Star Wars: TOR Designer Explains BioWare's Death Stance

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DracoSuave

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Every time I see someone go 'DEATH PENALTIES SHOULD BE DRASTIC AND HARDCORE!' I see someone who has probably never done end game content, has no desire to do end game content, and has no desire to encourage progression. Yes, let's wipe on endgame content, lose a level, because a single attempt on end-game content is exactly what people want!

See, here's the crux of it... the less an MMO makes you realise you're wasting your time, the more you actually pay attention to the good stuff in the game that makes you want to keep playing.

Firstly, you died. That IS a punishment. You have to restart what you were doing, either by walking back to where you died (which takes time), or by spiritually floating back to where you died (which takes time.) Point is, both things are time-sinks. You died, so now you're not allowed to play, or worse, have to work your way back to get to where you were. That IS punishment. Death is discouraged, because it stops you from being able to play for a bit. That IS a punishment.

Some games just charge you some cash or resource, like gold or, repair bills (also gold) or whatever. That's fine. You can keep playing, but you'll have to give up something for your death. Other games make your items go away completely, or worse, cause you to backtrack in your levelling or progression. This is BAD. You've not only punished the player by causing him to stop playing... you've now FORCED him to play strictly for the purpose of catching up to where he was before...

...in a sense, the punishment for failing your content is to force the player to quit, or keep playing your content; PLAYING YOUR GAME is a punishment. Now, I dunno about you, but unless I'm a Dominatrix, my product should not be seen as a punishment for failure.


It all comes down to the difference between challenge, and punishment. Challenge is when you create scenarios that are difficult to overcome. Punishment is when you create scenarios that, if not overcome, are negative to the player's experience. The two are not the same.

The difference between the two is why WoW beat EverQuest. WoW decided to persue challenge;

WoW: You have to attack the boss, while avoiding fire appearing beneath you sporadically, and occasionally destroying this one specific add that if not destroyed, explodes and heavily damages or wipes your team. Meanwhile, you have to manage your spells correctly, knowing when to do each one optimally, so that you can eke out the best damage in the shortest amount of time. If you fail, you fail the encounter, but you get back up, drink your water, eat your food, and try again. This is an example of challenge. You're doing a lot of different things, and you can actually get better at those things. Skill is important here, and rewarded.

EQ: You have to attack the boss using one ability over and over again, when it is off cooldown. There might be adds. Occasionally you'll get knocked around a bit, just run back and keep going. If your tank and healer aren't up to snuff, you die, and have to grind back all those experience points just to get back where you were. Meanwhile, some other group just killed your boss, meaning you won't have another attempt until next week... if you're the first to the spawn. This is an example of punishment. Skill is not actually tested here, or if it is, is at a rudimentary level. Higher levels of skill and sophistication might exist, but they cannot be practiced or tested, because higher challenges will actually cause you to lose ground, and even regress. One might lie to themselves and think 'Hey, Risk/Reward! More risk!' except that there is no commenserate reward to offset the risk taken. You lose more, but you do not gain what you lose back.

At the end of the day, they're making a game. They want to make a game people want to play not a game people want to work. MMO players want to be challenged, not beaten down like submissive slavebitches. Even Demon's Souls didn't steal progress you've already made.
 

Scytail

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StriderShinryu said:
Scytail said:
StriderShinryu said:
I hate when an MMO makes you essentially useless for 10 minutes after a death. In that case, I'll often just log out and not bother playing at all... which I suppose fits fine with the MO of your average subscription based MMO.
wow, you poor baby. there should be some extra penalty for respawning at the graveyard. its taking the easy way back to life instead of trecking back to your body.
Anyway, my point is that if the content was challenging enough to kill you in the first place (and, let's be honest, most MMO content isn't really that challenging) then I fail to see the purpose of hitting you with a death debuff on top of that. You already have to travel from the respawn point back to where you died, probably making your way through since respawned enemies on the way and/or restarting an entire instance, but now you have to either do it at a massively reduced power level or wait till the debuff clears. It's nothing but a time sink and it really does nothing to increase the challenge of the game seeing as how most standard death debuffs make it pointless to retry the content right away anyway.

If a game makes it's money off of subscription fees, then it's obvious why the developers would want to keep those time sinks in place. If, however, they are interested in creating interesting and challenging content then time sink death penalties are not something they need to bother with.
In most games the respawn debuff is purely optional. Case in point, WoW. You dont have to respawn at the graveyard but if you do you get hit with the debuff. If you died in an instance/raid the instance doesnt completely reset but you may have to clear some trash mobs that respawned. You act like the debuff is some game stopping thing that makes you /ragequit.
 
