permadeath

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  • The Daily Grind: How do you kill off your characters?

    by 
    Bree Royce
    Bree Royce
    06.16.2012

    Indie sandbox Origins of Malu plans to feature a very unusual PvP mode: a permadeath PvP duel system. Characters who voluntarily duel under this system -- and lose -- will be erased from the game. Forever! Massively's staff roleplayers are divided on whether or not this feature will ever see much use, though. While most of us think it's an awesome system that will provide some spectacular entertainment, others of us have argued that it takes a lot of courage for MMO gamers, so used to investing time and money into their avatars, to kill off a character permanently. It won't be easy finding another roleplaying duelist who's both capable of putting up a good fight and willing to risk his own hide. Plus, wouldn't it be weird if every single RPer who wanted to off a toon did so in a gladiatorial duel to the death? There are so many other dramatic ways to end a character's story! And that brings us to today's Daily Grind: How do you kill off your characters? Do you go for climactic in-game events? Do you field "can I have ur stuff" requests? Do you delete silently and never look back to avoid future temptation? Or do you cancel your accounts and let your characters slumber peacefully, awaiting your someday return? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • E3 2012: Wizardry Online unleashes a bevy of screenshots

    by 
    Matt Daniel
    Matt Daniel
    06.05.2012

    Sony Online Entertainment brought a big surprise to this year's E3 by announcing that it will publish Gamepot's upcoming super-hardcore MMO, Wizardry Online. Now that the event is in full-swing, SOE has released a slew of new screenshots from the title to show off the game's scenery and combat. For those of you not in the loop, Wizardry Online is an online continuation of Sir-Tech's renowned retro Wizardry series of RPGs. But Wizardry Online isn't your average DIKU-style title; the developers make no bones about the game's hardcore nature, which is a result of features such as permadeath, player-killing, and friendly-fire. Further details are scant at the moment, but Massively will be chatting with SOE later this week at the Expo, so stay tuned for more information on this punishing new title. In the meantime, enjoy the gallery below and check out all the new screens. [Source: Sony Online Entertainment press release] %Gallery-125949% Massively's on the ground in Los Angeles during the week of June 4-7, bringing you all the best news from E3 2012. We're covering everything from PlanetSide 2 and SWTOR and ArcheAge to RIFT's and LotRO's upcoming expansions, so stay tuned!

  • SOE takes Wizardry Online under its wing

    by 
    Justin Olivetti
    Justin Olivetti
    06.01.2012

    Sony Online Entertainment published its full line-up for E3, and it contained one whopper of a surprise. According to the press release, SOE is now publishing Wizardry Online, the hardcore MMO that we first saw a year ago at the expo. The reveal of Wizardry Online is one of two new titles that SOE's bringing to E3 (the other being Bullet Run). Attendees will be able to get hands-on time with the demo on the show floor. Wizardry Online is being developed by Gamepot and is a continuation of the classic RPG series Wizardry. The MMO is notable for its decidedly tough-as-nails approach, featuring permadeath, non-instanced dungeons, player killing, and friendly fire. [Source: SOE press release]

  • Leaderboard: Permadeath vs. no permadeath

    by 
    Justin Olivetti
    Justin Olivetti
    05.21.2012

    Permadeath is one of those game mechanics that seems destined to forever be nibbling away at the fringe of the MMO genre than invited to the cool kids' table. Many players find themselves aghast at the notion of losing all their hard-earned progress with one untimely demise, and it seems like game developers agree with them: Very few MMOs have any sort of permadeath option. However, this most-severest-of-severe death penalties does persist. Some players elect to form guilds and meta-groups to pursue a permadeath lifestyle in their games. A few upcoming titles, such as Salem and Wizardry Online, have permadeath as a core mechanic. Even the recently released Diablo III has a "hardcore" permadeath mode for the brave at heart. The question we put before you today is yet another nibble that may never be noticed by the mainstream, but it's important to consider: Is permadeath worth including in MMO design, even as an optional mechanic or server, or should this brand of death penalty kick the bucket once and for all? Vote after the jump!

