If you haven't played it, Eve Online is another good demonstration of tough punishment heavily shaping the game, with pretty much the expected results. It's not permadeath, but permaloss, and the emotion it drums up is just as heavy I would say. Honestly a loss of a good ship in Eve hurt more than the loss of a good permadeath RAcast in PSO, but Eve isn't bittersweet. Just bitter. It is incredibly punishing when something goes wrong in PvE, to the point that you basically don't want to risk something going wrong. While the same system makes PvP super un-rewarding to get into for quite some time.
As expected, this all means that there is much more meaning to everything. Much more harsh than most games, but the game is in its 10th year now and is only more popular than it has ever been, and I'm pretty certain that would have been a completely different story if losses were softer on the player. Again it shows that maybe permadeath is better suited to games where there's an online community within which the player can be proud. As JTippetts said, solo permadeath play means needing to find a way to make all the replaying not suck.
So on that note, forever run games work. Jetpack Joyride, Agent Dash, or Ski Safari (which I love) are examples. So maybe this means that if you want to design a good permadeath game, you're limited to either arcadey blasts or online communities.
I can't think of both happening in one game. How cool would that be... to watch the playerbase of something like Ski Safari fizzle out, live, as you progress further and further.
Just going against the trend here, I'll refer to Phantasy Star Online. After maxing a character or two, myself and a fair few others got into self-imposed permadeath playing and I have to say it was by far the most compelling play that game provided. It was like crack for all of us. More to the point, the game's economy was actually more suited to this type of play, as if they had distributed items and rewards based on the idea that players would be playing one adventure, not a repeat cycle of them. And not just distribution; many cheap special weapons that had always been rubbish from the start, that had always come across as useless filler in the game, suddenly found themselves filling previously pointless roles so well that it really looked like this was how the game was deliberately designed. Except, it apparently wasn't. PSO has never had a permadeath mode.
So in one aspect the actual play was quite simply better (in our opinions) due to the added tension, and in another aspect the economy was much, much more rewarding due to the increased difficulty of access to the good loot and the increased room in gameplay for the lower special weapons.
I don't know what can be learnt from that. The gameplay factor was only successful because of the online component. Playing alone would have become too frustrating to carry a full game. On that note, Realm of the Mad God (check on Steam, it's free) is an online MMO-shootey-RPG that uses permadeath and only permadeath. The economy factor of PSO was definitely improved by permadeath play however.
The pseudo-update, PSO ver.2, changed a particular mechanic in combat and that unfortunately made permadeath no longer viable.
I thought that if I leave it as an overlapped window, the window controls will be invisible yet still function. As in, the user will be able to resize this fullscreen "window" and then you have all that flickering bleeding rubbish.
I opened the code for the DXUT sample, but I've never looked at DXUT... and that code sample seems massively bloated for the little thing I'm trying to answer. It seems to have about 10 files. I haven't had a solid look at it though.
I'll double check that I do or don't need the POPUP window, but if that fails I think I'll start from scratch just to test out the absolute basics of mode switching. Although I still feel like I'll be searching for a thing I've missed that I'm unaware of. :/