Jan 23, 2009
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TerranReaper said:
To be honest, I kinda liked the concept of a very harsh death ala EVE Online, it made you more cautious on the decisions you made and the risks that you make by doing something, also made sure you had to invest into a clone and update it as time progresses. I can understand having manageable death penalty though, not a lot of people are too willing to restart if some accident was to happen.
In eve people fit with the "best loot" alot. The focus is actually not on the loot however, but the currency. Yes there's "epic" loot, but not in the same way that there is in wow.

And the death penalty in eve is so that pvp can have meaning. For a game like TOR however, where it's just you and your quest and the npc's then you know I'm cool with the easy death penalty.

It will mean however that pvp in TOR will be a case of points and stuff, unless they change the death penalty in pvp areas.
 

StriderShinryu

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Scytail said:
StriderShinryu said:
Scytail said:
StriderShinryu said:
I hate when an MMO makes you essentially useless for 10 minutes after a death. In that case, I'll often just log out and not bother playing at all... which I suppose fits fine with the MO of your average subscription based MMO.
wow, you poor baby. there should be some extra penalty for respawning at the graveyard. its taking the easy way back to life instead of trecking back to your body.
Anyway, my point is that if the content was challenging enough to kill you in the first place (and, let's be honest, most MMO content isn't really that challenging) then I fail to see the purpose of hitting you with a death debuff on top of that. You already have to travel from the respawn point back to where you died, probably making your way through since respawned enemies on the way and/or restarting an entire instance, but now you have to either do it at a massively reduced power level or wait till the debuff clears. It's nothing but a time sink and it really does nothing to increase the challenge of the game seeing as how most standard death debuffs make it pointless to retry the content right away anyway.

If a game makes it's money off of subscription fees, then it's obvious why the developers would want to keep those time sinks in place. If, however, they are interested in creating interesting and challenging content then time sink death penalties are not something they need to bother with.
In most games the respawn debuff is purely optional. Case in point, WoW. You dont have to respawn at the graveyard but if you do you get hit with the debuff. If you died in an instance/raid the instance doesnt completely reset but you may have to clear some trash mobs that respawned. You act like the debuff is some game stopping thing that makes you /ragequit.
Yeah... in LOTRO, on the other hand, the death debuff (which is not optional unless you happen to get rezzed by someone) is equivalent to a 10 minute 4 level penalty with no timed scaling. Chances are if you were in a situation that kills you you've also blown your big cooldown skills (some with re use timers as long as an hour), which are not reset upon dying. Any content that is actually challenging enough to kill you in the first place is going to be pretty much impossible with a 4 level penalty as in LOTRO even 1 or 2 levels makes a huge difference (mainly in your hit and block/parry %'s).

Sure I could then go waste 10 minutes at the auction house or standing around the auto rez marker but there is literally no point in me re-trying that content until the death debuff has expired. If I was trying the content in the first place, chances are I don't want to sit around doing nothing or go craft or whatever, I want to tackle that content. Call it ragequtting if that makes you feel better, but it's really just opting to go do something else with my time instead of waiting on a contrived and blantant time sink.
 

Jumwa

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BabyRaptor said:
So, because I don't find the same things annoying that you do, I have no life, am a masochist and look for my value in life on a video game?

Really, if you're so uptight about a run back to an instance that you consider it suffering, you're the one taking the game too seriously.
I don't see how not enjoying a pointless amount of repetition is being uptight. It's not that a corpse-run makes me ragequit, I just don't have fun with it and realize I could be spending my time doing more entertaining things. I have a massive collection of games I could be PLAYING, rather than WAITING to play.

I'm sorry if you took offense, but I honestly don't know what else could explain why people advocate punishment and frustration in a video game. Even typing out the statement kinda baffles me.
 

area212

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Softcore games are just that, softcore. /shrug

Maybe they should add save-points. Something like taking the time to jot down your progress in an in-game journal. Maybe a Quest Tracker that is robust enough to include nonquest happenings.

Obviously I'm of the mind that harsh penalties that fit the gaming world are great. EQ Shadowbane etc. Hell even Diablo2.

The folks that don't like them should go back to playing super Mario with a game genii.

Clearly there are other ways to deal with death. No real reason to even frame a failure in the context of dying. For the most part those contexts will have to wait on mmo evolution.
 

Nimcha

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Ok so they're trying to find the right balance. Good to hear, this is an important issue (mainly for endgame).

