Permanent Death Is Meaningless Death


Guess that means new account time...

Back in my day, our games didn’t have save features. Sure, there were a select few that had the ability to save, but otherwise if you wanted to finish the game, you were going to sit down and play through, or leave your console on and risk overheating. Once save functions became more prevalent and useful (no more 20+ string codes to input), a new generation of gaming was born: The no-save play through. These were players who refused to give up on a time honored tradition of playing through a game without ever saving, ever. If you died, it was game over for good. As time progressed, some games bought into this tradition, and created incentives for players to not save as often, if at all. The Resident Evil series is well known for, in the end-game score, factoring in how many times the player saved, as well as supplying a fairly limited number of ink ribbons (required to save at a typewriter).

As far as MMOs go, death is rarely much more than a nuisance. In fact, if you saw my NIDA Online videos, you’ll see my strategy of saving on health potions by resurrecting on the spot (resurrecting at that location cost so little in gold and experience that it was barely a scratch). At earlier levels, death hits you hard, but as you level up or join a populated guild, death just becomes a minor setback. In many games, you spend a few gold to fix your armor, and you’re back in the action. In MMOs such as Darkfall, you get your guild’s crafter to make you a new set of bone armor, and you’re back in the action. Or you just pull the extra pair of armor and regents out of your bank and head back to do some ganking.

Few MMOs have attempted permadeath, and the community’s cold reception to those that did is an excellent reason why many newer generation titles don’t even bother. Although Everquest had a permadeath server back in 2003,  it didn’t last long (it was a promotional server). Star Wars Galaxies originally had permanent death for Jedi, which was scrapped considering the awesome amount of time that was invested into creating a Jedi. Titles like Eve Online and Face of Mankind are two successful titles that have managed a form of permanent death, but at a price: Experiencing permanent death in these titles is extraordinarily hard, as clones are abundant and easy to come by. In these titles, it is easier to delete your character than to die permanently.

As far as current MMOs go, virtually none of our current titles would support permanent death. With how much grind goes into games like World of Warcraft, Allods Online, Warhammer, etc, only the most hardcore of players would be willing to accept a permanent death system, even if it means forgoing any extra incentives (extra rewards or otherwise). Grinding hundreds of mobs for hours on end, just to have your efforts gone to waste because some guy and his clan decided to troll through town and murder everyone. Even more, players on PvP servers would regularly find themselves targets of griefers, high level players who would roll through and kill everyone. I mentioned in an old article about unrestricted PvP, and how there is no reason a level 80 should encounter a level 15 of the opposite faction, let alone fight them (and kill them with a flick of the wrist), and adding in permanent death would merely make the issue worse.

So it is safe to say that the “traditional” incarnation of permanent death is gone: losing your character because your died. That being said, although the feature is not coming back in any commercial MMO, we can see traits of it in other MMOs. Sandbox MMOs are more regularly adopting stat-loss, where your player loses a percentage of their stats across the board when they die. Stat loss is generally used for players marked as player killers, as a method of balancing risk vs reward, and has been well received in sandbox titles including Ultima Online, Mortal Online, and Darkfall.

In Dungeons and Dragons Online, players created a permanent death guild, where upon creating your character you join the guild, and then must leave if you ever die. Players claim it forces a lot more depth and strategy to the game, and although some players opt to delete their characters upon death, others simply treat them as an alternative character, an inviting opportunity to less hardcore players who still want to somewhat experience permanent death.

I’ve talked about this before, but there will likely never be truly meaningful death in an MMO, due to the natural fact that you will die during your game time. Although Eve Online and Face of Mankind include a form of permanent death, the system boils down to an alternate currency that must be paid upon death. Rather than simply paying your cash currency to remove death sickness (Aion) or to repair your items, you pay an alternate currency, purchased with regular currency, that you use to buy more lives. With the way both games have implemented it, it’s almost like taking Super Mario Brothers, but greatly reducing the 100 coin requirement for a 1-up. Aside from losing your items, death becomes still just a small hindrance.

Traditional permanent death will never be more than the kind of niche that Chronicles of Spellborn players look at and say “that is one tiny community.” With traditional permanent death, you set the risk v reward scale so far to one side that no one will want to risk anything, heaven forbid a lag spike come their way at a bad time, the server has a brain fart, or some magical bug causes them to die instantly (I’m looking at you, Runescape). MMOs may have free reign to do what they wish with the death system, but for all intent, the system will be small variations on a handful of features.

Instead of working on new ways for punishing players for dying, why not work on new ways to reward them for living? Lord of the Rings Online went as far as including achievements for getting to certain levels and never dying, with Champions Online including a star-like system where players gain stars (up to five) based on how many enemies they kill, that buffs the player. A little positive reinforcement can go a long way in pushing a player through a particularly long grind session, and in the developer’s benefit, give them the enthusiasm to keep that subscription going to next month, or buying that cash shop item they were on the fence about.

