Design Discussion: Perma Death

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21 comments, last by Forthright 12 years, 10 months ago

However it should always be an option, you don't want to scare away the rest of the crowd, unless you are aiming at those hardcore types only when creating a game.

I concur. Catering to hardcore players are just more paying customers. :cool:
Always strive to be better than yourself.
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In my opinion it's not only about the pro's and cons of perma death, but also about the target audience (or player base). Some type of games, like Diablo do really lend themselves to permadeath options, because the audience tends to like it.
Do not mistake the cause with the effect. It is not that hardcore players bought Diablo2 because there was permadeath, it was that they bought it for other reasons. And only after they played it on normal mode for a looong time they decided to try permadeath mode. But it was all "after". Permadeath never made them love the game in the first place. Permadeath was never a selling point for Diablo2. It was merely a bonus for those who are already addicted to the game.

Roguelikes are the type of game where permadeath is the selling point. That's completely different kind of game and audience (and interesting observation, roguelike lovers (read: the typical target audience for permadeath feature) usually loathe Diablo).

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interesting observation, roguelike lovers (read: the typical target audience for permadeath feature) usually loathe Diablo).

[color="#1C2837"]We must know different people :) The community I know loves Diablo so much so that many of them claim that it IS a roguelike: http://roguebasin.ro...ndex.php/Diablo

There's even a Diablo roguelike: http://diablo.chaosforge.org/

But on topic: Permadeath can be managed particularly well by using the notion of 'extrinsic-xp' where one gains something significant by playing despite dying.

A perfect example of this is Desktop Dungeons: http://www.desktopdu...net/?page_id=11; where the game changes as you play.

If you look at nethack, a good deal of meta-game knowledge and actual game experience is needed to play effectively.

In FPS/RTS the 'extrinsic-xp' exists in the form of player skill.

So long as 'extrinsic-xp' exists in some form, the player will continue to enjoy a sense of progress.

TL,DR: Permadeath is fine for any game that is replayable and doesn't have 'grinding' as a principle component.

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