Now give gameplay info please!
 

Shamanic Rhythm

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Jumwa said:
A stiff death penalty is a quick way to ensure I wont even consider your game.

I am by no means a newcomer to MMOs, I've played many of them continuously without break for five years now at least. I rarely if ever die. However, when I do die, it's a quick way to dissolve my interest in playing and cause me to go fire up another game.

For me, games are about fun and escapism, not about frustration. Frustrate me and you lose my hold on your product. WoW's death penalty is already tedious enough. Nothing breaks my mojo like doing a dungeon run then having to take 10-15 minutes to recoup after a wipe thanks to the long run back to our corpses, making our way back through the cleared area of the dungeons, then rebuffing and preparing.

Some people might feel they need video games to provide them with a sense of real accomplishment, and therefore want stiff penalties, frustration and annoyance, but I'm not one of them. I have real life to throw my commitments to, I game for an escape from such things.

Seeing as the title of the website is "The Escapist", I'm surprised it seems a minority view. Perhaps it's just a case of people thumping their chests to proclaim their superiority in the face of others less willing to suffer for a game, or perhaps masochism is more popular than I realize. Or perhaps, even, more people come searching for meaning and value in their life in a virtual environment. I don't know.
I feel I can go some way to explaining the 'appeal' the a harsh death penalty has. Contrary to popular belief, it has nothing to do with being masochistic. What you have to realise is that certain people don't want a harsher death penalty for themselves: they want it for others. The people who clamour for a stiff penalty tend to conform to a certain demographic in MMOs: usually they're hardcore PvPers, they play DPS classes and when they get bored they like to go around ganking people. They want a harsh death penalty because they know that in most MMOs stabbing someone in the back rapidly starts to lose its appeal when that person just gets up and continues about their business: for them, they want the real thrill of knowing that they've seriously impeded their progress: by stealing an item, by giving them a huge XP penalty, or by putting them out of the game altogether. Their amusement is derived entirely from wrecking other people's enjoyment of the game. Don't expect them to be so graceful if they're on the receiving end of said death penalty, however. If they lose something major, their first instinct will be to head to the nearest forum and rage about how it wasn't their fault because of class imbalances/lag.

Thankfully, most devs have realised that it's a bad idea in terms of sales because such players are usually indiscriminate and will gank lowbies for their own amusement, putting them off properly subscribing to the game.
 
Feb 13, 2008
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Eclectic Dreck said:
The problem with this ideology is that, by applying a penalty to an action, you tend to prevent that sort of action.
Really? Take a look at how much you just wrote on the background of the choices in Eve, and then how it's not about the hardcore effect of death - but the problem of avoiding it.

DracoSuave said:
Every time I see someone go 'DEATH PENALTIES SHOULD BE DRASTIC AND HARDCORE!' I see someone who has probably never done end game content, has no desire to do end game content, and has no desire to encourage progression.
City Of Heroes Level 50. Everquest Level 70. Hell, in an earlier MMO, the end game boss would kill you stone dead, and wipe a level off of you if you missed by a second in a key-press.

So no. Done end-game content, been multi-wiped, still thing deaths should be meaningful. If you're not thinking of avoiding death but as a momentary setback, then it's lost most of it's meaning.

Most of the time I see people calling for lighter death penalties is so they can speedrun end content.
 

area212

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Oh and I played end content. Lots.

EQ didn't give way to WOW because of the EQ's death penalty.

Oh and running back to content after death is a game artifact.
 

Mr. GameBrain

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I like the way Global Agenda handles it.
When you die, (and you die ALOT), you get sent back to the last "base" you visited (at least I think thats right...).
Normally it means, you have to fight re-spawned enemies all over again, but at least it lets you be more prepared and possibly more powerful.
The respawn is especially apparent in time-based missions, (time is pretty important factor in GA's mutliplayer). Death wastes time. Die too much and you wont complete the mission in time.
 

DracoSuave

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The_root_of_all_evil said:
Eclectic Dreck said:
The problem with this ideology is that, by applying a penalty to an action, you tend to prevent that sort of action.
Really? Take a look at how much you just wrote on the background of the choices in Eve, and then how it's not about the hardcore effect of death - but the problem of avoiding it.

DracoSuave said:
Every time I see someone go 'DEATH PENALTIES SHOULD BE DRASTIC AND HARDCORE!' I see someone who has probably never done end game content, has no desire to do end game content, and has no desire to encourage progression.
City Of Heroes Level 50. Everquest Level 70. Hell, in an earlier MMO, the end game boss would kill you stone dead, and wipe a level off of you if you missed by a second in a key-press.

