permadeath

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  • The Perfect Ten: Non-vanilla server rulesets

    by 
    Justin Olivetti
    Justin Olivetti
    09.08.2011

    I've always thought that rulesets are a golden opportunity for MMO developers to get creative with their products and try something fresh and exciting. Unfortunately, most every MMO these days, new and old, adheres to the four "vanilla" rulesets that have been in place since Pong. You have your default PvE, your same-as-PvE-except-we-have-a-naming-policy PvE-RP, and the two player vs. player variants: PvP and PvP-RP. Those are all well and good, but... y'know... couldn't rulesets be used to create fascinating variations on these games? It turns out that yes, yes they can. While the vanilla rulesets are the vast majority, there does exist a group of fringe rulesets that dared to walk the different patch, er, path and made versions of MMOs that are a bold and refreshing flavor. Like blue! Sometimes these new rulesets were whipped up to inject new life into an aging title, giving players a valid reason to come back and see the game from a different perspective. In this week's Perfect Ten, we're going to check out just how wild 'n' wacky server rulesets can get!

  • Gamescom 2011: Paradox releases new Salem teaser

    by 
    Jef Reahard
    Jef Reahard
    08.19.2011

    A couple of months ago, we were treated to a sneak peek of Salem, the new browser-based MMO from Paradox Interactive. Aside from its colonial America setting and Salem witch trial underpinnings, the defining feature of this odd MMORPG is permadeath. Today, Paradox has a released a new trailer for the title at Gamescom, and though there's no gameplay footage to be had, the atmosphere conjured by the clip is nothing short of bizarre. The video runs a tad over a minute and a half, and perhaps the most interesting thing about it is a subtitle that shows up after the ending title and proclaims that Salem is "the crafting MMO." It's the crafting MMO with permadeath and a PvP focus, if previous Paradox releases still hold true, and if that doesn't tweak your curiosity, well, head past the cut and watch the video anyway.

  • GDC Europe 2011: Freelance designer identifies key problem with MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2011

    Sometimes we don't stop and think about just how strange our games are from a logical standpoint, but freelance designer Ernest Adams has, and he's not that pleased. Speaking to a crowd at GDC Europe, Adams said that the biggest problem in MMOs is that there's a disconnect between what the game tells us it's doing and what is actually happening. Mobs can never truly be "killed" since they respawn; NPCs don't perform any promised actions after you complete their tasks; and quests can be abandoned without any consequences. Adams feels that player actions should be able to change the world in a real, significant way and be permanent (including the possibility of, yes, permadeath). Player choice should trump developer intentions, he says, quests should be unique to each player, and the game should ultimately have an ending. Using the concept of a fictitious MMO called The Blitz Online, Adams hypothesizes how this might be accomplished. The game would take place during the attacks on London during World War II, and players would have to take action to shore up the city's infrastructure and defenses lest the situation grow worse. If enough players pitched in using their various skills, morale in the area would increase and the Nazis would eventually give up the attacks, causing the "win" condition for all. By focusing on player choice and a dynamic game world, Adams hopes that the experience would become much more real and personal for players. However, he admits that such a project might be a long shot: "I realize this game breaks almost all the rules."

  • The Game Archaeologist and the What Ifs: Middle-earth Online

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2011

    I had so much fun walking down the halls of "What if?" last week that I thought I'd keep the streak going for the rest of the month (if you'll allow for some summertime indulgence). It's not that I necessarily wanted MMO history to turn out differently than it did, but it's always tantalizing to wonder what the field would look like with different games out there. Would they have proven more popular than our current crops? Would they have pushed the envelope of innovation? Of course, it's easy to project greatness onto never-released titles, bemoaning that "if only MMO X had launched, we would've had the perfect game!" What ifs are interesting but should never be taken as absolute fact. This week I wanted to look at a project that's related to an MMO near and dear to my heart. As most of you know, I'm somewhat of a Lord of the Rings Online nut here at Massively. Sure, the rest of the staff is upset that I smoke pipeweed inside and never wear shoes, but that's just how far I go to understand the game. But even my LotRO isn't immune to a massive what if. Known to some but not to all, Turbine wasn't the first MMO studio to take a crack at Tolkien's license -- no, for that we have to travel back to 1998 and revisit Sierra On-Line. It was this company that had a brief but memorable run designing Middle-earth Online, aka "What if LotRO had permadeath?" It's a fascinating glimpse into an entirely different approach to the IP, and even though it died a fairly early death, it's important to be remembered. Frodo lives!

