Permadeath. Reading that word these days is more likely to make you roll your eyes than crap your pants in fear, and that’s unfortunate. I’m not pro-pants-crapping, nor am I pro-death, but I do wish there was still respect and fear attached to the concept of permadeath in video games. Instead its now viewed as an MMO taboo that is simply ridiculous to consider viable. Why? Because when a player loses a character they’ve invested dozens and dozens of hours in, the game will lose that player, because they couldn’t possibly handle the stress of such a loss, nor would he be willing to start over anew?
Nonsense.
The level of achievement a person feels when they overcome a challenge is directly proportional to the level of risk taken. Nothing ventured, nothing gained. When the greatest risk you run in an MMO is a very temporary death (which equates to a corpse run time sink and relatively small maintenance costs for equipment), how sweet is any victory? When you defeat a dungeon boss, how rewarding is it when you know that if you had failed again you would have had an infinite number of chances to try again? What greater risk is there than losing your character forever? Now this is probably the line where people stop reading, thinking that I’m one of countless people on the far end of the permadeath ideology spectrum, but keep your shirt on for a second. Psychology aside, if you institute across the board permadeath, you’ll never have a playerbase. No one wants to HAVE to lose their character forever, especially in the normal course of the normal game for normal rewards.
Thus there are three coMMOndments for Permadeath in MMO’s:
Thou shalt make all instances of Permadeath occur in optional endeavors
Thou shalt make the rewards for risking Permadeath phat and epic
Thou shalt make a big deal of Permadeath endeavors to the rest of the game world
What do these mean? The first coMMOndment means you should never ever force permadeath on someone. There should be no activity that a player must accept the risk of permadeath to take part in. Make a permadeath version of an activity, but never a simply permadeath activity.
The second coMMOndment is the simplest. Make the rewards match the risk. And don’t underestimate the aversion players have to losing a character forever. The rewards for permadeath risk don’t scale like other types of difficulty, this shoots it through the roof, so loot drop rates, experience, and any other rewards should flow like wine for the risk takers.
The third coMMOndment will justify Permadeath’s presence in the game explicitly (complementing the implicit justification that hardcore elite player’s won’t be able to whine about difficulty). We always hear people whining that their quests and actions have no significance because everyone is doing the same thing. But if the first person to achieve a major quest in permadeath mode closes that quest forever and moves the story forward, that would give significance to questing, and would allow for lots of people to try to be heroes, and only one to succeed.
So here are my five ideas for applications of Permadeath in MMOs:
1) Gladiators- Have your typical arena setup with teams, prizes, individual matches, rankings, etc. But offer the option for any player to enter the Big League, where they fight one on one with the loser dying permanently, and the winner getting huge rewards and fame. People could issue challenges, move up the rankings and gain real notoriety. Any Permadeath match should be prescheduled and publicized at least a day in advance, and any player would be able to watch the match live.
2) Difficulty Meter- Meter for each player that they can adjust any time out of battle, which determines their game difficulty and the rewards they get from battle. Highest level is permadeath. Groups play at the average difficulty level of each individual.
3) Dragonslayer- Taking a specific group quest and attempting to beat a dungeon and slay the final boss under threat of permadeath. Failing would mean permadeath, victory would result in that boss being gone forever and the story being advanced further to open new content. Even if there was success, any players lost in the attempt would be gone forever. Victors (even dead ones) would be immortalized in the history books of that server, and celebrated as heroes.
4) Highlander- Players can permanently designate themselves as “Chosen” once they reach a particular level/time played. A Chosen player can attack ANY other Chosen player, and when one kills another, that character is gone for good. The winner gets all of the loser’s equipment and money (Even bound items), a big portion of their experience/skill, and positive boosts to any factions that the loser was very friendly with.
5) Protector- This I saw on another person’s blog, if you’re reading this and it was your idea (you described it as trees), please email me so I can give you credit. A player can opt to sacrifice their character forever to create a permanent guardian for a city or town. The power of the guardian is directly related to the sacrificed character’s power. This would work best in a game with player towns and/or faction bases.
6) BONUS: Progeny. Inheritance is a concept sometimes linked with permadeath as a way of cushioning the blow, and while I haven’t heard of a system I like yet, I really believe there is a system out there somewhere that will work perfectly and make this a really fun mechanic.
