{"id":1078,"date":"2005-12-30T06:17:06","date_gmt":"2005-12-30T13:17:06","guid":{"rendered":""},"modified":"2006-07-23T11:07:28","modified_gmt":"2006-07-23T18:07:28","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/1078\/","title":{"rendered":"About &#8220;death systems&#8221;"},"content":{"rendered":"<p>I was thinking:<br \/>\n&#8211; In general some players demand harsher death penalties (or even permdeath) so that it is more &#8220;meaningful&#8221;.<br \/>\n&#8211; But then we also know that <a href=\"\/drupalx\/node\/126\">these games are about &#8220;learning&#8221;<\/a><\/p>\n<p>Now my point is, from when &#8220;learning&#8221; is a practice of death? Isn&#8217;t &#8220;dying&#8221; the exact opposite of &#8220;learning&#8221;?<\/p>\n<p>I mean, even in real life, &#8220;learning&#8221; implies that you survive the process. If you die you don&#8217;t learn anything at all, you are done. Game over. <\/p>\n<p>Postulate: &#8220;Learning&#8221; is a mechanic of life, not of death.<\/p>\n<p>Let&#8217;s delve some more (but still remain on the &#8220;navel gazing&#8221; level). What&#8217;s the difference between WoW&#8217;s death penalities and those in other games? I already wrote <a href=\"http:\/\/www.quartertothree.com\/game-talk\/showthread.php?t=9822\">a long analysis<\/a> two years ago, but, essentially:<br \/>\n1- It&#8217;s *quantitatively* small<br \/>\n2- It isn&#8217;t incremental (here I lack the proper term, but you know what I mean)<\/p>\n<p>Don&#8217;t let the absence of xp loss fool you, there&#8217;s no *qualitative* difference from dying in DAoC and dying in WoW. In both a death is a loss of time. This loss can be quantitatively different, but qualitatively it&#8217;s still about the time. You could lose xp, but it&#8217;s still about spending time to recover it. Many mmorpgs have toyed with these concepts through whimsical solutions, but they didn&#8217;t really go anywhere. From xp loss, to corpse recovering, xp debts and all the rest. It&#8217;s all the same. Qualitatively.<\/p>\n<p>Then there&#8217;s the other point. In WoW the death isn&#8217;t incremental. You die once or you die twenty times in a row and you don&#8217;t pile up the penalty. This is the most important element of the two, and it&#8217;s where WoW&#8217;s death penalty works better: these games are about learning, so it&#8217;s useful to keep the frustration away and lead the player more than teach him to fear death. &#8220;Fear death&#8221; here is the key. In this game &#8220;death&#8221; is the experimentation. If you &#8220;fear death&#8221; you stick on the standarized path, you avoid risk and maintain a &#8220;low profile&#8221;. No good for the game, not fun.<\/p>\n<p>This is basically why the market rewarded more bland death penalties:<br \/>\n1- Games are about learning<br \/>\n2- In games you learn by experimenting, taking risks and dying. So you learn by dying (if you don&#8217;t do anything wrong you learn zero, obviously)<br \/>\n3- The market rewards a game where the learning process is the most efficient and satisfactory: dying is not frustrating, so you can take risks and learn<\/p>\n<p>Pretty much linear and logical from my point of view. &#8220;Killing&#8221; the players for good doesn&#8217;t work because you are simply killing their possibility to learn. So you are killing the game itself. It would be a nonsense. <\/p>\n<p>Now, why you would want to use &#8220;permdeath&#8221;? It&#8217;s like selfstabbing. You would kill every semblance of game. <\/p>\n<p>Let&#8217;s delve on the level of navel gazing even here. What&#8217;s permdeath? Another &#8220;ring a round the rosey&#8221;. Nothing changes, you lose progress and need to restart. So it&#8217;s again a mechanic about time. You need to redo things, so you have to spend your time to return to where you left.<\/p>\n<p>So what&#8217;s the actually impact of permdeath if it&#8217;s concretely nowhere different from WoW&#8217;s death penalty? What it would add that isn&#8217;t already largely used beside the &#8220;quantitative&#8221; difference?<\/p>\n<p>Imho, nothing at all. Permdeath would only make critical the replayability of the game. It&#8217;s not the loss of progress that would scare me in WoW. It&#8217;s the fact that if I have to redo my character, I also have to repeat all the initial levels and all that content that I&#8217;ve already seen too many times.<\/p>\n<p>It doesn&#8217;t look like a good idea. It would be really stupid, in fact. <\/p>\n<p>Morale: Permdeath would be vaguely possible only in a game with a superb replayability. Which doesn&#8217;t look like a common feature and would also pretty much nullify the reason to have it in the game in the first place.<\/p>\n<p>Conclusion: harsher death penalties are exercises in futility.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I was thinking: &#8211; In general some players demand harsher death penalties (or even permdeath) so that it is more &#8220;meaningful&#8221;. &#8211; But then we also know that these games are about &#8220;learning&#8221; Now my point is, from when &#8220;learning&#8221; is a practice of death? Isn&#8217;t &#8220;dying&#8221; the exact opposite of &#8220;learning&#8221;? I mean, even [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[12],"class_list":["post-1078","post","type-post","status-publish","format-standard","hentry","tag-game_design"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1078","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=1078"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1078\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=1078"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=1078"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=1078"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}