  • E3 2011: First look at Wizardry Online

    by 
    Justin Olivetti
    Justin Olivetti
    06.09.2011

    "One of the aims of Wizardry Online is to create a true experience of exploration like in classic MMOs," Headlock Games' representative said as he began this E3 presentation. "And to that end, you won't find a linear path funneling you through the dungeons, and your minimap won't show the exact location of your next objective." This set the tone for the company's first reveal of this up-and-coming MMO. Wizardry is a long-running RPG franchise that dates back to 1981, although this will be the series' first steps into online multiplayer. And while the series enjoyed modest success in North America, it's been a phenomenon in Japan, where it's seen numerous spinoffs and sequels. Wizardry's always been known for its open-world exploration and party-based combat, and it seems as though the MMO will continue this legacy as well as retain the hardcore approach that the devs feel has been lost to most modern games. "As this skeleton can attest, life is not so easy in Wizardry Online," the rep said with a smile. Hit the jump to read more about this first look at the game as well as get a peek at the game's first screenshots and trailer!

  • A sneak peek at Salem

    by 
    Matt Daniel
    Matt Daniel
    05.16.2011

    Are you tired of the same Orcs-Elves-and-Dwarves high fantasy in your MMORPGs? Perhaps you're looking for something more grounded in reality? Then Salem might just be for you. Instead of dropping you into another Azeroth, it sticks you in Colonial America during the time of the Salem Witch Trials. Not a whole lot is known about the browser-launched MMO from newcomer studio Paradox Interactive, but MMORPG.com has a scoop that reveals a few details. For one, it's not another themepark MMO. It's a sandbox game with a focus on crafting and open PvP. Oh, and one more thing: When you die, you're dead for good. That's right, Salem will feature permadeath. While your new character will inherit your dead one's belongings, you'll still have to develop that new character from scratch. For full information on this unique new MMO, check out the full article.

  • The Perfect Ten: Death penalties

    by 
    Justin Olivetti
    Justin Olivetti
    03.24.2011

    Death penalties belong in that tier of MMO discussion topics that is reserved for the most controversial subjects, along with skimpy armor and the New Game Enhancements. Death, as we know well, comes for us all with big, nasty, pointy teeth. But for some reason, we are not fans of it, neither in real life nor in online games. One of the reasons death penalties continue to be a divisive subject is that they used to be brutal beyond belief in MMOs back in the olden days of yore. As the MMO genre progressed, the penalties were lightened and experimented with in an effort to avoid driving players barking mad because of them. So we've ended up with two camps: one group of gamers who campaign for harsh death penalties to make the world seem exciting and dangerous, and another group that campaigns for lenient penalties in the interests of sanity. So today we're going to go through 10 of the most-used types of death penalties in MMOs, starting with the most brutal and ending with the most lenient. Stay for the after-column party as well, as you'll get a taste for this debate in the comments section!

  • A wrap-up of the Paradox Interactive MMO conference in NYC

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.23.2011

    If you're unfamiliar with Paradox Interactive, you could be forgiven -- it's never been a flashy studio. But it does have a very solid track record of producing historical simulations and strategy games, including the critically acclaimed Mount & Blade and the Europa Universalis series. So when the company's New York convention includes two upcoming online games, it's with a background of producing solid games with a strongly simulationist angle. Two titles, Dreamlords Resurrection and Salem, were both on display at the conference, with two very different foci but similar levels of polish. Dreamlords Resurrection is an MMORTS with an emphasis on player armies rather than on city building. Players take on the role of a newly awakened Dreamlord attempting to work with allied players to claim as much land as possible... with the caveat that the game's regular resets will keep any one group of players from becoming too overpowering. Salem, meanwhile, is a sandbox game that plans to include not only open PvP but the threat of permanent death, forcing players to hopefully band together and police behavior. Both sound like interesting takes on the genre that will give players plenty to mull over as they move through development.

  • One life in the New World: Salem MMO to feature permadeath

    by 
    Justin Olivetti
    Justin Olivetti
    01.21.2011

    Permadeath is a topic that's brought up on a regular basis in MMO discussion circles, usually featuring a cast of characters that span the full spectrum of the debate. Is there a burning desire for the risk and finality of a permadeath system in MMOs? Would players flock to or flee from such a game? And how would it work in such a way to retain players instead of alienating them? Game Designer Bjorn Johannessen is working hard on the answers for those questions in his new MMORPG, with the working title of Salem. Developed by Paradox Interactive, this free-to-play title is set in New England during the early period of North American colonization and features players stepping off the boats from Europe to make their way in uncharted wilderness. Like Wurm Online and Minecraft, Salem will focus heavily on crafting as players forge the tools, buildings and weapons they need to survive. For Salem's aesthetics, Johannessen named H.P. Lovecraft and Tim Burton's gothic horror as sources of inspiration, and the MMO will include magic and witchcraft as potential paths. Over all of this is the specter of permanent death: "When your character dies, he stays dead," Johannessen said matter-of-factly. This is made even harsher by the fact that Salem will allow free-for-all PvP, which means that anyone can attack you without provocation. Player buildings can be razed and their corpses looted, but Johannessen hopes that the players will band together to protect each other and mete out justice. You can watch Bjorn Johannessen's introduction to the game after the jump.