So you see, Permadeath should not be shunned and laughed at, it has the potential to bring heroicism and significance back to MMOs, as long as its done right.
Showing posts with label Raiding. Show all posts
Showing posts with label Raiding. Show all posts
Friday, April 9, 2010
Wednesday, April 7, 2010
Statistics Galore(y)!
Labels:
Grouping,
Human Nature,
MMORPG,
New Players,
Raiding
Ravious is talking about leaderboards, data collection and elitism today, so I thought I’d throw my two cents in. I think data collection is a key to long term survival for an MMO, and its fortunate byproduct should be player accessible stats, both about themselves and the community at large. Its been argued before that players don’t care about the MMO’s fictional story as much as they care about their own stories and memories from the game. Player stat devices like the Tome of Knowledge and even WoW Achievements reinforce the players’ own history, reminding them of what they have achieved.
Unfortunately even a system as mindless as WoW Achievements can be perverted by players’ darker sides, as seen in the current trend of only allowing players to join a PUG for a dungeon if they can show the achievement for the dungeon.
As long as stats have been recorded, they’ve been used for comparison, its just natural human behavior. Its also human nature to pursue what’s best for yourself, and when these two instincts are combined its only natural for people to exclude based on statistical thresholds. It becomes a problem when there is no way for people to improve their important statistics. In this case it means that players who are just reaching level cap cannot improve their gearscore or complete dungeon achievements since no one will group with them. Ravious (and Sanya) mention a solution to the problem, tracking everything. I agree, and offer two more solutions.
First, don’t just report all stats, reward all stats! Johnny Newbie may not be able to kill the UberDragon within his first week of play, but if he manages to fall off cliffs and get himself killed more than any other player, he deserves some recognition. Give him the weekly title of “Johnny the Fragile, Chief Inspector of Gravity” and watch him be proud to show off his title. Even if he’s showing his title off to other new players with equally lame titles, they’ll be happy because they are unique, for that week they are the absolute best (or worst) at something. With any statistic there can be only one leader, so if no other statistics are shown (or are shown but without possibility of recognition or incentive) they are naturally going to gravitate towards the one or two stats they are told matter.
Second, don’t show statistics that can be easily improved simply by playing the game a long time. Total number of times a player has killed a dungeon boss is a number that should really be more depressing the higher it is, because its just a neon sign screaming LACK OF CONTENT, but instead it would be (and is) used to gauge how worthy a player is. Why not instead track a players success rate at a dungeon, or fastest time to clear a boss, or largest damage healed/dealt/tanked in a single boss fight? These still measure the success and relative skill of a player, but do it in a way that at least limits the impact of longer time /played. And if you absolutely must show quantity stats, show them over a standardized period, like the week or month. That way players who suffer from EPeen Redundant Incessant Comparison Ketosis (EPRICK) will still have something to show for it.
I’ll throw in a third solution just for good measure. Role Proficiency Ratings! See my previous post for details, but it addresses these same types of problems of socialization gated by arbitrary statistics.
Unfortunately even a system as mindless as WoW Achievements can be perverted by players’ darker sides, as seen in the current trend of only allowing players to join a PUG for a dungeon if they can show the achievement for the dungeon.
As long as stats have been recorded, they’ve been used for comparison, its just natural human behavior. Its also human nature to pursue what’s best for yourself, and when these two instincts are combined its only natural for people to exclude based on statistical thresholds. It becomes a problem when there is no way for people to improve their important statistics. In this case it means that players who are just reaching level cap cannot improve their gearscore or complete dungeon achievements since no one will group with them. Ravious (and Sanya) mention a solution to the problem, tracking everything. I agree, and offer two more solutions.
First, don’t just report all stats, reward all stats! Johnny Newbie may not be able to kill the UberDragon within his first week of play, but if he manages to fall off cliffs and get himself killed more than any other player, he deserves some recognition. Give him the weekly title of “Johnny the Fragile, Chief Inspector of Gravity” and watch him be proud to show off his title. Even if he’s showing his title off to other new players with equally lame titles, they’ll be happy because they are unique, for that week they are the absolute best (or worst) at something. With any statistic there can be only one leader, so if no other statistics are shown (or are shown but without possibility of recognition or incentive) they are naturally going to gravitate towards the one or two stats they are told matter.
