Trial by fire.
Continue reading “Dungeons & Dragons Online Brings Back Permadeath”

[Update] That was fast. Permanent death is not coming to Everquest Next, circa Dave Georgeson.
[Original Story] We already know that Sony wants Everquest Next to be the largest sandbox MMO in history, but how do they feel about permanent death? Positively, if a Tweet today by John Smedley is anything to consider.
We like permadeath for EQN
Hopefully there will be more details to come.
(Source: Twitter)

Seeing as the game will employ EVE Online’s single-server system, being elected to the leader of a city is fairly important, and besides being a great accolade to put on a resume, the Prince of a City has the power to permanently kill players. Yes, that’s right: World of Darkness is going to have permadeath in one form or another, though it won’t be as widespread as it is in the tabletop game. Hardcore.
World of Darkness is looking to be the MMO of choice for people who enjoy the concept of Eve Online’s hardcore sandbox world controlled and dominated by player interaction, but aren’t exactly a fan of flying in space ships. Following in suit of Eve Online, World of Darkness is set to only feature one server, making control of territory and the walking blood containers that inhabit it all the more important.
At the recent Fanfest, CCP talked about how each city will have a prince elected to it by players, who will be able to have players permanently killed. Compared to the pen and paper World of Darkness, however, permadeath will be much less common and something of an extraordinary event. Still, if World of Darkness keeps on the path that it appears to be going down, CCP might just make exactly the hardcore MMO many of us have been looking for.
The Secret World is set to release between now and doomsday.
(Source: GamesRadar)

Ask yourself: How many MMOs on the market truly have a punishing death penalty system? Games like Ultima Online, Runescape, and Darkfall have you lose most if not all of your items upon death, but when you become rich that is really nothing more of than a minor set back. Eve Online and Face of Mankind, to name two, have a near-permanent death system, but clones are so easy to come by that death in itself is still just a minor purchase. Very few MMOs have attempted permadeath, and practically none have had any success with it. In a genre where progression over long periods of time is key to extorting-that is to say, inspiring players to keep subscribing, the idea of losing your character because of a fleeting moment where a guild ambushed you in a 10 on 1 battle, or someone decided to turn on the old speed hacks and went on a murder spree before he was banned, or even in cases of random lag/server desync.
In an interview at the Electronics Entertainment Expo, Interplay did a Q&A where, albeit most of their answers being “we can’t answer that,” they did have this to say on player death:
Death is death in the Fallout world and there are no Resurrection spells or magic wands that bring people back to life. The Master in FO1 was on one path to immortality, but even he wasn’t immune to 9mm (or plasma rifles, whatever your weapon of choice was.)
We have a pretty good handle on how we handle player character defeat in PV13.
My immediate reaction is to assume that Project V13 will feature some sort of cloning mechanism, similar to Fallen Earth (wake up in a clone machine). With my limited knowledge of the Fallout Universe, I know that Vault City in the original games ran a cloning machine that could replicate human organs. In Fallout 3, Vault 108 has a partially functioning cloning lab, where the player encounters clones of one man. In Vault 108’s condition, the clones that the machine pumped out were increasingly violent, especially towards non-clones.
If Fallout Online is set years after Fallout 3, it is feasible that cloning technology could improve to explain a cloning system in the MMO to replace a permadeath system. More details are likely to appear in the coming months…hopefully. Don’t forget, the Fallout Online beta doesn’t start for two years.

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.

Here at MMO Fallout, a game doesn’t have to be doing great, or doing poorly in order to make the news. In fact, you’ll frequently find that most of my articles tend to cover MMOs in the lower indie section (Mortal Online, Cryptic Studios, Cheyenne Mountain Entertainment, CCP, and Fallen Earth LLC), for a reason I can only explain is that they take more chances and have larger turn of events, whereas bigger titles are more like an all-terrain SUV: The hydraulics cover for the twists, and the high class cushioned seats make the bumps practically unnoticeable. In fact, World of Warcraft, for the most popular MMO ever, really only appears when the story turns to the issue in China.
As I’ve said before, I am not particularly fond of giving bad news when it comes to MMOs, and I don’t get my jollies by announcing games or companies shutting down, so I always enjoy giving good news. This time, Everquest 2! Senior Producer Alan Crosby (no relation) posted on the Everquest 2 forums to announce big events in store for the game’s future. Due to players returning for the battlegrounds, the servers have been taking quite a beating. Crosby would like players to rest assured that the team is working to boost server stability.
Among the upcoming outlined changes are the oft-delayed shader 3.0 system, a revamped Halas zone, a more streamlined travel system, a storyteller system, a revamped UI, and of course new content (quests, dungeons, etc). To top it off, Crosby announced that the team is looking into alternative rule servers, and you know what new servers means…
“If we’re not adding servers, we’re not doing well.”
-Mark Jacobs, former Mythic VP
Thank you Mark Jacobs. The team is throwing up several ideas, including permadeath (oh my) and alternative PvP rules.
Always good to hear from an MMO that doesn’t make the news that often, considering it is part of the behemoth that is Sony Online Entertainment. More news on Everquest 2 as it appears.