Skip to main content

Making death more significant without increasing the grind

One of my favourite ever posts to this blog is called "Running the Gauntlet" based on my experience of of being ambushed by pirates in a gate camp. I can still remember the adrenaline rush when I realised that I stood to lose almost everything I owned in game if I was killed. Death in EVE is harsj but that very harshness greatly increases the emotional involvement in the game. Therefore when Tobold asked for ways to make mmos harder I immediately thought of harsher death penalties but I pulled back from fully recommending it because in reality a harsher death penalty where you lose items or lose experience or suffer some debuff ultimately boils down to a time-sink where you must spend more time to get back to where you were. Green Armadillo explains this well in his blog. The last thing mmos need is yet another timesink.

Is there a way to make death significant without it being a timesink? I have been trying to think of ways.

One thought is to use a title or award for not being killed. Many games already have such a title (like "Survivor" or "Undefeated")  but once you lose it it is gone forever so it becomes meaningless for most players after their first newbie death. How about instead a resetting title that indicates the number of days since your last defeat? A lot of folks like having a nice title so the risk of losing a few ranks could make people more wary of death even if it doesn't reduce your game strength in any way.

Another slightly more wayward thought is to have actual permadeath where you character dies and is not resurrected but but you can immediately create a successor (son or daughter) who inherits all their stuff and skills. The only thing you would lose is the original character's name and appearance. People get attached to names, I think this could work. Some thought would need to be put into the impact on gameplay though. Can people still be rezzed for example?

Another thought - remove the in game penalty and replace it with a real world financial hit. You have to pay real cash to resurrect your character. As bizarre as it sounds most free to play games already have a version of this - there is usually something you can buy in the item shop which removes the in game death penalty. I am not really supporting this though because there are way too many difficulties - the unfairness, the moral hazard of game developers making games harder to increase revenues, the lack of any in game significance and so on.

Comments

Tesh said…
I'm all for completely obliterating levels, making player skill important, and just letting players self-select difficulty by choosing where they go. If they want something hard because they think that's fun, they can go find a dragon to kill. If they want some zen-like fighting (as odd as that sounds), they can find somewhere that their personal skills let them cruise on through.

Of course, people don't like finding out that they lack skills. That's why they overlevel content.

As such, any discussion of "difficulty" has to remember that it's highly subjective, and not very marketable.

And, as has been aptly noted, it's always easier to make a game like WoW harder on yourself, if you really want difficulty. I can only think that many players don't really want true difficulty since we don't see many naked raiders.

Oh, and timesinks are the coin of the realm. That's why they are monetized. A game based on player skill, catering to true difficulty, might not work well as a subscription game. Sub games are all about maximizing time sinks to keep players addicted. Make player skill important again, and suddenly the leveling pace and other assorted fine tuned grinds get thrown all out of whack.
mbp said…
Hi Tesh

You make several good points. With regard to the difficulty issue I do think players should be free to select their own difficulty level but I have come to realise that the real problem in mmorpgs is that there is usually no reward for voluntarily choosing a harder difficulty level.

It is very clear to me now that we humans are almost entirely reward driven.Despite the extra challenge and excitement of soloing elites or naked raiding, or playing WoW without add-ons very few will do so unless there is some extra reward.

The reward doesn't even have to be gear. Some people do such things even now merely for bragging rights on the forums. I think many more could be incentivised to try them if there were a shiny titles at stake.

With regard to the subscription model being the original cause of the time sink disease - I agree. Sadly though the move towards alternative revenue models has not necessarily signalled the death of the grind. If anything Free2Play games need more grind to push players towards the item shop.
Tesh said…
Aye, the item shop doesn't really solve it, either. The Guild Wars model really is the only one I see working to combat grind from that side of the equation.

You're right on titles, too. Pretty shinies to brag about do tend to incentivize activities. I'm one that plays because it's fun, I don't need that external reward... but I know full well that I'm weird.

Popular posts from this blog

Android Tip 3: Sharing a Folder between multiple users of an Android device

Android has allowed multiple user logins for quite a while now. This is can be very useful for tablets which are shared by family members. Normally Android erects strict Chinese walls between users preventing them from using each others apps and viewing each others files. This is a useful security feature and ensures your kids don't mess up your work spreadsheets when screwing around on the tablet and should also prevent them from buying €1,000 worth of Clash of Candy coins on your account. Sometimes however you really do want to share stuff with other users and this can prove surprisingly difficult. For example on a recent holiday I realised that I wanted to share a folder full of travel documents with my wife. Here are some ways to achieve this. 1. If you have guaranteed internet access  then you can create a shared folder on either Dropbox or Google drive. Either of these has the great advantage of being able to access the files on any device and the great disadvantage of bein...

Portal 2 two screen coop on one PC.

I mentioned before that I intended to try Portal 2 in "unofficial split screen co-op mode. Well split screen on a small computer monitor is a recipe for a headache especially when the game defies gravity as much as portal. However a minor bit of extra fiddling allowed us to drive two seperate screens from one PC. The Steam forums describes a complicated method of doing this that I couldn't get working so this simpler method which worked for me might be of use to someone. 1. First I followed the instructions in this post to get split screen multi-player working: http://forums.steampowered.com/forums/showthread.php?t=1847904 A minor issue not mentioned is that you need to enable the console from the keyboard/mouse options menu I am using keyboard and one wired Xbox360 controller as suggested. Getting the controller to switch to channel 2 was tricky at first but as Chameleon8 mentions plugging it out and in again during loading works. The trick for me was to do the plug / p...

Lotro: The Forgotten Treasury

Throg joined a Kinship group for the Forgotten Treasury instance last night. It was an enjoyable change from the solo questing that the now level 55 dwarf champion has been mostly doing so far in Moria. Some members of the group had tried and failed to clear the Treasury before so we knew it would be challenging but we were lucky enough to have a well balanced group with Guardian, Minstrel, Lore Master, Hunter, Burglar and Champion (Throg). Throg (level 55) and the minstrel (53) were both below the 56ish level of the instance but the others were all higher so it more or less balanced out. [SPOILERs ahead] It is a well designed enjoyable instance set in a circular chamber with balcony around. As you enter, a boss absconds to a locked side chamber with his treasure leaving the fellowship to clear trash ringed around the balcony. Once the trash are cleared you have access to a puzzle which must be solved in order to open the locked door. Clearing the (including six mini bosses) also get...