So no. Done end-game content, been multi-wiped, still thing deaths should be meaningful. If you're not thinking of avoiding death but as a momentary setback, then it's lost most of it's meaning.

Most of the time I see people calling for lighter death penalties is so they can speedrun end content.
Eve is a different sort of game, however. The death penalty of that is often 'the other player takes your stuff.' That's part of how the game is supposed to work. The death penalty has a gameplay purpose other than to punish death.

City of Heroes punishes you with a second by a key press? Really!?!

And Everquest doesn't exactly have a deep or involving combat system. Really, it doesn't. Sure, your CC needs to be up, and yeah, you need to be on the right target, but it really came down to 'Spam X until Y is dead, unless you have CDs, in which case, spam those too.' Similiar to CoH's, except CoH had some skill involved in constructing your attack chain.

And as for WoW taking over from EQ because of the death penalty... actually... that WAS a factor. I quit EQ because my Magician was dead in the Karanas and I had little to no way to get his corpse back without dying more... losing the stuff I spent weeks working on... essentially putting me back to square one. Yeah, that death was meaningful. It meant 'unsubscribe.' That's why the WoW designers (Hardcore EQ raiders who wanted to make a good game) designed WoW to reward, rather than punish. That's why the game evolved away from 'hardcore' punishment mechanics for failure... because that was the right step for the genre. They focused on improving the gameplay mechanics, on making the quality of the gameplay better, and evolve continually in that direction. That design mentality worked. Evolution in the genre means to remove barriers to fun, not to create barriers to fun.

And conversely... No one, not a single person ever said 'HEY! I unsubscribed to WoW and subscribed to EQ because I want to lose levels when I die! That makes the game more fun!'

And if you played EQ, then you know all about Hell Levels. Hell Levels are terrible game design. EQ had many many MANY terrible game design flaws, and death penalties were one of them.

As for death being meaningful... the thing is, you already don't want to die. It costs you time. It sets you back. It makes you stop playing. You don't need to reinforce that further by making death even less fun.

The difference between a bad game design and good game design is this: A bad game tries to make death meaningful. A good game tries to make surviving meaningful.

Death penalties have no place in any game that wants a subscriber-base outside of grognards who honestly thing a game is made better by adding in elements that actively and purposefully in place to make the game less fun.

At the end of the day, there's nothing special about MMOs that suddenly make dying in them less important or less meaningful than in other videogames that have existed, from modern adventure games, to the nintendo games of the past. You died in those, you restarted the level. You lost some progress, but at the end of the day, the point was always in trying to surmount the challenge it presented. Death penalties do not add challenge. They add spite. And they will cause people to stop giving you money.
 

JediMB

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I want to say that bacta tanks will somehow be involved. They're iconic enough.
 

Nylis

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The kind of death penalty I don't mind, is the kind of penalty WoW has. Yeah, run back to your corpse, but with the increased speed it's definitely not that bad unless you're just that lazy and armor repair is incentive enough to avoid death, but still not too bad.

The kind of penalty I hate is the kind that Perfect World has. Not only is there damage to armor, but you also lose a certain percentage of EXP every time you die. This becomes extremely painful at higher levels when it takes you days just to get like 20% experience, only to lose a good chunk of that from a single death.

It's been a while since I've played PW, so they could have changed it, but I doubt it.
 

Talvrae

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Good i hate things like perma death and corpse looting... Loosing week of work because of bad luck is just not fun
 

sleeky01

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Ruairi iliffe said:
archvile93 said:
I remember one story I heard where my friend, with an excellent internet connection, was leading a massive fleet into battle against a rival corporation in EVE online. The second he got into range his internet connection failed, and all the ships were slaughtered because they didn't do anything without a commander as if the crew vanished. It cost his company a lot, and he was fired.
Then his Squad wasnt well trained, Any good pilot is only as his wingmen.
You know, in reading various forums I see variations of this statement come up a fair bit when the topic of death penalty's come up. The response whether it's to one player or his friends/guild/whatever always comes down to three words: Learn To Play

Just once I would like to see an MMO developer use instead of a personal death penalty but a FACTION death penalty. Basically faction XP used to open up content. "I'm sorry but you are unable to enter the Cave of Ultimate Doom because too many of your fellow faction players die too many times."

Oh I know it's a pipe dream. But boy I would have endless hours of drama entertainment. :D