Tuesday, November 20, 2007

Permadeath and permafail

Dofus, a normally cuddly 2D browser-based MMORPG is going ultra-hardcore by offering a permadeath server. You level up faster than on the normal servers, but if you die, that was it, character death, you need to make a new one. I guess a lot of players will try that once, and after one or two deaths go back to the normal servers.

Meanwhile Copra wrote me with another related idea: How about permafail instead of permadeath? How logical is it that if you follow a storyline into a dungeon and fail to kill the final boss, you get to try again? What if you could try every quest and every dungeon only once, and if you failed, you'd have to move on to something else.

I don't think that would ever be implemented in any MMORPG, because actually the developers like us to repeat the same content over and over, it saves them from creating more of it. But from a storytelling point of view, and gameplay point of view I find the idea interesting. The idea of failure being possible and having consequences does focus people. Maybe groups would be better if people actually had to think whether they could stay until the end of the dungeon, and whether going without a tank or healer is such a good idea. Of course you would have to replace the random loot tables from the bosses with something fixed, so you don't lose your one shot at a boss mob because he drops some loot you can't use. And there would need to be more dungeons, so you don't run out of places to go after a month.

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