This would mean that there would be little or no PvP battles.Crazzee said:I think it would be interesting if an MMO decided to do this. People wouldn't take as many risks, and the PVP would be much more interesting, because instead of a minor annoyance, they would seriously lose their characters, and all of the work they did.
I think that after pumping 150 hours into Oblivion I would be mighty pissed off if my level 36 Orc were to be permanantly offed by some pissed of Trolls.Crazzee said:(Searched, didn't find anything. Inb4 search button trolls. =P)
Alright, so. I remember playing games in which character death was permanent. You played, and if you failed, you were done. Start over at the beginning. Simple concept, right? I'm sure it wouldn't work well in games like Halo or Gears, but in games in which you make your own characters, such as Fallout, Oblivion, and the like. Having savepoints and stuff really takes away from the feeling that you're going into the next room, or fighting the next boss. You're not risking anything.
Now, on occasion, I'll play Oblivion like that, dying and building a brand new character, but even then I know that if anything goes wrong, there's always my last save to revert back to. Even though you play it like you're not going to be able to go back, the feeling is no longer there. Dungeon Crawl does this well. Even newish mainstream games, like Final Fantasy Tactics Advance and EVE online are reminiscent of this. FFTA had quests in areas which had no 'judges', meaning that if your characters died, they friggin' died. In EVE online, character death isn't permanent, but if your ship were to get attacked and destroyed, you lose the ship and everything on it.
I think it would be interesting if an MMO decided to do this. People wouldn't take as many risks, and the PVP would be much more interesting, because instead of a minor annoyance, they would seriously lose their characters, and all of the work they did.
So my question to all my fellow Escapists is this: What do you think about permanent character death? Is it a good idea? Does it ruin an otherwise good game? Does it thrill or annoy you?
And also, are there any newer games out there that do this? I know of Dungeon Crawl, and I think Ghost Recon does it, but that's about it...
It's related, because you are saying the entire idea is dumb. But it fits some games perfectly, such as Nethack. I'm just asking for *some* more games to do this - games which you don't have to play unless you want to.GuerrillaClock said:OK, the "play something else" card that you seem to be playing here is totally irrelevant. If I didn't like a game, I would play something else, of course. That hardly affects the fact that the idea is dumb.
You aren't using your imagination. A perma-death game can have a mechanism like that of Steel Battalion, where you can save yourself by ejecting out of your Vertical Tank before it is destroyed. That puts you close to death at all times, which is enough for the psychological effect, but you won't die as long as you don't fumble the eject.Yes, games have rules. Of course they do, but, again, this has nothing to do with the issue at hand. If a gamer wants to try something out, they should be free to do so without the fear of having hours of hard work brushed into the bin.
That is a very strange claim, because you need risk if you are to have any risk-taking, and people tend to get excited when risks are big. In some games the penalty of failure is as small as losing a few seconds as your car is warped back on track. In some, the car breaks and you forfeit the race. In some, if you were in the middle of an endurance championship series, the failure might undo hours of driving. So is it really that unthinkable that some driving game would kill your character?If I want to attempt a shortcut in a racing game, my car shouldn't be at risk of exploding, because it would make the risk-taking and excitement that people play games for redundant.
I'm more talking about screwaround characters in Oblivion. You know, where you just run around and explore. Story characters? Heeeeeeeeeeeeeeeeeeeellll no.FinalHeart95 said:It gives realism, but on fucking Oblivion? Are you insane? That game is way to long to have to start from the beginning every time you died.
...NoMoreSanity said:No. Just no. It's a horrible idea, it's would be annoying as hell, and not all players are as masochistic as you.
Correct me if I'm wrong, but wasn't Steel Batallion the mech game that came with that preposterous controller? If it was, I've never played it (although I have heard plenty about it), but I assume the permanent death mechanic incited more frustration than genuine fear when (as Capcom games are wont to do) it shafts you with a difficulty spike. I'm not saying it was good or bad, because as I said I never played it, but a game should never rely on a simple, cheap mechanic to make you afraid of failure. I question why a mech game would want to incite fear anyway. Isn't the point of those games to make you feel like the biggest badass in the world as you punch through the levels? Shouldn't they be more about giving gamers the carrot when they succeed, rather than a hefty stick when they fail? Certainly, in my experience, a good reward was more, well, rewarding than a simple sigh of relief and a wipe of a sweaty brow when you finally beat a tough bastard level.Nutcase said:snip
I fail to see how that's relevant. The PURPOSE of a video game is to entertain you and eat up a lot of time. If you pour a hundred hours into a WoW character, your time would be just as wasted as if you put five hours into a Dungeon Crawl character, and they die. The time would be just as wasted if you were to make a very intricate and dynamic D&D character, give them an amazingly written backstory, spend hours reading from tables to find the best spells to use for your build, and they are killed off early in the game. Your point doesn't make much sense.GuerrillaClock said:People are not afraid of anything in the game, they are afraid of the mechanic and the mechanic alone, and a good game should not require a gamer to be fraught with worry, not of anything in the game, but of the fact that the previous umpteen hours of their spare time will probably be cruelly snatched away by a laughing, lazy developer. Again.
