Difference between revisions of "Elder Game: Project Gorgon’s Death Penalty"

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[I'm still working on bugs, polish, and a bit more content for the next playable pre-alpha. I just got the camera controls fixed! I also added sliders and settings so people can tweak the camera behavior. Next up: redoing the Quest and Crafting GUIs so you can tell what's going on.
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'''This Blog Post was part of the Elder Game blog. It was posted by Citan on February 1, 2012.'''
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: Previous Post: [[Elder Game: Easy Player-Made Content]]
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: Next Post: [[Elder Game: Sign Up For Pre-Alpha/Alpha/Beta]]
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'''Additional Blog entries can be found on the [[Developers]] page or in [[:Category:Game Blogs]] '''
  
But while I work on mundane stuff, let's look far ahead... way ahead by like six months or so... and look at some features I want to add eventually.]
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I’ve talked about death penalties before — let me bring back an infographic from one of those blog posts. This correlates an MMO’s death penalty with other aspects of the MMO.
  
Player-Made Dungeons: Meh
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My death penalty is lenient. My game is first and foremost about exploration, so I need a penalty that makes it easy to explore. Actually, my death penalty may be the most lenient in the MMO universe, because there’s actually benefits to death: you earn Death XP, which is useful for many things, like necromancy.
  
I have mixed feelings about player-generated content in traditional MMOs. Generally, players aren’t very good at making content, so you have lots of trouble sorting wheat from chaff. This is very difficult because players don’t grade based on how awesome content is, they grade based on the difficulty-to-reward ratio of the content.
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I’ll have a minor money-sink, too, but nothing very painful. I really want people to be able to wander the world, try things out, and figure out how the game works. The game is really complex, and the fun is in figuring all these little systems all out. If you felt compelled to read the internet to learn how everything works, rather than exploring for yourself, you’d miss the most important part of the game. You’d be left with the stupid grinding part that every MMO has. I would have failed.
  
And when MMO developers think about this idea, what they usually come up with is a full suite of dungeon-creation tools that let players remix existing dungeons in new ways. This is a ton of work, and is generally pretty dull. After a few years of updates, MMO developers have usually already attempted all the obvious things that can be done with these dungeon pieces. So usually all you’re getting is a custom story script. That’s not worthless — I like quests with good stories — but it’s also not worth all the effort it takes to make a dungeon-creation tool!
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So yes, Project Gorgon has a very lenient death penalty. But at the same time, I sometimes want games to challenge me, especially when I’m working in a small group to accomplish something hard. I like the feeling of overcoming tall odds — and getting that feeling of accomplishment is much easier if the stakes are high. A high death penalty does make the game feel more epic. Can’t I have the best of both worlds?
  
I have lots of ideas about how to make player-made dungeons more exciting. But… that’s for a different game. Project Gorgon isn’t going to be able to support user-made dungeons. Maybe the next MMO…
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I think I can, yes. The trick is that my graph up there represents a death penalty as a single axis, but actually death penalties have many factors, such as:
  
But let’s leave aside the creation of entire custom dungeons. There are still some great simple ways to let users create content for other users.
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: - How much time is lost before your character is “back to normal” again
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: - How much of your resources are lost to death (items, money, etc.)
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: - How far you have to travel to resume playing
  
In fact, these features will be very easy to add to almost any MMO. They play “within the rules” of the game, and require only minimal new GUI interfaces and database tables. If you’re reading this and you’re an MMO developer, feel free to use these ideas!
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It turns out that even a lenient death penalty can be pretty painful in particular circumstances. The trick is to fiddle all these variables just right so that you get more nuanced behavior. I can at least give it a shot!
  
Treasure Maps: Geo-Caching for MMOs
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I’ve played with lots of ideas, and I’m still working on it. Not every idea pans out. I thought for sure I could build upon the unusual fact that my game knows how you die: it knows if you were arrowed to death, or burned alive, or poisoned by a snake, or whatever. Every kind of damage has a “cause-of-death ID” attached to it. So I figured if you died by the same cause too many times in a row, or too often, the penalty would go up. That would fix zerging. But that was dumb because… fuck zerging, that’s not even a real problem. It’s a PvE game, and important PvE monsters can’t be zerged like that — they heal too fast.
  