Second, don’t show statistics that can be easily improved simply by playing the game a long time. Total number of times a player has killed a dungeon boss is a number that should really be more depressing the higher it is, because its just a neon sign screaming LACK OF CONTENT, but instead it would be (and is) used to gauge how worthy a player is. Why not instead track a players success rate at a dungeon, or fastest time to clear a boss, or largest damage healed/dealt/tanked in a single boss fight? These still measure the success and relative skill of a player, but do it in a way that at least limits the impact of longer time /played. And if you absolutely must show quantity stats, show them over a standardized period, like the week or month. That way players who suffer from EPeen Redundant Incessant Comparison Ketosis (EPRICK) will still have something to show for it.
I’ll throw in a third solution just for good measure. Role Proficiency Ratings! See my previous post for details, but it addresses these same types of problems of socialization gated by arbitrary statistics.
Monday, April 5, 2010
Quick Shot: Qualifying for a PUG
What do "elite" raiding guilds and pretentious PUGs use now to determine who qualifies to join them? Gearscore and Achievements? This creates the often mentioned paradox of “Can’t do the dungeon until you’ve done the dungeon”. Why is this the case? Why don’t elite players have faith the majority of the players at level cap? Most likely because a huge portion of those capped players are accustomed to the leveling game, and hardly ever touched group mechanics. Thus the learning curve for a player’s group role is incredibly steep at level cap, leading to a lot of crappy PUGs and even more exclusion. Here’s an idea that will break the paradox and reduce the number of ill prepared group members in most PUGs.
Group Role Ratings. At any time (or maybe just in main hubs) a player can access a sort of military academy where they can take “role tests” that test how high their skill as a tank/DPS/healer/buffer/debuffer/controller is. There would be at least 25 tests for each role, and each test would be a small lesson in how the mechanics of the role works, with a staged group battle to test the mechanics in. A low level tank test would be something as simple as using a taunt, with tips on how to do it most effectively, while higher level tank tests would have NPC allies accidentally drawing aggro away from you and requiring you to get back control, or switch off to another tank. They would need to be scaled by level/gear, or ignore them altogether, allowing a low level player with true player skill to show their high rating early on.
This would also allow particularly talented special builds to show that they are just as worth taking along as the “role standard” class. If a warlock can somehow achieve a higher tank rating than a warrior, he would then actually have a chance of being picked up, because the Group Role Level would be a standardized indicator of skill.
If a player reached level cap without doing any group work, they would quickly see that no PUG or serious guild would take them along unless they were of a certain role rating. So they would start taking the tests, learning how to play their group role step by step, redoing tests they fail until they master the concepts and execution. They’re learning with NPC groups instead of human groups, giving them growth opportunities without risking other players’ lives.
You could call the program Group Role Rating Education And Testing. GRREAT! Have a tiger instruct it and you’re good to go.
Come to think of it, this could also work (almost as well) for PvP roles.
Group Role Ratings. At any time (or maybe just in main hubs) a player can access a sort of military academy where they can take “role tests” that test how high their skill as a tank/DPS/healer/buffer/debuffer/controller is. There would be at least 25 tests for each role, and each test would be a small lesson in how the mechanics of the role works, with a staged group battle to test the mechanics in. A low level tank test would be something as simple as using a taunt, with tips on how to do it most effectively, while higher level tank tests would have NPC allies accidentally drawing aggro away from you and requiring you to get back control, or switch off to another tank. They would need to be scaled by level/gear, or ignore them altogether, allowing a low level player with true player skill to show their high rating early on.
This would also allow particularly talented special builds to show that they are just as worth taking along as the “role standard” class. If a warlock can somehow achieve a higher tank rating than a warrior, he would then actually have a chance of being picked up, because the Group Role Level would be a standardized indicator of skill.
If a player reached level cap without doing any group work, they would quickly see that no PUG or serious guild would take them along unless they were of a certain role rating. So they would start taking the tests, learning how to play their group role step by step, redoing tests they fail until they master the concepts and execution. They’re learning with NPC groups instead of human groups, giving them growth opportunities without risking other players’ lives.
You could call the program Group Role Rating Education And Testing. GRREAT! Have a tiger instruct it and you’re good to go.
Come to think of it, this could also work (almost as well) for PvP roles.
Subscribe to:
Posts (Atom)