Quote:Original post by visage
Quote:Original post by IronLion85
I don't know what thread you read. Read the topic thread. Where do I imply that a prestige system is the solution to the problems that go along with permadeath? In fact, someone else suggested a prestige system and I said that I didn't like the idea.
True, you didn't start it, but nowhere did you say you didn't like it. You disagreed with the idea of "prestige points," but on two separate occasions you discussed how a correctly implemented permadeath system would take care of prestige on its own -- in a third occassion, you discussed financial lineage as an alternative. Obviously, lineage and prestige are ideas you are kicking around. I am trying to offer reasons why they won't work in any game whose genre begins with the word "massive."
I also gave an example why, which you so tactfully ignored: Lineage was never successful in America because nobody wanted to be a serf. Everybody wants to be the knight or the King. It just doesn't work with our mind set. People may not go out of their way to try to become the best, but at the same time, you won't find people who go out of their way to subject themselves to other people, or, if given the option, would allow themselves to be subjected.
Quote:Original post by IronLion85
"Fame doesn't mean a thing if everyone is famous, if your goal is to become famous than shouldn't fame mean something?"
I'm sorry but if you don't understand that sentence that's your problem not mine. And if the rest of that paragraph was a little fragmented and nonsensical it's because I didn't want to individually quote every sentence of yours.
Technically it is yours since it is your job to convince me of your points in an argument. One of the ways you convince another person is through rhetoric and eloquence -- not writing sentences that barely make any sense. If they are too confusing, the point is lost.
But that is really here nor there. This topic is about permadeath, so lets keep it related to that, not proper argument technique.
Quote:Original post by IronLion85
Let me simplify it for you: -If everyone is famous no one is. Why would you want to be famous if everyone else is too? People strive to be unique-
I have to keep going back to the example of "my ideal game" because there are currently no other examples to use. I could describe "my ideal game" in detail but it would be about 50 or more pages long and no one would read it.
If thats what it takes to get across how the permadeath system would work and tie into a full game, then hell, I would read it. At the moment, you are just giving random glimpses that seem to be made up off the top of your head for the sake of rebutting any argument someone comes up with. I would love to see how the whole picture would work, because as has been said before, the whole MMORPG paradigm would need to be revolutionized.
Quote:Original post by IronLion85
You're right. There aren't any permadeath games on the market. That's because none have been attempted (correct me if I'm wrong). What that means is that you can't be completely certain that one would fail just as I can't be completely certain that one would succeed.
No, you are right. But the fact of the matter is, no company wants to take the risk because it doesn't make sense financially. Truthfully, main stream games aren't normally with ones with the innovations (sometimes they get lucky) -- but they do often show what games like, seeing as they are what gamers are playing. You could argue that MMORPG players have been offered no real other opportunity, and you would probably be right...but is there an underlying reason for this that we are not seeing?
Quote:Original quote by IronLion85
Nothing has been "proven not to be successful" in this subject.
Well, my proof is that the model has been discussed at great length, and to no avail. Unless you can offer proof on the contrary, everything just becomes speculation as to whether permadeath may or may not work. You could say that since it has never been tried, it hasn't been proven not to work -- but I consider the fact that there have been no attempts to try a major indication that there is obviously something missing from the equation.
Quote:Original quote by IronLion85
This isn't exactly an easy argument to present. I'm trying to persuade people that a permadeath game can work because there seem to be a lot of people that simply refuse to accept that it might be a valid concept. As far as I can tell you haven't really refuted a single idea of mine. You explained how a prestige system wouldn't work (I never said there should be a prestige system). You've said that not everyone will be able to be "famous" or "known" (something I never tried to argue). And you've explained that no MMORPG can ever reach "that sort of realism", but as far as I can tell you were talking about my game concept with that, and not the concept of permadeath.
I believe the concept of permadeath can work, but only with the correct game concept to back it up. Permadeath isn't something you can just plug and play. Permadeath would never work in a game like WoW. You would need to completely redefine gameplay -- hence why your game concept is just as important as permadeath itself if you want it to work.
Now, onto other topics. This is a hard one for me because I no longer understand the appeal of a MMORPG, besides as a social tool. It seems utterly pointless to me to get home from work, log on, and spend 5 hours mining coal for your virtual company. I personally have many better things to do with my time. So it is hard for me to visualize a society where not everyone is trying to be the hero, though I suppose your argument that modern MMORPGs are evidence to the contrary of my statement probably does hold. However, a lot of this I believe comes from the fact that people can come back day by day and see progress. There really is no Sisyphusian grind; rather, the bolder at some point reaches a plateau, and they begin pushing up another mountain. If permadeath exists, won't this scare characters away from this sort of behavior, and kill that aspect of the MMORPG experience. And if that is so, doesn't that destroy the audience that you pointed out as being the individuals who did not care about prestige and that sort of thing? How would you address this?