First up is the easiest one to code: treasure maps. All you do is go to a certain spot in the world, “bury” an item in the ground, and receive a “treasure map” for that item. You can now give that treasure map to a friend, and they can go hunt for the treasure you placed.
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So I had to stretch a little further. What exactly should my death penalty accomplish and what should it avoid?
  
How do they find it? Well first, you can write a message on the map to give them clues. (It’s a tweet-length message, maybe a riddle or some general info about where it’s hidden.) Second, whenever they activate the map, it will tell them if they are getting “hotter” or “colder” compared to the last time they used the map. Tada! A very simple way to give your friends something to do.
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The Death Penalty Traps
  
I can implement this in a couple hours. The way it works is that the map actually stores the info about the “treasure” it contains. So internally, the map itself has the treasure “inside” itself all the time, but only gives you the treasure if you’re in the right spot. That way it doesn’t require any special world-state variables… just a couple of extra IDs stored in the item. Easy.
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There are a couple of well-understood “death penalty trap” scenarios that I must avoid in order to be successful. (These are the reasons that games have been gravitating to lesser and lesser death penalties for years! They hurt business.)
  
But we can do better…
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: - You log in to just chat with some friends and end up getting killed while running from town to town, and lose something valuable that is hard to get back. Odds are you’ll rage-quit over this: you weren’t expecting to be punished.
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: - You are soloing monsters and having a good time, but then you have some bad luck and get killed a few times too many, and now your character is too weak to keep fighting these monsters. Now you have to go to some earlier place and get strong again. Chances are dangerously high that you’ll just give up instead, and may not come back to the game.
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I need to avoid these and similar scenarios. Hence the very lenient penalty when you’re exploring. But I still want to get a feeling of accomplishment when people do hard things.
  
Legendary Treasure
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The Death Penalty Benefits
  
If we’re willing to spend more than a couple hours on the task, we can make it a lot more interesting. Legendary Treasure works basically the same way: you go some place in the world and “bury” one or more items. But this time you don’t get a treasure map. Instead, you write a “legend” (a tweet-length message).
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The biggest benefit of a high death penalty is when grouping. You’re working as a team, you’re greater than the sum of your parts, you’re kicking ass and overcoming tall odds! The death penalty can help make the odds feel taller. I still don’t want an EQ1-esque “lose all your items” death penalty, because that makes people too afraid to try new things. But I want the danger of death to give your successes a little bit more shine.
  
These legends automatically show up in taverns and message boards around the world. Players can read your legend and see the reward item they’ll get if they go there, along with how many rewards are left in the treasure hoard. When all the treasure has been given out, the legend disappears from the message boards.
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The other good thing that death can do is bring scariness into the game. In most MMOs, there’s a definite lack of scariness, because anything that can kill you is about the same. A 50-foot dragon and an 8-foot ogre represent the exact same stakes: “either we win or we die.” There’s nowhere else to go.
  
Now players can propose simple riddles to the entire server shard, with an automatically-given reward. And again, this is very easy to implement. Maybe two or three days of work for the basics.
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Death penalties are a somewhat unorthodox way to make some creatures scarier. I want to play with that idea, too.
  
Lady of the Lake
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Travel Time: The Classic Casual Death Penalty
  
Here’s a different riff on the same idea. The Lady of the Lake is an NPC in a special location. High-level players can give her items to give out to others if a certain key item is shown. For instance, “if a player presents a red ruby, give them this hypno-gem.” (The guessing player doesn’t lose their item, so there’s no penalty to guessing wrong.)
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My main death penalty is travel time. When you die you reappear in a central area in the zone. If you were just out exploring, this is no biggie — you can go explore somewhere else. If you were trying to complete a particular quest, though, you’ll have to hoof it back. This is pretty typical for MMOs.
  
You can also create “legends” for these, as above, which gives hints about what item is needed and see how many rewards are left.
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But in dungeons and other difficult-to-reach spots, this penalty is more painful. That’s because my dungeons aren’t instanced — they’re like EQ1/EQ2 dungeons: shared areas. Each one is a large labyrinthine place that’s big enough to support several groups of people exploring at the same time, with monsters respawning over time. (This design has many great social benefits that I’ll talk about later, but also, my server tech just doesn’t do instancing well.)
  
