Permadeath is acceptable in TWO instances.
1: Death is not an ever present event. It is hard to die unless a person takes risks. Basically imagine a D&D game where the PC's sit in the tavern for the entire campaign. If they still die it makes no sense. If they die because they took on a challenge they KNEW would be hard or because they were stupid then the death is warranted.
2: If the time investment is not centered around the character. For example you COULD get a new character and go get the loot from your previous dead body. You could attempt to reclaim lost property or take revenge on what or who killed you. However the point here is that the time spent between death and being able to achieve any such goals is minimal. Losing a lvl 80 character because of permadeath would be unacceptable simply because of the immense timesink that character was.
Now the two aren't mutually exclusive. You can adhere to point 1 and ignore point 2 or combine em. Point is that the game cannot be designed around trying to kill the player as much as possible. Then you have a bad game, wait no you have an arcade cabinet.
In short if you have random performing raids on your village in Salem resulting in massacres, you won't have any players left at the end of this week but the extreme diehards. If you say have a special forest that is labeled Death Burrows and someone still goes there in search of rare shit and dies, then you have a good permadeath system.
Ultima had extreme PvP, Ultima also didn't have permadeath. Why? Because players would form grieving groups and wait outside cities. Basically making it impossible for a low level character to go anywhere. Most of em did and got killed.
1: Death is not an ever present event. It is hard to die unless a person takes risks. Basically imagine a D&D game where the PC's sit in the tavern for the entire campaign. If they still die it makes no sense. If they die because they took on a challenge they KNEW would be hard or because they were stupid then the death is warranted.
2: If the time investment is not centered around the character. For example you COULD get a new character and go get the loot from your previous dead body. You could attempt to reclaim lost property or take revenge on what or who killed you. However the point here is that the time spent between death and being able to achieve any such goals is minimal. Losing a lvl 80 character because of permadeath would be unacceptable simply because of the immense timesink that character was.
Now the two aren't mutually exclusive. You can adhere to point 1 and ignore point 2 or combine em. Point is that the game cannot be designed around trying to kill the player as much as possible. Then you have a bad game, wait no you have an arcade cabinet.
In short if you have random performing raids on your village in Salem resulting in massacres, you won't have any players left at the end of this week but the extreme diehards. If you say have a special forest that is labeled Death Burrows and someone still goes there in search of rare shit and dies, then you have a good permadeath system.
Ultima had extreme PvP, Ultima also didn't have permadeath. Why? Because players would form grieving groups and wait outside cities. Basically making it impossible for a low level character to go anywhere. Most of em did and got killed.