I know that the hardcore community is going to hate me for my belief that there is no median to the debate on death, and that the focus should instead be put on incentives for living, but I’m not the “carebear” some would think. I play a wide spectrum of MMOs, from Runescape to Dungeons and Dragons Online to Mortal Online and Xsyon. There is very little like strafing in a bank so that you aren’t pickpocketed.

I am certain I will revisit the topic if permanent death in the future. Until then, I remain unconvinced that a system will ever work.

The More You MMO #3: Earn Your Powers


NC + Rooster Teeth =

Once again Rooster Teeth has teamed up with NCsoft to inform those of you who may be considering buying accounts/powerleveling, and entertain those of us smart enough not to. Today’s lesson? Don’t buy your characters, otherwise you’ll end up as dumb as Caboose. Oh and you’ll be naked and alone.

Guild Wars Mass Ban, Disbanding


"I'm going to kill you with my ban-scythe"

This is Dhuum, he doesn’t like cheaters, hackers, botters, and exploiters. If you cheat, hack, bot, or exploit bugs, Dhuum will find you, and Dhuum will murder you in cold blood. As the God of death, when Dhuum takes your soul, there is no coming back, you are banished from the world of Guild Wars forever.

ArenaNet has announced that they have banned over 3,700 accounts, not to mention disbanding over a dozen guilds, with more on the way. Not only are players being banned, but they are being smitten in-game by the God of Death. See the video.

This isn’t the first NCsoft title to have flashy public executions of botters. Aion is well known to have GM’s personally firebomb chat spammers out of existence.

More on Guild Wars as it appears.

I’ll Be Watching: Fantasy Earth Zero


Final Fantasy?

Readers of MMO Fallout know that, despite my strange methods of secrecy, I generally leave out various points for one reason or another. So in response to reader Dex’s question, also sent in by a few others:

“Why do you refer to there being two Final Fantasy MMOs at the end of 2010? Technically there are three: Final Fantasy XI/XIV, and Fantasy Earth Zero.”

Why that is an excellent question. Fantasy Earth Zero is a title you may have just heard of recently as that Korean F2P MMO with Square Enix’s name on it that I’ve seen ads for on MMORPG.com. When Fantasy Earth Zero launched in Japan-only in 2008, it tanked. In fact, to say that the game tanked would be a disservice to the short months that the game was active before Square Enix shut it down.

Like any good resurrection story, this of course continues with Gamepot picking up the publishing rights and relaunching under a free to play, cash shop model. Accumulating over nine million players, Gamepot shuffled the title over to the West, where it launched just over a week ago. Fantasy Earth Zero is an action-based title, with large Kingdom Vs Kingdom (50v50) battles being the main draw of the game.

So I’ll be keeping an eye on you, Fantasy Earth Zero. Being free definitely gives you an edge over your fellow Final Fantasy MMOs, but I’ve also seen your level of grind, and boy is there a lot of it.

I'll Be Watching: Fantasy Earth Zero


Final Fantasy?

Readers of MMO Fallout know that, despite my strange methods of secrecy, I generally leave out various points for one reason or another. So in response to reader Dex’s question, also sent in by a few others:

“Why do you refer to there being two Final Fantasy MMOs at the end of 2010? Technically there are three: Final Fantasy XI/XIV, and Fantasy Earth Zero.”

Why that is an excellent question. Fantasy Earth Zero is a title you may have just heard of recently as that Korean F2P MMO with Square Enix’s name on it that I’ve seen ads for on MMORPG.com. When Fantasy Earth Zero launched in Japan-only in 2008, it tanked. In fact, to say that the game tanked would be a disservice to the short months that the game was active before Square Enix shut it down.

Like any good resurrection story, this of course continues with Gamepot picking up the publishing rights and relaunching under a free to play, cash shop model. Accumulating over nine million players, Gamepot shuffled the title over to the West, where it launched just over a week ago. Fantasy Earth Zero is an action-based title, with large Kingdom Vs Kingdom (50v50) battles being the main draw of the game.

So I’ll be keeping an eye on you, Fantasy Earth Zero. Being free definitely gives you an edge over your fellow Final Fantasy MMOs, but I’ve also seen your level of grind, and boy is there a lot of it.

Sorry Grandpa: Everquest Server Merges Coming


Teddy bears for all!

So it’s been a bad month or so for MMO servers. We know that Vanguard is on the verge of server mergers, and that Aion is to shut down several servers, and that Everquest 2 may be getting some servers shut down on the horizon. New word comes from Sony that beginning June 20th, Sony will begin consolidating servers. The result are that Everquest will end up with ten servers, the result of twenty being merged on a two to one basis (two servers merged into one, ten times over). There are four servers that are unaffected.

Characters will receive one free transfer for their characters that will only be valid for seven days after the transfer. Characters will be automatically transferred to the merged-server. If you play Everquest, you will want to read up on the information in the above link, as there are a lot of important notices you will need to take heed to, including what characters/items/banks/etc will be kept and what could be lost.