And I have a half-dozen other mechanics in the same vein (pseudo-programmable “golems”, “bounties” you can place on specific boss monsters, etc.) By combining these simple systems together, you can create some really interesting content, like multi-step scavenger hunts, or guided tours of rarely-visited dungeons, or complex ciphers for players to decode.
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So if you die deep in a difficult dungeon and have to work your way back down to the bottom, that can be a big time penalty. If you’re lucky, some other group will have cleared the path recently. Otherwise the rest of your group will have to return to the surface and then fight back down again.
  
Paying the Price
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To make this penalty stick, I have to be very stingy with resurrection abilities. Otherwise I lose the penalty! (This is what happens in most games that try to use travel time as a penalty — the designers are so desperate to give out useful abilities to healers that resurrection becomes dirt cheap… they end up throwing the penalty out, almost by mistake.) So my resurrection powers have long reset timers, and resurrection items are rare.
  
All these systems require generosity: the person creating the content has to pony up the reward! This way there’s never a problem with balance. It also means the content is always temporary: even if you bury 1000 items in the ground, only 1000 players will ever be able to experience your content. But that’s not such a bad thing. It means you get to create a new better version later.
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You may still quit over something like this — “we were almost at the bottom and then Andy died and we had to start all over, wasting another hour!” But your tolerance for it will be higher. You came into a group-combat area, so you knew the stakes were going up. And if you ever want to give up and go do something else, you always can. It’s not like you ever lose levels or items from dying. So the penalty is still very lenient and casual-friendly.
  
Does requiring generosity sound like a deal-breaker? I doubt it will be. I remember when I was a high-level AC1 player, creating “quests” for newbies was one of the most fun things I did. (“Bring me Tibri’s Fire Spear and I will give you a Peerless Atlan Claw!”). And if the game helped to manage these quests, I bet there would be a whole lot of high-level people who enjoyed giving away items creatively like this. And think of the guild events!
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But I have one last trick up my sleeve…
  
Bottom line is that players already do this. They just don’t get any support from the game to let them take it to the next level. And there’s no good reason why not.
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Death Curses: Making Bosses Scary
  
Easy to Code… and Maybe Even Better Overall
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The most powerful bosses in the game are supposed to be scary and horrible. These are the stuff of legends, after all, so you should know what you’re doing before you fight these monsters — and the game is happy to teach you how. There’ll always be in-game lore or explanations of how to best defeat them. Unlike most of the game, the big bosses aren’t about “keep trying until you learn how things work”; they’re about “figure it out before you go.” One way I make this work is with curses. They selectively bring back a harsh death penalty.
  
These systems will need a bit of polish and fleshing out: profanity-reporting, a rating system (for content creators, so you can sort legends by most-popular creators), and a way to give feedback to the creator. But this is all pretty easy stuff, and most of it can be added incrementally over time.
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A curse is just a debuff… one that lasts a long time, possibly even permanently, and doesn’t go away if you die. The main way to get rid of a curse is to kill the thing that cursed you. As long as you win the fight, no biggie. If you lose, that’s a problem. Hopefully the group can finish it off for you. If not, you’re going to have to work your way back and try again.
  
Most importantly, because of the transitory and un-abusable game mechanics involved, I won’t need administrators to examine content and see if it’s “fair”. It’s always going to be fair: it’s just players giving each other items. Admin intervention will only be needed in cases of profanity and similar abuse — which I already have to handle for profane chat.
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These curses range from losing 20 from your max health for the next 10 game hours to being stuck as a giant bee for the rest of your life.
  
And the crazy thing is that I suspect these simple tools will give us more interesting content than Yet Another Player Made Dungeon Where Every Room Has Bosses In It And The Monsters All Quote My Little Pony.
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But don’t worry too much about being stuck as a giant bee. Hey, bees can slow-fall! Of course, bees can’t talk to NPCs or use weapons… but you’ll never have to worry about dying from falling off of tall places!
  
