<?xml version="1.0"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd">
<channel>
<title>Massively</title>
<link>http://massively.joystiq.com</link>
<description>Massively</description>
<image>
<url>http://www.blogsmithmedia.com/http://massively.joystiq.com/media/feedlogo.gif</url>
<title>Massively</title>
<link>http://massively.joystiq.com</link>
</image>
<language>en-us</language>
<copyright>Copyright 2012 Weblogs, Inc. The contents of this feed are available for non-commercial use only.</copyright>
<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Leaderboard: Permadeath vs. no permadeath]]></title><link>http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/</guid><comments>http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/polls/" rel="tag">Polls</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a>, <a href="http://massively.joystiq.com/category/leaderboard/" rel="tag">Leaderboard</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/"><img alt="Permadeath" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/permadeath.jpg" /></a></div>
Permadeath is one of those game mechanics that seems destined to forever be nibbling away at the fringe of the MMO genre than invited to the cool kids' table. Many players find themselves aghast at the notion of losing all their hard-earned progress with one untimely demise, and it seems like game developers agree with them: Very few MMOs have any sort of permadeath option.<br />
<br />
However, this most-severest-of-severe death penalties does persist. Some players elect to form <a href="http://compendium.ddo.com/wiki/Mortal_Voyage_Permadeath_Guild">guilds</a> and <a href="http://wowironman.com/">meta-groups</a> to pursue a permadeath lifestyle in their games. A few upcoming titles, such as <a href="http://massively.joystiq.com/tag/salem/"><em>Salem</em></a> and <a href="http://massively.joystiq.com/tag/wizardry-online/"><em>Wizardry Online</em></a>, have permadeath as a core mechanic. Even the recently released <a href="http://massively.joystiq.com/category/diablo-iii/"><em>Diablo III</em></a> has a "hardcore" permadeath mode for the brave at heart.<br />
<br />
The question we put before you today is yet another nibble that may never be noticed by the mainstream, but it's important to consider: Is permadeath worth including in MMO design, even as an optional mechanic or server, or should this brand of death penalty kick the bucket once and for all? Vote after the jump!<p><a href="http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/" rel="bookmark">Continue reading <em>Leaderboard: Permadeath vs. no permadeath</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/">Leaderboard: Permadeath vs. no permadeath</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 May 2012 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20241604/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/21/leaderboard-permadeath-vs-no-permadeath/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action-rpg</category><category>battle-royal</category><category>battlenet</category><category>blizzard</category><category>blizzard-entertainment</category><category>browser</category><category>browser-based</category><category>cash-shop</category><category>d3</category><category>ddo</category><category>diablo</category><category>diablo-2</category><category>diablo-3</category><category>diablo-ii</category><category>diablo-iii</category><category>dnd</category><category>dungeons-and-dragons</category><category>dungeons-and-dragons-online</category><category>f2p</category><category>fantasy</category><category>free-to-play</category><category>gothic-fantasy</category><category>historical</category><category>leaderboard</category><category>multiplayer</category><category>new-england</category><category>one-on-one</category><category>one-vs-one</category><category>online-multiplayer</category><category>opinion</category><category>paradox</category><category>paradox-interactive</category><category>permadeath</category><category>permanent-death</category><category>poll</category><category>polls</category><category>roguelike</category><category>rpg</category><category>salem</category><category>sandbox</category><category>turbine</category><category>turbine-entertainment</category><category>versus</category><category>vote</category><category>votes</category><category>voting</category><category>vs</category><category>wizardry-online</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Mon, 21 May 2012 17:00:00 EST</pubDate></item><item><title><![CDATA[The Perfect Ten: Death penalties]]></title><link>http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/</guid><comments>http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a>, <a href="http://massively.joystiq.com/category/perfect-ten/" rel="tag">Perfect Ten</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/perfect-ten/"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/death.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
Death penalties belong in that tier of MMO discussion topics that is reserved for the most controversial subjects, along with <a href="http://massively.joystiq.com/2011/03/22/the-soapbox-the-unfairer-sex/">skimpy armor</a> and the <a href="http://massively.joystiq.com/tag/nge/">New Game Enhancements</a>. Death, as we know well, comes for us all with big, nasty, pointy teeth. But for some reason, we are not fans of it, neither in real life nor in online games.<br />
<br />
One of the reasons death penalties continue to be a divisive subject is that they used to be brutal beyond belief in MMOs back in the olden days of yore. As the MMO genre progressed, the penalties were lightened and experimented with in an effort to avoid driving players barking mad because of them. So we've ended up with two camps: one group of gamers who campaign for harsh death penalties to make the world seem exciting and dangerous, and another group that campaigns for lenient penalties in the interests of sanity.<br />
<br />