Inactive accounts with characters under level 10 will be purged from the system

It is not all bad news, however. Sony announced that they will be opening up a new server, which players will have the opportunity to name.

I’ve said that server mergers are not always a bad thing, and for a game as old as Everquest I am certain the population will enjoy the increased number of players in various areas (or not, we all hate overcrowding). If the new server is a regular rules server, then we might see some vested new interest in the title by new players, as the lower level areas will be populated for quite some time by players rolling alts.

More on Everquest as it appears.

Have You Revisited Your Old MMO Today?


We all have those MMOs that we’ve quit for various reasons: Lack of depth, that one annoying feature, lag, abundance of bugs. I, to set an example, recently started playing Fallen Earth again, which I had quit shortly before picking up Aion in late October. What I found was a much improved game, not to mention a whole abundance of features that were not in the title when I stopped playing. I’m looking forward to starting the construction skill, but most notably is the lack of lag. I’m actually disappointed that I dropped Fallen Earth so soon, although my reasoning was because of the intense rubber-banding.

On the other hand, I also started playing the Allods Online beta again, and was immediately reminded of why I quit. Allods is a fun game, but some of the quests I had in my journal made me want to set my computer on fire. Not to mention the fact that I quit Allods mainly for the same reason I quit World of Warcraft; because the game just got boring. The cinematic effects die off quickly after the tutorial, and the prospects of systems similar to, if not even more strict, than the Fear of Death mechanic or armor cursing make me hesitant to put any investment into the title.

So have you given your old MMO a chance? And what was the result?

More Free Time! Xsyon Pushed Back To August 15th


Word to your delays...

I’ve been playing Xsyon pretty much since the beta went live, and by playing of course I mean doing as much as I can to get the servers to crash and functions to break. Don’t worry, that’s what the developers want. So far, not much is implemented in Xsyon, as Notorious Games does their best to work on server stability and other bug fixes. Following the modular approach many people saw in Mortal Online, Xsyon hopes to implement each feature on a feature-by-feature basis.

Now for some bad news: Xsyon has been pushed back from the original prelude launch (this month) to August 15th.

The trolls are out in force, of course, scrambling to already call Xsyon a failure, despite many of them likely just hearing about it for the first time. Those of us with, as Derek Smart would put it, “two working braincells” would know that delays, and often large delays, at indie MMO studios are expected when a small team is working on something that arguably a large team should be.

More on Xsyon as it appears.

World of Evercraft 2: Now With A $25 Mount!


Now I know what you other MMO’ers are thinking right now: World of Warcraft got a mount that generated like a billion dollars for them. Why is it that WoW can pay $25 for a mount, and I can’t?

Well those of you who do not play Everquest 2, you’re out of luck (at least for now). Those who do play Everquest 2, however, can purchase Etheral, Sinister, and Ulteran Prowlers. What does each mount do, you ask? Aside from +65% run speed, each one comes in two version: Fierce and Arcane, each differs as follows:

  • Fierce: +5 slash, +5 aggression, +5 ranged, +5 piercing, +5 crushing
  • Arcane: +5 focus, +5 ordination, +5 disruption, +5 sujbugation, +5 ministration

Sony promises that these mounts will be available at least one month, so our paranoid mount-grabbers should act quickly, assuming this turns out to be a hint that the mounts will not be around forever.

I call dibs on the $250 Allods Online mount.

Aion: Server Merges Off The Port Bow!


If Only...

Aion launched in late September 2009, and by November I had reported that NCSoft’s report that the game had sold nearly one million copies in North America and Europe. Not only that, but very shortly after release NCsoft released a couple more servers to alleviate load. They did this, of course, with very public opposition to the idea. With any MMO, adding servers within the first month is generally a poor decision, as the iconic mass exodus that follows any MMO’s launch in the first few months is bound to alleviate those overpopulation woes.

So it is not too surprising when Aion announces that they are merging servers:

I don’t relish the idea of mergers, however, once it is complete you should notice improvements in each of the new server economies, an abundance of players to group and run instances with, a number of great Legions to join or people to form new ones with, and a more tightly knit community.When all is said and done, Aion will be a better game because of the server merge. We’re in the planning stages, and will have more information on the timing and execution in the coming weeks.”

Chris Hager is right! Seriously, he is. Server mergers are not always a bad thing, and can do a world of good to the game’s economies and servers, and often even incite people into resubscribing who may have left due to low population on their server, but an unwillingness to transfer and create a new character.

In the recent NCsoft Q1 report, Aion is down in the West, with the conference call noting:

“As for the Aion performance in the Western market, I should have mentioned that the number of active users has declined since the launch of the retail package in September and October last year. But I’m also very confident that at this point EU/US is able to maintain the current level of active users and since we’re expecting the 1.9 update soon, and also 2.0 in the third quarter.”

More on Aion and the server mergers as it appears.