[Also: thanks to MMO Melting Pot for giving me the 2011 Piggie Award for Most Charming Games Company Employee! Though I do think that category is rigged against big-company employees who have to filter everything they say, and often have to announce commandments from on high which they don't agree with. And sometimes, they just have to be the bad guy. When I was working on AC2, I was always the Bad Cop so that the rest of the team could be the Good Cops. Hmm for Gorgon, I need to remember to hire a Bad Cop. I ain't doing that thankless job again...]
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Heh, but seriously, there are always at least two ways to remove a curse. You can kill the thing that cursed you, or you can find an alternative cure. If you’re stuck as a bee, there is a rare loot-item from insects that can cure you, if it’s made into a potion by a high-level alchemist. (I admit that this part is tricky to get right… these back-up solutions need to always be rare, but never be so rare that they seem dishearteningly impossible. It’s hard to make the economy work out that way, but I’ll see if I can pull it off eventually. Or maybe it’s just one of those “medicine is almost as bad as the cure” things: you stop being a giant bee, but that curse is replaced by a more mild curse that lasts many days. Dunno, still poking at it.)
  
[Sandra says: Not it!]
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These scary curses are just for the big bads — the ultimate bosses of the game universe, which take a long time to build up to. But much weaker curses are fun for occasional changes of pace when soloing, too. A few trash monsters have curses, but these aren’t too scary, because you can just kill any creature of the same type to remove your curse. If a Goblin Necromancer hits you with Fragile Skull Disorder, causing you to lose 20 from your max health and power, you can fix it by killing any Goblin Necromancer anywhere in the world. And even if you don’t bother, those curses only last an hour or two — long enough to notice its effects and be annoyed, but hopefully not long enough to really piss you off.
  
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Death Penalties Are An Art
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I think that most games don’t spend nearly enough time thinking about what they want their death penalty to accomplish. I know this because I’ve worked with lots of MMO developers, and they just… don’t really think too hard about it. They rightly assume that the game needs to have a casual-friendly death penalty, so they copy an existing MMO and call it a day.
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They don’t consider the down sides of those existing death penalties. I mean, how often have you been about to die, and had a super-healing potion ready to drink, but thought, “nah… my life is worth less than this super-healing potion, I’ll just die instead.” My bank vaults are often full of powerful survival tools because it never feels worth using them. If death never has a sting, you shouldn’t bother giving out save-your-bacon items, because nobody will use them.
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That isn’t to say we need entirely new death-penalty systems, because I don’t think we do. But MMO designers need to think about death a lot more instead of just slapping something in and calling it a day.
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That’s one of the joys of making my own MMO, because I’m more than happy to try new twists on things and see if I can improve upon the problems of what’s come before.
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If you don’t even try new stuff, it won’t ever get better.
 
[[Category:Game Blogs]][[Category:Elder Game Blog]]
 
[[Category:Game Blogs]][[Category:Elder Game Blog]]

Latest revision as of 14:05, 22 January 2024

This Blog Post was part of the Elder Game blog. It was posted by Citan on February 1, 2012.

Previous Post: Elder Game: Easy Player-Made Content
Next Post: Elder Game: Sign Up For Pre-Alpha/Alpha/Beta

Additional Blog entries can be found on the Developers page or in Category:Game Blogs

I’ve talked about death penalties before — let me bring back an infographic from one of those blog posts. This correlates an MMO’s death penalty with other aspects of the MMO.

My death penalty is lenient. My game is first and foremost about exploration, so I need a penalty that makes it easy to explore. Actually, my death penalty may be the most lenient in the MMO universe, because there’s actually benefits to death: you earn Death XP, which is useful for many things, like necromancy.

I’ll have a minor money-sink, too, but nothing very painful. I really want people to be able to wander the world, try things out, and figure out how the game works. The game is really complex, and the fun is in figuring all these little systems all out. If you felt compelled to read the internet to learn how everything works, rather than exploring for yourself, you’d miss the most important part of the game. You’d be left with the stupid grinding part that every MMO has. I would have failed.

So yes, Project Gorgon has a very lenient death penalty. But at the same time, I sometimes want games to challenge me, especially when I’m working in a small group to accomplish something hard. I like the feeling of overcoming tall odds — and getting that feeling of accomplishment is much easier if the stakes are high. A high death penalty does make the game feel more epic. Can’t I have the best of both worlds?

