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So I've been a big proponent of permadeath since the golden days of MUDing. Back then, there were several RP enforced MUDs with strict adherance to the rule (Arm, HL, 4Lands). The reason it was so fun was because it was so intense. I'll say that again: "so intense". Every time I logged on I was wired because I knew just one mistake could cost me months and months (sometimes years) worth of character building. You learned to love your successes because they were always perfectly executed -they had to be or you'd end up dead. And you despised your failures because it usually mean't death (I admit more than once I Rage Quit but I always came back to the genre hungering for that experience again).
I bring this up now because I just watched RIpper X's latest video and I am witnessing him experiencing the same thing. Several people have commented in his video that they've never heard or seen Ripper X so thorough, so engrossed, and so... passionate about a game.
It's because of the Permadeath. Because it's "so intense". If he reads this, I'm sure he'll agree. As a matter of fact, I challenge someone to get the guy on here and post a response, I'd love to hear his thoughts.
My point with this is again; the company that designs a MMORPG geared around Permadeath will be the next heralded game design company. I know a lot of you disagree. And I've heard your arguments about no one playing such a game because losing everything isn't fun. And it isn't, I agree completely.
But there has to be Risk for the Reward to be so sweet. The genre is stagnating with the same wheel being recrafted and repainted. The industry needs to start taking risks again.