I don't understand your point here. Are you saying all games are just a waste of time or something? Genuinely, I don't get what you mean. In D&D you can usually get back up again with some penalties using a spell anyway, and if not you can resume with another character, and even if not that, you can still socialise while you're there. That's on of the key facets of D&D. The purpose of a game is to entertain, the time-sinking is purely a by-product of that. It's not just your time that's been wasted with perma-death, it's everything that you did within that time, all those memories, achievements and wonderful moments, washed away, and you are forced to slog through it again.Crazzee said:I fail to see how that's relevant. The PURPOSE of a video game is to entertain you and eat up a lot of time. If you pour a hundred hours into a WoW character, your time would be just as wasted as if you put five hours into a Dungeon Crawl character, and they die. The time would be just as wasted if you were to make a very intricate and dynamic D&D character, give them an amazingly written backstory, spend hours reading from tables to find the best spells to use for your build, and they are killed off early in the game. Your point doesn't make much sense.GuerrillaClock said:People are not afraid of anything in the game, they are afraid of the mechanic and the mechanic alone, and a good game should not require a gamer to be fraught with worry, not of anything in the game, but of the fact that the previous umpteen hours of their spare time will probably be cruelly snatched away by a laughing, lazy developer. Again.
The memories remain. What you did is still THERE, but point is games are timesinks. Entertaining, really great ones, but timesinks nonetheless. If you spend tons of time doing something in a game, and you die, the things you did still existed. Nothing gets washed away. Sure, you may be a little ticked off, but everything is still there.GuerrillaClock said:I don't understand your point here. Are you saying all games are just a waste of time or something? Genuinely, I don't get what you mean. In D&D you can usually get back up again with some penalties using a spell anyway, and if not you can resume with another character, and even if not that, you can still socialise while you're there. That's on of the key facets of D&D. The purpose of a game is to entertain, the time-sinking is purely a by-product of that. It's not just your time that's been wasted with perma-death, it's everything that you did within that time, all those memories, achievements and wonderful moments, washed away, and you are forced to slog through it again.Crazzee said:I fail to see how that's relevant. The PURPOSE of a video game is to entertain you and eat up a lot of time. If you pour a hundred hours into a WoW character, your time would be just as wasted as if you put five hours into a Dungeon Crawl character, and they die. The time would be just as wasted if you were to make a very intricate and dynamic D&D character, give them an amazingly written backstory, spend hours reading from tables to find the best spells to use for your build, and they are killed off early in the game. Your point doesn't make much sense.GuerrillaClock said:People are not afraid of anything in the game, they are afraid of the mechanic and the mechanic alone, and a good game should not require a gamer to be fraught with worry, not of anything in the game, but of the fact that the previous umpteen hours of their spare time will probably be cruelly snatched away by a laughing, lazy developer. Again.
You assume a lot.GuerrillaClock said:Correct me if I'm wrong, but wasn't Steel Batallion the mech game that came with that preposterous controller? If it was, I've never played it (although I have heard plenty about it), but I assume the permanent death mechanic incited more frustration than genuine fear
Apparently because it's trying to be a war game. If you have seen great war movies like Deer Hunter, Platoon or Das Boot, you know they aren't exactly cheery or full of badass action either. The very best parts of Das Boot are about a bunch of men sitting still in silence and being very afraid.I'm not saying it was good or bad, because as I said I never played it, but a game should never rely on a simple, cheap mechanic to make you afraid of failure. I question why a mech game would want to incite fear anyway.
Videogames only have one purpose now? What is it, and does it apply to movies as well?Claiming that I don't have to play a perma-death game is irrelevant. It does not address the fact that the idea is flawed and goes against the grain of a videogames' purpose.
Who said anything about spending most of the time in a practice arena? You said, "If a gamer wants to try something out, they should be free to do so without having the fear of having hours of hard work brushed into the bin." If you get some wild tactic idea, need to test a weapon or something, then popping into an in-game simulator for a minute would be a reasonable way to try it out - without fear - before you take it to battle. Doesn't break the immersion, either.I fail to see how it would be improved by, as you say, having a training mode. Trying out stuff will only last for so long, and why would any developer want to restrict a gamer to spending most of their time in a practice arena?
There's no logical conflict whatsoever between perma-death, decent scenarios, variety and genuinely threatening enemies. Nethack, for instance, has perma-death, extreme variety, and plenty of enemies which can kill you instantly in interesting ways.Given all the avenues open to devs today, permanent death shuts a great many of them. Why bother writing any decent scenarios for a player to experience? Why bother making genuinely threatening enemies? Why bother with variety?
Perma-death doesn't prescribe a specific style of play. Nethack can be beaten - among other things - as a vegan, as a pacifist (never kill anyone in a hack-and-slash game!), as an atheist, and without weapons.We'll just include this perma-death thing so they HAVE to play it our way!
There is a game mechanic in Mario which kills Mario when he ends up at the bottom of the screen. When you play, are you afraid of the mechanic? Nope, you are afraid of falling into a pit.People are not afraid of anything in the game, they are afraid of the mechanic and the mechanic alone, and a good game should not require a gamer to be fraught with worry, not of anything in the game, but of the fact that the previous umpteen hours of their spare time will probably be cruelly snatched away by a laughing, lazy developer. Again.