  • Waging WAR: Finding the sandbox

    by 
    Greg Waller
    Greg Waller
    09.04.2010

    In this installment of Waging WAR, Greg takes a look at Warhammer Online: Age of Reckoning from a few different angles and goes in search of the proverbial "sandbox" in a game that contains neither sand nor boxes. Somewhere along the line during my childhood, I developed a habit for playing games with nearly every game I've ever played. I can even remember a time in my early teens when I sat down with a few friends and collaborated on making our own version of battlechess. Pages of chicken-scratched rules and several dice results-tables later, and we were off and running for a solid week of the most entertaining chess matches I've ever played. Or there was that time with The Sims when I started creating experimental families and then leaving my computer on overnight and not interacting with them, just to see how successful they could be without my help. I could bore you for hours on end with examples of how I twisted the rules and made my own games from the games I've played. I suppose I can blame my penchant for metagaming on my early introduction to pen-and-paper roleplaying (i.e., D&D 1st Ed., to be specific). All I had was a sheet of paper, a handful of dice, a description of the world around me, and my imagination. By its very nature, PnP gaming is sandbox gaming. The reason I'm bringing this up now is that, until WAR, I had pretty much been able to "find the sandbox" in any MMO I was able to get my hands on. Whether it was building hardcore Dungeons & Dragons Online characters, roleplaying in City of Heroes, or achievement-chasing in World of Warcraft, I've never really been troubled with finding something to do when the grind started to wear me down. But now, with WAR, I'm finding most of my old tricks for MMO metagaming just aren't working. To read about what I've tried, and why it didn't work in WAR, follow along after the break.

  • The Daily Grind: Create-a-Server

    by 
    Justin Olivetti
    Justin Olivetti
    07.27.2010

    In this day and age, it seems as though servers have checked their creativity at the doors. PvE, PvP, RP, RP-PvP come as standard as red, green, blue and yellow in a Crayon four-pack. Hey, if it ain't broke, right? These four server rulesets do their job admirably, and for most people, that's good enough. It's almost easy to forget that devs have the ability to create rulesets that strike out in different directions, such as permadeath servers (oh yes, I went there) and progression servers (where a server resets to the core game, with expansions added at a steady pace). Of course, on rare occasion you do see a game experiment with unusual rulesets, such as EverQuest's 51/50 server. More recently, Realtime Worlds announced that they're contemplating a slew of unique rulesets for APB, including newbie, Chaos and pure skill. So the potential is there for servers to branch out -- it's just that, for various reasons, the risk is seen as not worth the potential reward. But this is The Daily Grind, a place to unleash your imagination and engage the "What if?" in its full glory. So if you could create a unique ruleset server for your game, what would it entail?

  • The Daily Grind: One life, one death

    by 
    Justin Olivetti
    Justin Olivetti
    05.28.2010

    Permadeath -- AKA "permanent death" -- is always a contentious topic when brought up in gaming circles. Most MMOs are like a digital version of Valhalla, where warriors battle, die and are resurrected for all eternity. Death ceases to be "death" in a true sense, instead becoming a speed bump with penalties attached. Hence the appeal of permadeath, where once your character dies, that's it -- there's no coming back for seconds. Death matters, fights become more intense, and victories are that much sweeter. However, permadeath isn't for everyone, especially when you consider just how much time it takes to level your typical MMO character. Few people would want to risk something in which they've invested over 200 hours. But that doesn't mean permadeath is non-existent in MMOs: some titles have the option or special servers to support it, while others see a subset of players create and enforce their own permadeath rules (such as DDO). Today's question is simple: would you play a permadeath mode if your favorite MMO enabled it, and if not, what changes would be necessary to entice you into trying it? Would they need to dramatically increase the speed of leveling? Let you pass down "heirloom" buffs and items to your next of kin? Give special rewards for permadeathers only?

