Nothing in the world is certain, except death and taxes. The same is true for video games. If there is a game in which you don't fail completing a mission at least once, then it is probably too easy. We know "death" is going to happen, so how a game designer handles this death penalty can make or break a player's fun -- and ultimately the success of the game. Damion Schubert, Lead Combat Designer for Star Wars: The Old Republic, jumped on the SWTOR official forums today to discuss his philosophies behind the game's death penalty.
He believes that the penalty for failure has to be balanced. If it's too harsh or too light, it is no longer fun for the player. There should be a separation between challenge and punishment, according to him. "I would rather our challenges be gated by whether or not you have the skill, the gear, and the teamwork to succeed than whether or not you have the credits and/or time to wait out the forced downtime in between, you know, the fun part," Schubert explains in the post.
Catch the whole discussion on the official forums and let us know what you think.
Reader Comments (14)
Posted: Jan 26th 2011 7:45PM Baromega said
As long as there is no experience lost upon dying, I'm fine. I'm also not a fan of long debuffs that make my character useless against anything if I choose to auto-res to a city/graveyard (assuming there's some type of spirit walking system). I hate feeling like I'm wasting time in a game where I'm literally paying for that time.
Posted: Jan 26th 2011 8:05PM MuchmoreGaming said
@Baromega "As long as there is no experience lost upon dying, I'm fine. I'm also not a fan of long debuffs that make my character useless against anything if I choose to auto-res to a city/graveyard"
I completely agree on both points :D
In reading the devs post though, he failed to actually answer what it would be like. So alas, no new information :(
Here's to hoping we start getting some solid answers on this game soon - way too much speculation going on right now.
-Muchmore
http://www.muchmoregaming.com
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I completely agree on both points :D
In reading the devs post though, he failed to actually answer what it would be like. So alas, no new information :(
Here's to hoping we start getting some solid answers on this game soon - way too much speculation going on right now.
-Muchmore
http://www.muchmoregaming.com
Posted: Jan 26th 2011 8:37PM JonBuck said
@Baromega Long ago I'd finally hit level 5 in EverQuest. Then I wandered off from my group (or perhaps accidentally zoned, I don't recall) and got killed by some wandering mob. And I lost that level. It was one of the most discouraging things I'd ever experienced in a game.
I've been "knocked out" several times in a mission instance in DCUO. My stuff takes a durability hit and needs repair, which can cost quite a bit. But as long as I don't lose XP, I'm good. Even CoH's XP Debt system was okay.
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I've been "knocked out" several times in a mission instance in DCUO. My stuff takes a durability hit and needs repair, which can cost quite a bit. But as long as I don't lose XP, I'm good. Even CoH's XP Debt system was okay.
Posted: Feb 2nd 2011 12:13AM eyeball2452 said
@Baromega
I would've agreed in the past. I liked the death penalty in WoW that allowed you to do more exploring or try harder content without fear of losing XP, gold or gear up on dieing.
However, I think I'd much prefer something like CoH now that I've matured as an MMO player. It wasn't as much exp loss as it was collecting less new XP because of a previous death. People need a reason to try harder, player better and care more about their in game actions. A tougher death penalty would reduce the quantity of players, but it would also improve the quality I think.
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I would've agreed in the past. I liked the death penalty in WoW that allowed you to do more exploring or try harder content without fear of losing XP, gold or gear up on dieing.
However, I think I'd much prefer something like CoH now that I've matured as an MMO player. It wasn't as much exp loss as it was collecting less new XP because of a previous death. People need a reason to try harder, player better and care more about their in game actions. A tougher death penalty would reduce the quantity of players, but it would also improve the quality I think.
Posted: Jan 26th 2011 8:09PM DancingCow said
I agree with everything Damion said and it only confirms my confidence in what they're doing.
I've played games where the death penalty wasn't balanced and it does encourage players to engage in dysfunctional behaviours which kill the fun factor.
I've played games where the death penalty wasn't balanced and it does encourage players to engage in dysfunctional behaviours which kill the fun factor.
Posted: Jan 26th 2011 8:22PM Jade Effect said
I agree with Mr Schubert's assessment that players should be challenged by game content, instead of handed stupid punishments.
