Salem Dev: MMOs Without Permadeath Aren't Proper Games

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Adeptus Aspartem

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Jul 25, 2011
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Meh that is nothing new. Eve kinda does the same. If you don't clone and have reserve ships and you die.. well, you start from scratch.
So jeah, once you reached a certain point, you can create more or less expensive savepoints by yourself but the EvE-World is pretty harsh and unforgiving.

He's right to a certain point. If you can just die as many times as you like without any punishiment, it leads to what happened in WoW at the start. People dragged outdoor bosses to a graveyard and zerg'd them down.
I'm happy such games exists, because not every MMO has to be your handholding-massmarket-WoW clone where everybody is a winner and consequences are 0.

Diversity is a good thing.
 

Edl01

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Apr 11, 2012
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Most people don't have enough time to play a game with Perma-death. Most people have jobs, school, families and all sorts of other responsibilities to be taking care of and don't have time to play the same game hundreds of times with different characters to get to level 70 or whatever.
I could endorse a perma-death mode, but I wouldn't buy a game based entirely around perma-death.
 

Kargathia

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Jul 16, 2009
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Well, to be fair we already have a semi-MMO around with perma-death: Day-Z. I sincerely hope Salem takes a long, hard look at why Day-Z works, and eg. WoW with perma-death would be a horrible, horrible idea.
 

Eddie451

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Apr 4, 2010
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I DEFINITELY want perma death in my 100+ hour long single player rpgs. WHO NEEDS ENDINGS?!
 

wulfgar_red

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Mar 15, 2013
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path of exile did permanent death quite attractive with their hardcore league and hardcore race events.
 

Elijin

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Feb 15, 2009
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Hahahahahahahahahah

Free2play with permadeath.

So which model are you going to use, pay2win, or vanity items only?

Because one of those models gains you the ire of any serious gamers you're trying to attract with your 'hardcore' mentality. The other gains you a nice big fat financial failure of a game, as people are unlikely to spend much on vanity items in a game where permadeath is the status quo.


Also if its heavily PvP based, us Australians can probably skip it. 300+ms on a good day, and only takes one lag spike...
 

MoltenSilver

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Feb 21, 2013
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While I respect anyone's right to consider games with permadeath and no saves fun, and even encourage others to play games that don't have such on an honour-system (like One Life To Live guilds in MMO's long before this one) or under whatever other self-imposed rules they wish, the gall of suggesting that he's the only one who knows the 'right' way to play games betrays a man who deserves no such respect; that kind of self-centric world view, the holding the very notion that all people experience everything the same way, betrays level of empathy and maturity most 4-year-olds I know would surpass.

I truly do get the appeal, all you have to do is watch any Let's Play of a pokemon Nuzlocke challenge to see why, but I would never find that fun, I would never find that entertaining or amusing. I don't find that kind of suspense and fear and loss fun, and I'm sure as hell not going to be told I shouldn't be allowed to play games just because my sensibilities are different.

Unfortunately this seems to be part of a larger trend; not specifically the permadeath bit, but developers these days seem obsessed with controlling the player actions, almost like they're desperate to make movies instead of games, but weren't lucky enough to squirm into that industry so they instead infest this one. To paraphrase Yahtzee, when you take a child to a sandbox you do not spend three hours discussing proper shovel etiquette! I will never understand how a developer can honestly think they know more about how I have fun than I do, much less the obscene levels they go to to achieve that goal, between DRM and steps to stifle modding communities and lacking console-codes and other tools and such, in singleplayer games.

No matter how much you insist on calling it a license, it's my toy and unless its a multiplayer game I'll play with it however I damn well want.
 

zumbledum

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Nov 13, 2011
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I agree completely on his point of needing a more severe fail state than most games and how a lot of games are more interactive entertainment than actual games now.

MMORPG's are the worst for this i think, nowadays all the main ones treat death as a merely inconvenient, But back in Everquest for example when you died you lost a bunch of XP and respawned at your bind point , which in itself was often a long way from your corpse, and all the money equipment and items you were carrying remained on you your corpse where you died and you had to run naked to get it back. it brought a very cool and enjoyable fear to dungeoning and raiding.

Its one of those cases where players will ask for the removal of a mechanic because its painful but it makes the game worse when you take it away , sure it sicked to die but risk makes rewards worth winning.
 