  • Achieved: Level 1 to 80 with no deaths

    by 
    Adam Holisky
    Adam Holisky
    06.04.2009

    There are a few accomplishments in this game that truly amaze me anymore. Leveling characters is routine now, and having an army of high level alts at your disposal isn't something super uncommon anymore. However I have been amazed by this:Cautious, a Warrior, leveled to 80 without dying.She had no deaths. None. Nada. Zilch.There is no achievement for doing this, however I wouldn't blame Blizzard one bit if they went in and retroactively added one just for Cautious. Lord of the Rings Online has a no-death achievement, but only up through level 20. I got to level 18 without dying on LotRO on a recent attempt, however I perished when some "really really super awesome person" trained a bunch of mobs near me just as I executed an AoE attack. "Really really super awesome person" is what I called him too. Honest.A few months ago in The Queue a reader asked if there would ever be (or is) such an achievement for WoW, and my response at the time was no, there is not one now and probably would not be one later. I reasoned that including such an achievement would just present undue psychological damage on the player if they died at 79 from an unforeseen circumstance. I still don't think there will be one, but it's pretty awesome someone managed to do it sans in-game achievement. There are some interesting statistics Cautious had upon reaching level 80 without deaths. You can check out a lot of them on her armory profile, but those are inflated just a tad since she has played since reaching 80. Some of her key stats upon reaching level 80 include:

  • Behind the Curtain: Gone for good?

    by 
    Craig Withers
    Craig Withers
    07.17.2008

    I've been thinking recently about loss. Having been incredibly lucky with my own brush with the possibility of losing my World of Warcraft characters, I got to thinking. Not only about what I would have done if things hadn't worked out for me, but about how loss works in MMOs today.Last week, Gabriel wrote a fantastic column about item decay in games past, present and future. I've been playing Diablo 2 again lately, for obvious reasons, and I had found myself thinking on the similarities and differences between the durability system in Diablo and WoW. I've said before that my MMO career started with Star Wars Galaxies, so I don't have the long-term experience many of the other writers here at Massively do. I've never had to worry about making corpse runs in Everquest, or had to concern myself with losing my items in Ultima Online. While Galaxies did have item decay, it wasn't set to a punishing degree – items did wear out eventually, but at a reasonable rate. When an item eventually gave out, you crafted yourself a replacement, or you picked one up from another player. By doing so, you knew you were contributing to the economy, so if you tried hard you could convince yourself that you were actually helping the game.

  • Using permadeath as a character reset

    by 
    Mike Schramm
    Mike Schramm
    02.06.2008

    Damion over at Zen of Design combined (or saw his readers combine) two things that are rarely done in MMOs, and draw a lot of attention when they are done. Recently, permadeath has been brought up a few times (and implemented a few as well), and other games (most notably Shadowbane) have reset all character information in the game. And Damion asked if the two ideas complemented each other-- could permadeath make sure that, as with a character reset, everyone who gets too powerful is brought back to zero?It would only work, however, if lower characters could somehow stop someone who was too powerful, and as Damion notes, permadeath usually lets people accumulate power, not lose it. If one character is able to gain enough power to break the game and you combine that with a permadeath system, then any deaths he or she causes bring everybody else back to zero. And the balance to keep the lower characters powerful enough to stop the higher character and yet not overpowered is so precarious that, as Damion says, it usually ruins the game.But we are falling yet again into Damion's stages-- permadeath, it seems, just doesn't work unless you build your game around it, and then it can't necessarily be called permadeath anymore. The very fact of gaming means that, in a social game, to build a character worth playing, death, it seems, cannot stand in your way.

  • Dofus embraces permadeath with new hardcore servers

    by 
    Samuel Axon
    Samuel Axon
    11.15.2007

    Richard Bartle once said, "Do you want permadeath or pedophilia? Both seem equally attractive to most players." In other words, permanent death in MMORPGs is pretty much unheard of, and most people who hear the idea are horrified that it should even be suggested. A few MUDs have it, but in the graphical world, there's almost no such thing. The original Lord of the Rings MMO that was developed by Sierra and eventually canceled was going to have it. That's the closest we've gotten to mainstream MMO permadeath.The developers of Dofus, then, are either completely insane or just very daring. They've announced plans to open up "hardcore" servers in December. On hardcore servers, player characters will receive significantly more experience and gain new items and abilities much faster than on normal servers. But when they die, that's it. They've passed on. They are no more. They have ceased to be. Bereft of life, they rest in peace. They've joined the bleeding choir invisible. They are, in their entireties, ex-Dofus toons.At various stages in an age-old debate, proponents have suggested that if executed in the right way in a certain kind of game, permadeath could enrich the online gaming experience. Battles would be more intense and PvP would be more meaningful, for example. Will you play on Dofus' hardcore servers, or is permadeath an affront to everything you believe in?