  • Some Assembly Required: I saw the wilds of Salem (and lived to tell about it)

    by 
    Jef Reahard
    Jef Reahard
    05.18.2012

    I spent an hour romping through the woods of Salem last Friday with Seatribe head honcho Bjorn Johannessen. The tiny indie company (current dev population: two) is hard at work on its followup to Haven and Hearth, an acquired taste of a sandbox game notable for its no-holds barred approach that includes permadeath and the ability to summon (and kill) criminal characters -- even while their lulz-loving puppet-masters are offline. Publisher Paradox bills Salem as "the crafting MMO," and boy it's not kidding. Over the course of this particular dev tour, I saw crazy amounts of tradeskill functionality, all kinds of cool world-building stuff, and ultimately, more than enough reasons to spend time with the game when it launches later this year.

  • Salem sandbox MMO not for the faint of heart

    by 
    Jef Reahard
    Jef Reahard
    05.09.2012

    Twenty minutes of gameplay doesn't seem like a lot when it comes to previewing an MMO, but PC Gamer is giving it the ol' college try with a look at Seatribe's new Salem sandbox. You know the Salem we mean. The one with... permadeath. Ooooh. Scary. Anyhow, the piece offers up a few interesting insights, like when creative lead Bjorn Johannessen admits that the devs "have almost nothing to do with what happens" outside the game's only safe area (a colonial-era Boston). Another noteworthy tidbit is the fact that Salem doesn't display avatar names. Instead, it prompts you to name other characters for yourself (or trust that someone is who he says he is). For more on Salem, check out the source below as well as our permadeath-flavored interview with Johannessen in Some Assembly Required.

  • The Daily Grind: What outdated game mechanic should be retired from MMOs?

    by 
    Bree Royce
    Bree Royce
    04.16.2012

    Returning to an old game is like hopping in a time machine and surveying the horrible mistakes made by MMO studios a decade ago. Forget those five guys who still murmur the word "permadeath" wistfully; we're talking corpse runs, vitae penalty, corpse looting, tank mages, experience loss, holy trinities, zone walls, hybrid class level penalties, and tree-top cities without railings, all as a matter of course for the games of the day. Nowadays, these mechanics are abandoned in a field somewhere by all but the most retro game studios. I have to wonder what we'll look back on in another 10 years with the same feeling of "wow, I can't believe anyone thought that was a good idea." Cash shops? Flying mounts? Faction-grinds? Classes? Skill bars? Questing? Tree-top cities without railings? (Seriously guys -- stop making those.) What game mechanic is so outdated and so abhorred that it should be retired from MMOs right now? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Colonize the New World: Salem opens beta sign-ups

    by 
    Matt Daniel
    Matt Daniel
    03.23.2012

    It's time to set sail for the New World with Paradox Interactive's upcoming free-to-play sandbox title, Salem. The studio announced today that beta sign-ups for the title have opened up, and anyone and everyone is welcome to jump in and give the team feedback. But remember, folks, the untamed wilderness of the New World is a harsh and unforgiving place, and death is not something to be taken lightly. If you don't play your cards just right, you could end up six feet under with no way of returning to the world of the living. Don't worry too much, though; the folks at Paradox have released a new video to give players a bit of a heads up on how to survive the wilderness. So after you're done with the "how-to-not-die-of-dysentery" primer, just head on over to the game's official site and get in on the test. [Source: Paradox Interactive press release]

  • Crime and punishment in Salem, New World-style

    by 
    Justin Olivetti
    Justin Olivetti
    03.08.2012

    With all of the open world sandboxy goodness going on in Salem, one might wonder if Paradox Interactive is prepared for the level of griefing that can come with such games. Interestingly enough, the team has given this some serious thought and come up with an elegant system of crime and punishment in the game world. Player villages are protected by claims that set these areas apart from the rest of the world, and these claims can be expanded by building certain structures. Griefers who set out to do harm or mischief against villages within these claims will leave a "scent" behind that can be used to track them. There are certain skills, such as ranging and tracking, that players need to have to follow the scent to the perpetrator, however. This opens the door for players to specialize in becoming bounty hunters who protect the village by rooting out enemies. As for punishment, well, Creative Director Björn Johannessen expects players will take justice into their own hands -- and more than one perpetrator will pay the ultimate price for violating a peaceful sanctuary. You can watch the full discussion of Salem's crime and punishment system after the jump.