As well, I hate to be a pessimist, but in my experience, there is always someone smarter than you when it comes to griefing based activities. The post above discusses pattern recognition to boot griefers from the system: I would just use a proxy for all my different characters. Bam, I just got around your system. The fact of the matter is, if someone wants to ruin the game, they are going to. Yes, creating server rules to boot out the script kiddies and their likes is an important task, but you need a more deeply rooted social system that frowns upon this sort of behavior and allows players to avoid it all together. Safe zones and rules allow this sort of thing.
The biggest issue I see is the difference between real life and a game. Even in a game with permadeath, I can still make a new character. A lot of what keeps people in line are the repercussions of their actions. If I shoot someone in the street, there is a good chance I will be apprehended and sent to jail for life. In a game, I can kill someone and just create a new character. You offered the solution of the jail cell, which I think is a good idea. If you can just ban griefers all together, most people wouldn't bother buying the game if they wanted to be a griefer. However, does that offer freedom to players? Is there a possibility for a social based regulatory system? Is it even worth it? After all, it is a game, and it should be fun. Let us not forget our primary target!
Trying to quote little bits of other peoples' posts really irritates me so I'm going to try to respond without doing it if you don't mind.
In regards to the prestige/lineage issue:
What I meant when I was talking with the other poster is that there is no need for a prestige system. The idea of "prestige" never even entered my mind until he brought it up. I do believe that in a permadeath game, if you are able to go on pretty dangerous adventures with people and survive, you will gain some peoples' respect (not a lot of people necessarily, but you will have some rapport with certain people). That's what I meant. I guess I wasn't clear, and it sorta depends on how you define prestige.
Inheritance/lineage does not have anything to do with prestige in my mind, it merely means that your next character (who would be your heir), would inherit the property that your old character left behind when/if they permadied(a house, items that you left in your house etc.).
I'm going to have to give an example related to "my ideal game" again...
I would never create a game where people would have to involve themselves in activities that weren't fun. You're right. No one wants to be a serf, so that wouldn't be part of the game. If anything, NPCs would fill the boring roles that players wouldn't want to fill. I have other ideas related to this too, maybe I will type out my game idea.
In regards to my poor grammar skills... oops. Sometimes I'm in a hurry to reply and neglect to make any sense. Sorry if I was a little spikey.
About my game idea: I guess maybe I should write it out, it might make my support of permadeath a little clearer and show people how it could work. Problem is I am not a game designer (I have no way to put a real project together) and writing out an entire idea like that would take lots and lots of time. I might do it anyway though. I'm not pulling these idea out of my arse though I swear, they are all coming from a general "big idea" I have in my head.
**"You could argue that MMORPG players have been offered no real other opportunity, and you would probably be right...but is there an underlying reason for this that we are not seeing?"**
The reason is that investors aren't willing to take risks with anything that is too different. Gamers don't have any other options. Getting as many people to accept permadeath as a viable concept is a step toward getting investors to accept it as a viable concept. People need convincing.
There's no way to win a discussion on permadeath, the only thing anyone can do right now is come up with ideas and concepts. Money is what's missing from the equation, and the money will only come when a larger number of people accept that the concept is workable.
**"I believe the concept of permadeath can work, but only with the correct game concept to back it up. Permadeath isn't something you can just plug and play. Permadeath would never work in a game like WoW. You would need to completely redefine gameplay -- hence why your game concept is just as important as permadeath itself if you want it to work."**
That's certainly true and that's a carbon copy of a paragraph in the topic post.
**"However, a lot of this I believe comes from the fact that people can come back day by day and see progress. There really is no Sisyphusian grind; rather, the bolder at some point reaches a plateau, and they begin pushing up another mountain. If permadeath exists, won't this scare characters away from this sort of behavior, and kill that aspect of the MMORPG experience. And if that is so, doesn't that destroy the audience that you pointed out as being the individuals who did not care about prestige and that sort of thing? How would you address this?"**
I'm sorry, I'm not quite sure what you mean here. I believe the "grind" in current MMOs needs to die. I think the main focus should be on things other than progression of a character's skills (not that that sort of progression wouldn't exist).
**"As well, I hate to be a pessimist, but in my experience, there is always someone smarter than you when it comes to griefing based activities. The post above discusses pattern recognition to boot griefers from the system: I would just use a proxy for all my different characters. Bam, I just got around your system. The fact of the matter is, if someone wants to ruin the game, they are going to. Yes, creating server rules to boot out the script kiddies and their likes is an important task, but you need a more deeply rooted social system that frowns upon this sort of behavior and allows players to avoid it all together. Safe zones and rules allow this sort of thing."**
You may be right. The goal should be to stop as much of that behavior as possible, and that's all you can do. The fact that it will exist in some form shouldn't discourage someone from making this sort of game.
Finally, you're right, games should definately be fun. However they can also be entertaining, intrigueing, interesting, immersive, challenging etc. etc. etc.