Original post by fierywater
I've thought about whether an MMORPG should have permadeath, but if our hypothetical asshole wants to be one, he still can be. If you've eliminated the level treadmill, then when the asshole dies, he can simply come back. I'm not saying there isn't a right way to implement permadeath; however, I don't think it's the be-all end-all solution.
here is the thing though. the grind solution i thought of, isnt an instant level up. you dont gain xp super fast or anything. it still takes time to build your character and if someone has spent a few weeks on there character, they are going to be careful about what they do and say to other players.
Original post by netflow
You have to look at why anyone continues to play one of these games for months on end and pays a set fee every month.
IT is because they are building something, whether it be a character or a treasure horde or whatever, and they grow attached to whatever it is they are building.
Now if they die and that death is permanent you can bet than at least 50% of your players will cancel their subscriptions especially if they just lost a high level character, why bother starting over again if you are just going to die again and have to start over once again..
you have a very good point here. progressing is one of the main things people do in MMORPGs. i did a little thinking(not a lot), and i came up with this idea. what if people have to quest for theyre name at the beggining of the game. this quest takes awhile, not something most people can do in one day. after the quest you are allowed to create your name(this also might make a few people less likely to pick a dumb name). if during the course of the game you are killed by a player, you still have your name, you just loose all your skills. one of the purposes then in this game, would to be to make your name well known. you could either do this by being infamous or famous. on top of the name thing though, there will need to be much more content, goals to achieve, ways to interact with the world, im still trying to think that stuff up.
original post by netflow
Being the evil bad guy is about the most fun I have ever had in any game. And I am a nice passive guy in real life who lives in a nice house donates lots of charity, recycles and picks up trash when I see it on the street.. But the rush that you get by sneaking up behind someone and putting a virtual bullet in the back of their head is unparralled. Or taking on a group of 3 people with gorilla tactics and winning.
Nothing beats it, and it will be what keeps the experienced players who have been playing for a long period of time paying that monthly bill every month.
i agree with you here. I have never made it to the highest level in an mmorpg. i get bored of just smashing things over and over. whats the point? but killing another player. thats fun. your actually effecting someone elses gameing experience, in a way that they dont want to be effected. i love getting those nasty PMs after killing some dood. and the reason i pick on people who dont like to be killed. is because THEY DONT LIKE TO BE KILLED!! sure ive killed player killers like myself before. but they dont get that pissed, because the only reason they are playing, is to get into fights. so no one bothers being a good guy, because a little oposition will just make the assholles even happier. but in a game with permadeath, i think you will find people much more willing to be the hero. because they can actually effect people. they can make theyre city a safer place. i think this in itself adds a whole lot of fun content for people.
original post by netflow
So instead of figuring out a genius way to do away with the assholes or penalize them for being assholes, why don't you make a system where they can be assholes to their hearts content without completely disrupting the lives of everyone else..
permadeath doesnt penalize just assholes, anyone can die. it just gives them something to actually be afraid of. it kind of adds to the rush of battle too though. being an asshole is fun, because you interupt someones game, and you make people pissed off. if you made it so that assholes didnt disrupt people, they would quit the game. an example of this is City of Heroes. that game has no PvP, thus, you cant be an asshole, thus, i quit the game. yes, city of villians is comming out. but the COH comunity is all crying and saying that they dont want to PvP and if they add PvP they cant add extra content just for PvPers. WHAT!?!? PvP is content, are you people insane?? anyway sorry about bringing that up.
original post by son of cain
If I were in your skin, I would concentrate on the story and give players a mean to shape the world's history and patterns.
yes, this is one of my main goals to making this a fun game. creating a world that the player can shape. player towns and colonys will be a must. and hopefully it will be a politically charged game.
original post by alex
One thing you should definitely look at is making the player's options known to them. In most MMORPGs I have played, there are more side-quests, fun episodes, and activities to take part than I'd ever imagine. The simple problem is, to access a huge and fun quest, you may very wel have to talk to the most inconspicuous looking NPC in the most remote corner of a town you rarely enter.
i know what your talking about. i think in my game i would like to make it like chess. its not too hard to learn. but as you really get into the game, countless new strategies and option are opened up to you. and not all of them are explained in detail in the manual or with ingame tips. this creates a world simple for newbies to get into. but complex enough to keep people exploring in the later stages.
original post by doctorsixstring
The time problem also affects travel through the game world. If I want a reasonably realistic game world, I won't want cities/planets to be 10 seconds apart. Huge gameworlds, like in Daggerfall, would be impossible in a MMORPG because players would not want to spend hours traveling to where they want to go. Single-player games do not have this problem, as they can merely show a little cutscene or an Indiana Jones-style red line on a map, and the player has arrived at his destination.
it will take time to travel in this game. but i want to make it fun and exciting at the same time. instead of just hit auto run and go get a snack. raiding parties and resource mines are just a couple reasons you will want to keep your eyes open along the way.
all in all this is an expiriment. i dont plan on finishing the gameplay elements and backstory for at least a year. and im just starting to learn C++ so that when i want to start building this game i will have some knowledge. permadeath may or may not work, who knows, it may be a disaster. but i think that it is a step forward for MMORPGs. so thankyou for all of your responses and critisisms keep um comming.