  • Some Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay

    by 
    Jef Reahard
    Jef Reahard
    02.10.2012

    Hello, sandbox faithful, and welcome to a special interview edition of Some Assembly Required. We recently had a chance to pitch some questions to the team behind Seatribe's upcoming Salem title, and creative director Björn Johannessen was kind enough to answer them. Salem is being advertised by publisher Paradox as "the crafting MMO," but it's also rife with throw-back mechanics including a huge amount of player freedom and a permadeath/punishment system similar to the one in Johannessen's Haven & Hearth.

  • Wings Over Atreia: Happy Newb Year!

    by 
    MJ Guthrie
    MJ Guthrie
    01.09.2012

    Oh, that feeling when a game is new and everything is an adventure! Say what you will, but I cherish those moments of still being a newb and getting to experience things for the first time while exploring a new world (mind you, that is newb as in "new person," not n00b meaning "hopelessly moronic"). The problem is, once you have been in a game for a while, that whole aura dissipates and you lose that feeling of wonder. I envy those just now coming to Aion, as those of us who have been here for the past two plus years have lost that initial excitement. And when you've lost that newbie feeling, then it's gone, gone, gone, whoa whoa whoa... Or is it? When you have played the game for a long period of time, you tend to settle into a rut that is hard to break out of. Log in, do dailies, do arenas, do dredge. Toss in a siege. Rinse and repeat. In the past, Wings Over Atreia has delved into some of the reasons to stay in game when things become a bit monotonous and we sludge through some of the more difficult times. But why should we sludge? Why not find ways to make Aion more interesting when you hit that plateau? Some players have done just that. A little creativity (and sometimes some really insane friends) can really make a difference and bring back that newbie feeling -- or at least make things interesting while adding some variety to gaming.

  • The Daily Grind: Do you play in self-enforced hardcore mode?

    by 
    Bree Royce
    Bree Royce
    01.09.2012

    The permadeath-in-MMOs issue has been debated to death. Most of us have probably either played in a Diablo-esque hardcore mode or gaped at the stones required to publish a true MMORPG with permadeath (hi, Salem). But who says you need game mechanics to make permadeath a reality? I've gamed with roleplayers who took their characters deadly seriously and would delete their characters if they were killed off within the context of the game. (So much for the idea that roleplayers are casuals, eh?) Their web of self-inflicted rules is so complex (maiming? dice rolls? emote-combat?) that playing with such RPers can actually become stressful, especially if you don't want to be responsible for their having to delete and reroll. What about you folks? Do you play or roleplay in a self-enforced hardcore mode? Do you do it because it's fun, because it makes gameplay more intense, or because you like a good challenge? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Perfect Ten: The upcoming long-shots

    by 
    Justin Olivetti
    Justin Olivetti
    12.15.2011

    In coming up with a follow-up list to my previous Upcoming MMO Contenders list, I found myself almost paralyzed by more choices than I could shake a wireless mouse at. Pointing at the sure bets is one thing, but narrowing down a field of dozens and dozens of interesting -- yet more far-flung -- prospects is far more difficult. It's one thing to have a good idea; it's another to say whether or not this game will actually make it to launch, and if it does, that it'll pull the idea off well. That said, I've lost some hair and two pounds sweating out this list, and I feel sleeker for it. Today's Perfect Ten is all about the long-shots, the titles that may not have the huge budget, big name studios, or anything solid to show for it, but could still become contenders in their own right if everything is played just right. Deep breath -- let's give it a go!

