Trending Games | World of Warcraft | Overwatch | Anthem | Monster Hunter World

    Facebook Twitter YouTube YouTube.Gaming Discord
Quick Game Jump
Members:3,824,005 Users Online:0



Filter Week Filter Game

MMOWTF: Don't Fear The Reaper?

Posted May 25, 2007 by Jon Wood

MMOWTF: Don't Fear The Reaper?

Weekly columnist Dan Fortier tackles the question of whether or not we should really have something to lose from death in MMOs.

An often used quote in the real world is that life has no meaning unless there is death, but in games (MMOs particularly), the permanent death of a character is usually out of the question as a very bad business model. We play games to enjoy ourselves and last week I even touched on a few reasons why players would choose a simplistic, yet engaging, game over one that stressed the dogmatic minutia of reality. This week I wanted to briefly go over a few of the reasons that I think that a stricter death penalty is not necessarily the kiss of death for an online game.

The main reasoning behind the lack of any meaningful death penalty is simple: Players in most games invest insane amounts of time in: leveling a character, getting gear, earning rewards and titles, etc. to want to be able to lose it all if they lag out or get involved with a lame group. Even in offline games where you can save your progress at any time (like Neverwinter Nights 2), if a character dies, he simply floats back to life after the battle (in the original NwN, you were required to at least talk to an NPC to raise them). Many non-RPG MMOs still feature a simple Respawn system to minimize player loss and frustration. I certainly don't fault designers for not inflicting severe death penalties in that kind of environment.

Many players will no doubt wonder, "Who needs a death penalty anyway? Why are you trying to make the game harder on me just so you can feel like you've got something to lose?"

Read the whole column here.


Special Offer