One of the more frustrating death penalty system I've experienced is the stackable debuff in Guild Wars. Each time you die, you get an additional 15% penalty to your hp and energy (up to a maximum of 60%). It was a system to discourage suicidal rushes to wear down the mobs, but it only made it more likely players will fall into a downward spiral of death penalty hell. In the end, a group of players would disband because everyone has died so much it's impossible to keep going.
Fortunately, ArenaNet realized the system just wasn't very fun and created items later to remove the debuff.
One of the more frustrating death penalty system I've experienced is the stackable debuff in Guild Wars. Each time you die, you get an additional 15% penalty to your hp and energy (up to a maximum of 60%). It was a system to discourage suicidal rushes to wear down the mobs, but it only made it more likely players will fall into a downward spiral of death penalty hell. In the end, a group of players would disband because everyone has died so much it's impossible to keep going.
Fortunately, ArenaNet realized the system just wasn't very fun and created items later to remove the debuff.
Posted: Jan 26th 2011 8:47PM DevilSei said
@Tempes Magus
To be fair, Guild Wars death penalty is also easily removable, and the difference in max health only gets bad when it starts to get high up there, plus it all can be wiped clean with a simple warp to an outpost through the map.
Its a way to say "Hey, warp back to town, rethink a little, then hop right back in!", and I've rarely had a moment in the game where I couldn't bounce right back.
To be fair, Guild Wars death penalty is also easily removable, and the difference in max health only gets bad when it starts to get high up there, plus it all can be wiped clean with a simple warp to an outpost through the map.
Its a way to say "Hey, warp back to town, rethink a little, then hop right back in!", and I've rarely had a moment in the game where I couldn't bounce right back.
Posted: Jan 26th 2011 9:47PM DevilSei said
@DevilSei
It is removable via gaining experience. It only is removed by a large chunk when killing bosses due to the moral boost.
http://wiki.guildwars.com/wiki/Death_penalty
specifically.
Experience (PvE): Gaining 75 experience points will remove 1% DP.
It is removable via gaining experience. It only is removed by a large chunk when killing bosses due to the moral boost.
http://wiki.guildwars.com/wiki/Death_penalty
specifically.
Experience (PvE): Gaining 75 experience points will remove 1% DP.
Posted: Jan 27th 2011 6:12AM pcgneurotic said
I like the XP Debt system myself. Nice balance.
Posted: Jan 27th 2011 7:21AM Kaoss said
why is that screenie so terribad?
Posted: Jan 27th 2011 1:08PM RogueJedi86 said
@Kaoss
It's a screencap from the Warzones trailer, that's why.
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It's a screencap from the Warzones trailer, that's why.
Posted: Jan 27th 2011 3:20PM SocksForYou said
I can appreciate a mild to moderate death penalty (something like durability loss or a short corpse run) if it's consistent with the difficulty of the content.
One of the things that bugged me about STO at launch was the content wasn't challenging whatsoever AND there was no death penalty, so I never felt pushed to actually use consumables or hunt for better equipment to keep myself alive.
I know it's not an MMO, but one of the things that made Demons Souls so engrossing is you really, really didn't want to die because of the "penalties" involved. I'm not even the kind of person who plays games on the toughest difficulties but the tension and challenge level in DS was just fantastic.
I guess Eve is a good example. Even if you're just a newb running missions there's a real consequence to taking on a particularly large or tough group of AI opponents. Every new module or skill you get actually has value in keeping your ship in one piece.
One of the things that bugged me about STO at launch was the content wasn't challenging whatsoever AND there was no death penalty, so I never felt pushed to actually use consumables or hunt for better equipment to keep myself alive.
I know it's not an MMO, but one of the things that made Demons Souls so engrossing is you really, really didn't want to die because of the "penalties" involved. I'm not even the kind of person who plays games on the toughest difficulties but the tension and challenge level in DS was just fantastic.
I guess Eve is a good example. Even if you're just a newb running missions there's a real consequence to taking on a particularly large or tough group of AI opponents. Every new module or skill you get actually has value in keeping your ship in one piece.
Posted: Jan 31st 2011 11:39PM Cheith said
Personally I am a great believer in reasonable death penalties to stop those who like to just run headlong into things without thinking about them. If you are careless you should suffer.
I would agree with the previous poster that EVE has a good mix - you can still get your stuff back (or at least the part that has not blown up).
C.
I would agree with the previous poster that EVE has a good mix - you can still get your stuff back (or at least the part that has not blown up).
C.