So today we're going to go through 10 of the most-used types of death penalties in MMOs, starting with the most brutal and ending with the most lenient. Stay for the after-column party as well, as you'll get a taste for this debate in the comments section!<p><a href="http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/" rel="bookmark">Continue reading <em>The Perfect Ten: Death penalties</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/">The Perfect Ten: Death penalties</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 24 Mar 2011 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19886659/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/24/the-perfect-ten-death-penalties/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>city-of-heroes</category><category>coh</category><category>darkfall</category><category>de-leveling</category><category>death</category><category>death-penalties</category><category>death-penalty</category><category>deleveling</category><category>diablo-2</category><category>diablo-ii</category><category>dofus</category><category>eve</category><category>eve-online</category><category>everquest</category><category>featured</category><category>final-fantasy-11</category><category>final-fantasy-xi</category><category>grim-reaper</category><category>guild-wars</category><category>gw</category><category>hot-pocket</category><category>item-repair</category><category>jedi</category><category>new-game-enhancements</category><category>nge</category><category>paragon-studios</category><category>perfect-10</category><category>perfect-ten</category><category>permadeath</category><category>permanent-death</category><category>porche</category><category>pre-trammel</category><category>resurrection-sickness</category><category>rez-sickness</category><category>skimpy-armor</category><category>star-wars-galaxies</category><category>the-perfect-10</category><category>the-perfect-ten</category><category>trammel</category><category>ultima-online</category><category>xp-debt</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Thu, 24 Mar 2011 15:30:00 EST</pubDate></item><item><title><![CDATA[A wrap-up of the Paradox Interactive MMO conference in NYC]]></title><link>http://massively.joystiq.com/2011/01/23/a-wrap-up-of-the-paradox-interactive-mmo-conference-in-nyc/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/23/a-wrap-up-of-the-paradox-interactive-mmo-conference-in-nyc/</guid><comments>http://massively.joystiq.com/2011/01/23/a-wrap-up-of-the-paradox-interactive-mmo-conference-in-nyc/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/mmorts/" rel="tag">MMORTS</a></p><div style="text-align: center;"><a href="http://www.paradoxplaza.com/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/salem-conference-epl-123.jpg" /></a></div>
If you're unfamiliar with <a href="http://www.paradoxplaza.com/">Paradox</a> Interactive, you could be forgiven -- it's never been a flashy studio. But it does have a very solid track record of producing historical simulations and strategy games, including the critically acclaimed <em>Mount &amp; Blade</em> and the <em>Europa Universalis</em> series. So when <a href="http://www.mmocrunch.com/2011/01/23/paradox-interactive-2011-new-york-convention/">the company's New York convention includes two upcoming online games</a>, it's with a background of producing solid games with a strongly simulationist angle. Two titles, <em>Dreamlords Resurrection</em> and <em>Salem</em>, were both on display at the conference, with two very different foci but similar levels of polish.<br />
<br />
<em>Dreamlords Resurrection</em> is an MMORTS with an emphasis on player armies rather than on city building. Players take on the role of a newly awakened Dreamlord attempting to work with allied players to claim as much land as possible... with the caveat that the game's regular resets will keep any one group of players from becoming too overpowering. <em>Salem</em>, meanwhile, is a sandbox game that plans to include <a href="http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/">not only open PvP but the threat of permanent death</a>, forcing players to hopefully band together and police behavior. Both sound like interesting takes on the genre that will <a href="http://www.mmocrunch.com/2011/01/23/paradox-interactive-2011-new-york-convention/">give players plenty to mull over</a> as they move through development.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/01/23/a-wrap-up-of-the-paradox-interactive-mmo-conference-in-nyc/">A wrap-up of the Paradox Interactive MMO conference in NYC</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 23 Jan 2011 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/01/23/a-wrap-up-of-the-paradox-interactive-mmo-conference-in-nyc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19811631/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/23/a-wrap-up-of-the-paradox-interactive-mmo-conference-in-nyc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>drealord-resurrection</category><category>mmorts</category><category>new-titles</category><category>open-pvp</category><category>paradox</category><category>paradox-interactive</category><category>permadeath</category><category>permanent-death</category><category>preview</category><category>progress-reset</category><category>pvp</category><category>salem</category><category>sandbox</category><category>server-resets</category><category>social-structures</category><category>timed-resets</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 23 Jan 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[One life in the New World: Salem MMO to feature permadeath]]></title><link>http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/</guid><comments>http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://www.pcgamer.com/2011/01/20/paradox-announce-free-to-play-mmo-salem/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/salem.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/permadeath/">Permadeath</a> is a topic that's brought up on a regular basis in MMO discussion circles, usually featuring a cast of characters that span the full spectrum of the debate. Is there a burning desire for the risk and finality of a permadeath system in MMOs? Would players flock to or flee from such a game? And how would it work in such a way to retain players instead of alienating them?<br />