  • Paradox's Björn Johannessen hosts Salem Q&A

    by 
    Matt Daniel
    Matt Daniel
    11.02.2011

    Paradox Interactive's upcoming MMO Salem has garnered a good bit of attention due to the game's unique frontier-fantasy setting and the fact that it will feature -- gasp! -- permadeath. Of course, as with any mold-breaking game that comes along, there are bound to be a lot of questions about how the game's mechanics will work. Salem's Creative Director, Björn Johannessen, realizes this, and decided to stop by Reddit for an AMA session. For the uninitiated, AMA stands for "Ask Me Anything," and that's exactly what the fine Redditors over at /r/IAmA did. A wealth of information can be found over at the thread, whether you're interested in the game's influences, the way permadeath will work, the reasoning behind permadeath's inclusion in the game, or more. So if you're interested in Salem to any degree, head on over to Reddit and give the thread a look.

  • Wizardry Online launches open beta in Japan while eyeing the west

    by 
    Justin Olivetti
    Justin Olivetti
    10.17.2011

    Gamepot's hardcore do-or-die Wizardry Online took a big step in its development last week as the title went into open beta in Japan. Over 100,000 players stormed the castle gates to get a peek at this permadeath MMO, and Gamepot had to add several additional servers during the first day to handle the influx of adventurers. Gamepot's Shuhei Ueda says that seducing Japanese players is just the first step in the company's plans: "For Gamepot, it is truly amazing to see so many enthusiastic fans of the Wizardry franchise participate in the open beta testing, and now live service, of Wizardry Online. Bringing this innovative and legendary series to a new platform has been a rewarding process and we're looking forward to continuing our world-wide rollout to fans around the globe." Work continues on an English version of Wizardry Online, which Gamepot hopes will make it across the Pacific sometime in 2012. The studio is also seeking out a publisher for North American and European markets. While you wait, you can read up on our first look at Wizardry Online from this past summer's E3. %Gallery-125949% [Source: Gamepot press release]

  • 'Hide-Behinds and Squonks and Gumberoos': Bjorn Johannessen talks Salem

    by 
    Rubi Bayer
    Rubi Bayer
    10.12.2011

    Salem, the upcoming MMO from Paradox Interactive, has gained more and more attention in recent weeks. Perhaps because a fair amount of this attention has been of the "Wait, what is this game about?" variety, Creative Director Bjorn Johannessen sat down with Rock, Paper, Shotgun to talk Salem. Bjorn describes the game as "a similar premise" to Wurm Online, in that everything in the world is player-made with the exception of natural objects. It's not just a bland Wurm-clone, however. The world of Salem is a little darker, with a harsh justice system, witchcraft, and otherworldly creatures like Hide-Behinds -- creepy predators that hide behind things as they stalk you. Bjorn explains part of the justice system, discussing what happens when a player kills another (or commits any crime, for that matter): "He leaves a little scent behind, called the Stench of Crime, a kind of clue. Those clues can be used to track the crime; I get up this little window here, where I can choose to track the perpetrator, the claim of the perpetrator, or the item that was stolen. [...] And if the crime is serious enough [...] I can also use this clue to summon the character into the game, if he is offline." There's much more, so head to Rock, Paper, Shotgun for the full interview!

  • Get an eyeful of Salem with an hour-long tour

    by 
    Justin Olivetti
    Justin Olivetti
    09.28.2011

    Ever since we heard about Salem, the crazy mash-up of sandbox tools, crafting, colonial setting, and permadeath, we've been understandably curious about just how the game will pan out. While it's still in the pre-alpha stage, Paradox Interactive hosted a Twitch.tv broadcast yesterday, during which a trio of devs showed off the game while talking about its features. If you missed it, you're still in luck: The broadcast was recorded and saved for posterity. In it, Creative Director Bjorn Johannessen, "Code Gnome" Frank Tolf, and Senior Producer Gordon Van Dyke want to give viewers a feel for how the game functions and feels. It's important to note that the demonstration doesn't begin for real until the 14-minute mark, so unless you really like elevator music and waiting, you might want to skip ahead to there. You can watch the full video after the jump.

