[MUD-Dev2] [DESIGN] Perma-death
Dana V. Baldwin
dbaldwin at playnet.com
Thu May 31 09:57:11 CEST 2007
Caliban Darklock wrote:
> On 5/29/07, cruise <cruise at casual-tempest.net> wrote:
>>
>> So this is the question still remaining: is it worth it? They may not
>> hate the perma-death, but will you really get the results you want?
>
> What are the results we want from perma-death?
>
Always better to ask the right question than to spout answers all day.
This is the right question. What I actually enjoyed from perma death is
not the grief of loss of the character but the joy that resulted from
being compelled to explore the game through the eyes of a new character
and the enhanced feeling of achievement when my character didn't die but
came close. Perma death then might be used as an achievment mechanism
that rewards with life. I'd rather play a game where I get the
opportunity to explore all of the content than one where I race to
maxLevel and repeat the same content over and over.
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