CUnk

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Oct 24, 2008
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If the game was compelling in spite of the permadeath and pvp aspects I'm sure a lot more people would put up with (or even enjoy) those elements. What I encountered in the beta (or maybe it was alpha) of this game was pretty much pure tedium. (And this is coming from a guy who enjoys Wurm Online.) There was no way I was going to put up with a boring game AND permadeath/pvp.
 

shrekfan246

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May 26, 2011
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VanQ said:
Most people prefer a theme park to a world with consequences, however. Thus, this kind of game has become rare and niche. There aren't many around that I still play but I'm hoping one day I can get into a game with that kind of feeling to it again.
There's weight to be held behind the idea of having permadeath in non-roguelike games, but it really needs to be done well. In an MMO with freely-sanctioned PvP, I'd be personally rather devastated if I spent hours of my time grinding a character up close to whatever the maximum level might be, conquered hordes of unknown enemies and found the +10 Legendary Pendant of Awesomeness and then got smacked down and lost all of my progress, every single thing, because one day somebody decked out better than me and/or a higher level than me decided it would be funny to pick me off.

If it doesn't take that long to level and the game doesn't have the typical WoW-style gear tier structuring, then more power to them, honestly. We could use more MMOs that aren't the same standard fare. If the PvP is confined to special arenas where both (or all) players know the consequences for losing, even better. That would actually make PvP rather compelling, I feel.

But unless this MMO is going to break away from... well, practically all conventions and light the way to a new platform of MMOs, it's just arbitrarily punishing the players. As a few other people have mentioned in this thread, "permadeath" insofar as running out of lives and starting the game over from the beginning was fine back in the days when games were designed to suck the quarters out of everyone's pockets, and consequently only actually lasted about an hour or two under the fingers of a skilled player. Now, when games get knocked down for having campaigns shorter than ten hours long, though?
 

Azwrath

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Feb 23, 2012
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Heh. Its almost like his statement tries to be controversial. You know, like its trying to get attention, so it will be posted on various gaming sites or gaming forums, where people who are interested might hear about his game...

Well gotta hand it to the guy, he is using one of the cheapest marketing methods and its working. I'v been playing Salem ever since i read this and i like it.
 

Akytalusia

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Nov 11, 2010
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i know i'm in the minority here, but i've always maintained an alignment with his stance on saving. i'll keep using saves as long as they exist cuase i value time over the benefits of a saveless experience, but you won't find me complaining if a dev decides to implement a saveless system either.
 

randomsix

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Apr 20, 2009
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wombat_of_war said:
from what i was reading your character is permamently killed but then you play their descendent which is an interesting touch but what concerns me is that MMO's tend to be worlds where a good chunk of the population display all the behaviour and compassion of a psychopath with no restraint
At least the descendent bit allows for some transfer of skills/goods through an inheritance mechanism.
 

Xarathox

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Feb 12, 2013
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Permadeath should be an option, not mandatory. In this day and age, more people play games to relax and enjoy, having to constantly fear their fuck-ups will cost them severely isn't part of most peoples idea of fun. There are those who do enjoy that kind of game, but they are a minority these days. So, good luck drawing in large numbers with that mindset.
 

beastro

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Jan 6, 2012
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Bat Vader said:
Permanent death doesn't sound very fun to me and neither does PVP.
He doesn't care about PVP, he's only concerned with letting Randian Ubermensch dominate the game and gank every new player in sight.

See SA's thread on the game.
 

Drejer43

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Nov 18, 2009
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some of us dont really feel like dying 2 times to the final boss and then have to start over...
nope fuck that
 

Woodsey

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Atmos Duality said:
So all I learned from this is that a particular developer is possibly into virtual S&M; because you'd have to be a sadistic asshole or a diehard masochist to enjoy the prospect of permadeath in any online game let alone an MMO.
And as DayZ proved, there are quite a few of us.

OT: It's interesting to note quite how the general attitude amongst people turns from "There's nothing wrong with having a niche game" and "developers shouldn't bother trying to please everyone" to "You're an idiot, good luck getting anywhere near a noteworthy or sustainable number of players" as soon as its a niche that doesn't apply to them specifically.