  • Salem livestream set for September 27th

    by 
    Jef Reahard
    Jef Reahard
    09.22.2011

    Paradox Interactive is highlighting a new opportunity for fans of the upcoming Salem MMORPG to get a first-hand look at how game development is progressing. A live demo will be streamed over Paradox's Twitch.tv channel on Tuesday, September 27th, offering curious onlookers the first real glimpse of the game that bills itself as "the crafting MMO" while also featuring PvP and permadeath. Salem is a free-to-play browser-based MMORPG that takes place in a fantastical New England, and though the game has its share of "light-hearted gothic" elements and "a charming and cute art style," it also has quite a dark side in terms of hardcore mechanics and dangerous creatures based on colonial folklore.

  • CCP reveals World of Darkness details to bloodthirsty fans

    by 
    Justin Olivetti
    Justin Olivetti
    09.18.2011

    Details about CCP's World of Darkness are popping out of White Wolf's The Grand Masquerade in New Orleans this weekend, and they're definitely worth draining for every last sweet drop of... information. While the game is still in pre-production -- and as such, nothing is set in stone -- the devs weren't hesitant to dish out a lot of the ideas and features that they hope will make this the best vampire MMO to date. It's CCP's desire to emulate LARPing (live-action roleplaying) as much as possible with World of Darkness, with plenty of metaplots running inside the game and without. Players will begin as a mortal human who can make the choice to become a kindred (vampire) or stay mortal for the duration of their characters' lives. There's a very real danger that characters might experience "final death" -- permadeath -- if they take too many risks. If you get in over your head, you can retreat to your character's Haven for safety. The entire game will take place at night and on one server, and CCP is definitely aiming it toward the hardcore set. Nudity, gore, and insanity effects are all par for the course. If players push outside of the acceptable boundaries too often, they'll lose "humanity" points and could become flagged for constant attack by other players and NPCs. Play your cards right and you may become the prince of the city. The game will change over time with dynamic events, and CCP promises that there will be real consequences for player decisions. Look for our World of Darkness interview with CCP coming later this week. [Thanks Pilgrim for the tip!]

  • Some Assembly Required: Diving into details of Origins of Malu with an exclusive interview

    by 
    MJ Guthrie
    MJ Guthrie
    09.16.2011

    "This will be the world's best game ever ever ever!" -Michael Dunham. You tell 'em! Honestly, we have heard it before: MMORPG feature lists that promise what our sandbox-loving hearts desire. Try as we might, we cannot escape those sneaky tendrils of hope that find the chinks in our +10 jaded armor of cynicism as we read about the return of a true virtual where actions have consequences, personal choices dictate gameplay, and individuality is a matter of principle. Sadly, time and time again those hopes are dashed by titles that either cannot deliver on their promises or never even survive until launch. The same is true for the developers at Burning Dog Media; they too have ridden the roller coaster of sandbox dreams and harbored in their hearts a vision of their ultimate game if only they had the wherewithal to produce it. The difference between them and us is... they do! Welcome to issue #6 of Some Assembly Required -- an exclusive interview with Michael Dunham and Dave Cruikshank -- Lead Developer and Art Director of Burning Dog Media, respectively -- who are in the midst of developing the new sci-fi/fantasy MMORPG Origins of Malu. Originally called just Origins (the change was to help avoid confusion with other projects that were cropping up with similar titles), this game previously teased sandbox aficionados with a glimpse at some hope-stirring features. Today, we have the privilege of expounding on "coming soon" and revealing more features that not only are planned but are for the most part implemented. So why should we check out Origins of Malu? And what tantalizing tidbits of sandboxy goodness can we expect? Grab onto that hope and dive past the cut -- if you dare -- to see what Michael and Dave have to share.%Gallery-134056%