginning of the game. The game should be fun from the start, regardless of how many times you have to start.
As for making permadeath optional, it has further implications than just making death permanent — after all, things that cause big harm without permadeath (such as losing valuable equipment) are no longer as frightning as with permadeath (why care about the equipment if you're dead for good?). Both modes should be balanced separetely, and you couldn't have permadeath-characters and non-permadeath-characters in the same game session.
Quote:
Original post by onyxflame
I happen to think permadeath actually improves roleplaying. You don't send your little wussy mage out to fight 10 zombies alone because you know he'll die, and that's pretty much how a real wussy mage would act if there were real wussy mages.
I agree on this. While the latter part is a matter of gameplay vs. realism (with which I agree on also, however), the point is that permadeath can truly have an positive effect on the gameplay. If you can't lose, the exitement is gone. If you lose equipment, levels, whatever, you haven't really lost anything since in most games in most cases you can get the stuff back, and even better stuff later on.
If you're making a game without permadeath, you have to have a good reason for not dying permanently. Just respawning in the nearest town is about the lamest thing I could think of. Losing experience/levels/whatever is contradictory — after all, wouldn't dying be quite an experience? Let's consider these onyxflame's words of wisdom:
Quote:
Original post by onyxflame
There should be a resurrection spell, which can be used if you can get your corpse and a healer in the same place (either by having friends move your corpse, or by sending a "deathtell" to get a healer to come to where you died) before your corpse rots away. If your corpse rots away, bam, that's it. If you can get ressed, you continue on as normal, losing skills based on how long your corpse sat there before getting ressed. This way, intelligence and careful planning is rewarded by long life, whereas people who can't or won't learn what's too much for them to handle die a lot.
Now, if you don't have permadeath, you could just have the corpse rot away, but you could still be summoned to the world as a spirit. As a spirit you would have your magickal abilities present (not the physical, though) and you might develop skills to possess other creatures. With powerful magick you could make this possession permanent. You could even construct a new body from parts (stolen from graves, maybe enforced with all sort of metal parts etc [grin]), have it reanimated and then possess it.
Or you could be summoned to a dead body (perhaps back to your own one) and you could control it as an undead creature. The body is dead (and still rotting away; you could battle this with herbs and ointments), but the spirit is there. Since the body has rotted, physical characteristics (strength etc) won't be as good, but with magic, alchemy, what have you, you would be able to enhance yourself again.
If no one seems to be around (e.g. in a single player game in the middle of a cursed forest or whatever), you could have the option to re-incarnate, find your dead body, carry it to the nearest town and have your spirit transfered to it again.
You see, not having permadeath doesn't mean the character's body couldn't die permanently (the spirit would be immortal), and you would have an explanation why the world is filled with all these undead creatures and golems. Just say no to this ridiculous respawning concept.