<br />
Game Designer Bjorn Johannessen is working hard on the answers for those questions in his new MMORPG, with the working title of <a href="http://massively.joystiq.com/tag/salem/"><em>Salem</em></a>. Developed by <a href="http://www.paradoxplaza.com/">Paradox Interactive</a>, this free-to-play title is set in New England during the early period of North American colonization and features players stepping off the boats from Europe to make their way in uncharted wilderness. Like <a href="http://www.wurmonline.com/"><em>Wurm Online</em></a> and <a href="http://www.minecraft.net/"><em>Minecraft</em></a>, <em>Salem </em>will focus heavily on crafting as players forge the tools, buildings and weapons they need to survive. For <em>Salem's</em> aesthetics, Johannessen named H.P. Lovecraft and Tim Burton's gothic horror as sources of inspiration, and the MMO will include magic and witchcraft as potential paths.<br />
<br />
Over all of this is the specter of permanent death: <em>"When your character dies, he stays dead," </em>Johannessen said matter-of-factly. This is made even harsher by the fact that <em>Salem </em>will allow free-for-all PvP, which means that anyone can attack you without provocation. Player buildings can be razed and their corpses looted, but Johannessen hopes that the players will band together to protect each other and mete out justice.<br />
<br />
You can watch Bjorn Johannessen's introduction to the game after the jump.<p><a href="http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/" rel="bookmark">Continue reading <em>One life in the New World: Salem MMO to feature permadeath</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/">One life in the New World: Salem MMO to feature permadeath</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 21 Jan 2011 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19810468/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/21/one-life-in-the-new-world-salem-mmo-to-feature-permadeath/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Bjorn-Johannessen</category><category>colonists</category><category>colonization</category><category>crafting</category><category>ffa-pvp</category><category>free-for-all-pvp</category><category>gothic-horror</category><category>hp-lovecraft</category><category>magic</category><category>new-england</category><category>new-world</category><category>paradox</category><category>paradox-interactive</category><category>permadeath</category><category>permanent-death</category><category>pvp</category><category>salem</category><category>sandbox</category><category>tim-burton</category><category>witchcraft</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 21 Jan 2011 18:30:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: One life, one death]]></title><link>http://massively.joystiq.com/2010/05/28/the-daily-grind-one-life-one-death/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/28/the-daily-grind-one-life-one-death/</guid><comments>http://massively.joystiq.com/2010/05/28/the-daily-grind-one-life-one-death/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-daily-grind/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/05/permadeath.jpg" /><br />
</a></div>
<a href="http://massively.joystiq.com/tag/permadeath/">Permadeath</a> -- AKA "permanent death" -- is always a contentious topic when brought up in gaming circles. Most MMOs are like a digital version of Valhalla, where warriors battle, die and are resurrected for all eternity. Death ceases to be "death" in a true sense, instead becoming a speed bump with penalties attached.<br />
<br />
Hence the appeal of permadeath, where once your character dies, that's it -- there's no coming back for seconds. Death matters, fights become more intense, and victories are that much sweeter. However, permadeath isn't for everyone, especially when you consider just how much time it takes to level your typical MMO character. Few people would want to risk something in which they've invested over 200 hours. But that doesn't mean permadeath is non-existent in MMOs: some titles have the option or <a href="http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/">special servers</a> to support it, while others see a subset of players create and enforce their own permadeath rules (such as <a href="http://www.ddo.com/"><em>DDO</em></a>).<br />
<br />
Today's question is simple: would you play a permadeath mode if your favorite MMO enabled it, and if not, what changes would be necessary to entice you into trying it? Would they need to dramatically increase the speed of leveling? Let you pass down "heirloom" buffs and items to your next of kin? Give special rewards for permadeathers only?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/05/28/the-daily-grind-one-life-one-death/">The Daily Grind: One life, one death</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 28 May 2010 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/05/28/the-daily-grind-one-life-one-death/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19490607/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/28/the-daily-grind-one-life-one-death/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ddo</category><category>dungeons-and-dragons-online</category><category>opinion</category><category>permadeath</category><category>permanent-death</category><category>rofus</category><category>server-rules</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 28 May 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Using permadeath as a character reset]]></title><link>http://massively.joystiq.com/2008/02/06/using-permadeath-as-a-character-reset/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/06/using-permadeath-as-a-character-reset/</guid><comments>http://massively.joystiq.com/2008/02/06/using-permadeath-as-a-character-reset/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/blackknight.jpg"  alt="" /><a href="http://www.zenofdesign.com/?p=1010">Damion over at Zen of Design combined</a> (or saw his readers combine) two things that are rarely done in MMOs, and draw a lot of attention when they are done.  