In one of my amatuer MMORPG designs I had decided to base one a lot around death and rebirth and afterlife. One of the main conflicts was based around the battle between the gods of life and death.
What do you think of a more involved death mechanics?
Basic back story is there was a unknown cataclysm a few thousand years prior wiping out most life and irradiating most of the earth. Except for growing mysterious shielded areas. No new life was born b
Interacting god's or dieties began appearing the first was goddess of life who granted immortality to all creatures and created a spiritual realm. All those who died prior spiritual energy was lost.
Those who died were placed in spiritual realm and reborn at temples inside the spiritual realm. Those who refused became lost souls(character deletion process). Those souls energy could be reborn.
Well I wanted the spiritual realm to be an adventure area. Protions of it could be traveled dangerously as a form of faster travel by the living or transfer servers(each server was a different shielded part of the world). Dead could also travel it but at risk of a perm death for being destroyed as a spirit or staying dead too long causing athropy. Also quest and raid could take place there.
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Once upon a time a long time ago.. OH never mind.
Anyway I spend greater part of 15 years working toward a MMO and got about the same responses like zero. Most of the feedback was negative, tearing down of my work, so I took my knowledge elsewhere. In fact I made a investment in a porn site.
Now why would I do that? Well in 15 years of battling against all the financial demands, trying to keep a team together long enough to knock out a design that was different and fighting all the negative feedback. Not to mention never once gaining a following, I decided to put my investment in something that would make a return.
After 3 months I had 5500 followers and released 2 films, now going into our second year we see potential for an adult MMO with serious investments, made 200% return on my investment already which is enough to build a small scale functional demo.
OK so advice time.
Forget building MMOs unless you either have 10 to 20 million to throw into the works. Have a solid plan and backers or a kickstarter that is mass marketing. There are so many of them out there you have to compete against now.
Forget death altogether. Concentrate on making it non combat.
If you are interested in making a MMO maybe visit my page to get a free open source engine.
Lol, I don't plan on making a MMO. Just talking about MMO theory using some designs I had. Helps me pass time at work.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
On a more twisted fork of that idea, I think there could be a pretty cool mechanic which would allow your group to use your body to "portal" into the underworld to join and help you escape. Of course, that would require the actual "other side" to be fun to journey into.
If it were fun to go there, I envision groups designating one of the party as a sacrificial lamb to cross over and group in the other realm. Delicious brutality.
That will never fly in the larger MMORPG market these days. People have a lot better things to do with their time, and we don't have much time to play games. It's not 1999 anymore. People are busy. They savor the few hours or minutes they have to log in and hopefully have fun.
Not ride a boat for 30 minutes to drag their corpse out of a dungeon, or see days-worth of XP deleted from their bar simply because they died.
This has a bad impact on in-game content design, as well. With massive XP debts/loss/corpse runs people tend to avoid risk. This causes harder areas to be completely ignored unless the rewards are so massive as to be borderline imbalanced.
Lineage II was a good example of this. The harder areas of the game were barely visited by the majority of the player base, unless the XP was stupendous or the drops/drop rates were imba. Otherwise, those areas got introduced into the game and died [practically] immediately because people didn't see a point in taking the risk when the rewards were so small and the potential inconvenience was so great.
The developers ended up having to completely revamp and rebalance the areas to make it more worth it, which was often too little too late.
In life and in death... That sound scute, but makes little sense.
It's a video game. It's not life and death. It's a means of deriving entertainment. That's how most people look at it, and how everyone should look at it.
I think people here take these games far more seriously than the average person, which is probably why they are routinely stomped when their favorite games wither away as people move on to find more reliable forms of entertainment (or people don't like the game they're trying to hype up). No one cares about someone's philosophical theory on death in a video game. They only care about fun, and massive game play slow downs or stoppages are not fun in these games.
Developers need to stop trying to conduct social experiences. We pay you to deliver entertainment. We are not your guinea pigs :-P
Regardless of what happens after you fail the encounter the encounter itself is still difficult or easy on its own merit.
Permadeath . . . Have 2 hours to be rezzed by another player. Only 1 class can rez and you can be rezzed once in a 4 hour period. You can be rezzed even if offline.
There would be built in mechanics to make it easier to survive and flee than usual.
Healing pots, ability to run away from others. There would be a number next to your level that indicates how often you have been rezzed.
You can see my sci-fi/WW2 book recommendations.
if you are incapable of understanding this you will never go far on anything you do with feedback you only do one of the 2 choices, learn from it or ignore, and you have to deal with it, if all feedback you get was then your ideas was not good, then yeah take a guess
You can see my sci-fi/WW2 book recommendations.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
One idea I had for a death penalty was you lost (say with everquest stats) 4 stat points every time you died. Rez could lower it to 2. The idea is that each death wouldn't be noticeable but it would accumulate over time to the point where it was bad. At that point you would take the second death option.
You could lose 3 levels and be able to reset your starting stats // traits // race // etc via a reincarnate.
If you decided to lose 5 levels, you could also change class to a similar class to what you were. A pure fighter could change to any of the hybrid fighters. A hybrid fighter could change to either a pure fighter, or whatever pure class the fighter was hybrid with... So a paladin could become a warrior or a cleric. A cleric could become a shaman or a druid or a paladin. etc.