Recently, <a href="http://en.wikipedia.org/wiki/Permanent_death">permadeath</a> has been brought up a few times (and <a href="http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/">implemented a few</a> as well), and other games (most notably <a href="http://massively.joystiq.com/category/shadowbane"><em>Shadowbane</em></a>) have <a href="http://massively.joystiq.com/2008/01/30/shadowbane-resets-with-patch-22-on-test-servers-today/">reset all character information</a> in the game.  And Damion asked if the two ideas complemented each other-- could permadeath make sure that, as with a character reset, everyone who gets too powerful is brought back to zero?<br /><br />It would only work, however, if lower characters could somehow stop someone who was too powerful, and as Damion notes, permadeath usually lets people accumulate power, not lose it.  If one character is able to gain enough power to break the game and you combine that with a permadeath system, then any deaths he or she causes bring everybody else back to zero.  And the balance to keep the lower characters powerful enough to stop the higher character and yet not overpowered is so precarious that, as Damion says, it usually ruins the game.<br /><br />But we are falling yet again <a href="http://www.zenofdesign.com/?p=282">into Damion's stages</a>-- permadeath, it seems, just doesn't work unless you build your game around it, and then it can't necessarily be called permadeath anymore.  The very fact of gaming means that, in a social game, to build a character worth playing, death, it seems, cannot stand in your way.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/06/using-permadeath-as-a-character-reset/">Using permadeath as a character reset</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 06 Feb 2008 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.zenofdesign.com/?p=1010>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/06/using-permadeath-as-a-character-reset/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1108588/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/06/using-permadeath-as-a-character-reset/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>buttons</category><category>character-reset</category><category>discussion</category><category>permadeath</category><category>permanent-death</category><category>reset</category><category>shadowbane</category><category>zen-of-design</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 06 Feb 2008 22:00:00 EST</pubDate></item><item><title><![CDATA[Dofus embraces permadeath with new hardcore servers]]></title><link>http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/</guid><comments>http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/dofus/" rel="tag">Dofus</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><a href="http://community.dofus.com/mmorpg/online/images.html"><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/avatar_female2.jpg" alt="" />Richard Bartle</a> once <a href="http://www.tentonhammer.com/node/720">said</a>, "Do you want permadeath or pedophilia? Both seem equally attractive to most players." In other words, permanent death in MMORPGs is pretty much unheard of, and most people who hear the idea are horrified that it should even be suggested. A few MUDs <a href="http://en.wikipedia.org/wiki/Armageddon_%28MUD%29">have it</a>, but in the graphical world, there's almost no such thing. The <a href="http://programmerjoe.com/2007/05/28/whatever-happened-to-middle-earth-online/">original <em>Lord of the Rings</em> MMO</a> that was developed by Sierra and eventually canceled was going to have it. That's the closest we've gotten to mainstream MMO permadeath.<br /><br />The developers of <em><a href="http://massively.joystiq.com/2007/11/10/first-impressions-of-dofus/">Dofus</a></em>, then, are either completely insane or just very daring. They've <a href="http://www.mmorpg.com/gamelist.cfm?SETVIEW=news&amp;GAMEID=209&amp;SHOWARTICLE=9267&amp;bhcp=1">announced plans</a> to open up "hardcore" servers in December. On hardcore servers, player characters will receive significantly more experience and gain new items and abilities much faster than on normal servers. But when they die, that's it. They've passed on. They are no more. They have ceased to be. Bereft of life, they rest in peace. They've joined the bleeding choir invisible. <a href="http://www.youtube.com/watch?v=GipFyAsYK1M">They are, in their entireties, ex-<em>Dofus</em> toons</a>.<br /><br />At various <a href="http://booboo.phpwebhosting.com/~ubiq/index.php?p=282">stages in an age-old debate</a>, proponents have suggested that if executed in the right way in a certain kind of game, permadeath could enrich the online gaming experience. Battles would be more intense and PvP would be more meaningful, for example. Will you play on <em>Dofus</em>' hardcore servers, or is permadeath an affront to everything you believe in?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/">Dofus embraces permadeath with new hardcore servers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 15 Nov 2007 20:01:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmorpg.com/gamelist.cfm?SETVIEW=news&amp;GAMEID=209&amp;SHOWARTICLE=9267&amp;bhcp=1>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1041111/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ankama</category><category>ankama-games</category><category>death</category><category>dofus</category><category>game-mechanics</category><category>hardcore</category><category>mechanics</category><category>middle-earth-online</category><category>mud</category><category>muds</category><category>permadeath</category><category>permanent-death</category><category>richard-bartle</category><category>servers</category><category>sierra</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Thu, 15 Nov 2007 20:01:00 EST</pubDate></item></channel></rss>