I think I can, yes. The trick is that my graph up there represents a death penalty as a single axis, but actually death penalties have many factors, such as:

- How much time is lost before your character is “back to normal” again
- How much of your resources are lost to death (items, money, etc.)
- How far you have to travel to resume playing

It turns out that even a lenient death penalty can be pretty painful in particular circumstances. The trick is to fiddle all these variables just right so that you get more nuanced behavior. I can at least give it a shot!

I’ve played with lots of ideas, and I’m still working on it. Not every idea pans out. I thought for sure I could build upon the unusual fact that my game knows how you die: it knows if you were arrowed to death, or burned alive, or poisoned by a snake, or whatever. Every kind of damage has a “cause-of-death ID” attached to it. So I figured if you died by the same cause too many times in a row, or too often, the penalty would go up. That would fix zerging. But that was dumb because… fuck zerging, that’s not even a real problem. It’s a PvE game, and important PvE monsters can’t be zerged like that — they heal too fast.

So I had to stretch a little further. What exactly should my death penalty accomplish and what should it avoid?

The Death Penalty Traps

There are a couple of well-understood “death penalty trap” scenarios that I must avoid in order to be successful. (These are the reasons that games have been gravitating to lesser and lesser death penalties for years! They hurt business.)

- You log in to just chat with some friends and end up getting killed while running from town to town, and lose something valuable that is hard to get back. Odds are you’ll rage-quit over this: you weren’t expecting to be punished.
- You are soloing monsters and having a good time, but then you have some bad luck and get killed a few times too many, and now your character is too weak to keep fighting these monsters. Now you have to go to some earlier place and get strong again. Chances are dangerously high that you’ll just give up instead, and may not come back to the game.

I need to avoid these and similar scenarios. Hence the very lenient penalty when you’re exploring. But I still want to get a feeling of accomplishment when people do hard things.

The Death Penalty Benefits

The biggest benefit of a high death penalty is when grouping. You’re working as a team, you’re greater than the sum of your parts, you’re kicking ass and overcoming tall odds! The death penalty can help make the odds feel taller. I still don’t want an EQ1-esque “lose all your items” death penalty, because that makes people too afraid to try new things. But I want the danger of death to give your successes a little bit more shine.

The other good thing that death can do is bring scariness into the game. In most MMOs, there’s a definite lack of scariness, because anything that can kill you is about the same. A 50-foot dragon and an 8-foot ogre represent the exact same stakes: “either we win or we die.” There’s nowhere else to go.

Death penalties are a somewhat unorthodox way to make some creatures scarier. I want to play with that idea, too.

Travel Time: The Classic Casual Death Penalty

My main death penalty is travel time. When you die you reappear in a central area in the zone. If you were just out exploring, this is no biggie — you can go explore somewhere else. If you were trying to complete a particular quest, though, you’ll have to hoof it back. This is pretty typical for MMOs.

But in dungeons and other difficult-to-reach spots, this penalty is more painful. That’s because my dungeons aren’t instanced — they’re like EQ1/EQ2 dungeons: shared areas. Each one is a large labyrinthine place that’s big enough to support several groups of people exploring at the same time, with monsters respawning over time. (This design has many great social benefits that I’ll talk about later, but also, my server tech just doesn’t do instancing well.)

So if you die deep in a difficult dungeon and have to work your way back down to the bottom, that can be a big time penalty. If you’re lucky, some other group will have cleared the path recently. Otherwise the rest of your group will have to return to the surface and then fight back down again.

To make this penalty stick, I have to be very stingy with resurrection abilities. Otherwise I lose the penalty! (This is what happens in most games that try to use travel time as a penalty — the designers are so desperate to give out useful abilities to healers that resurrection becomes dirt cheap… they end up throwing the penalty out, almost by mistake.) So my resurrection powers have long reset timers, and resurrection items are rare.

You may still quit over something like this — “we were almost at the bottom and then Andy died and we had to start all over, wasting another hour!” But your tolerance for it will be higher. You came into a group-combat area, so you knew the stakes were going up. And if you ever want to give up and go do something else, you always can. It’s not like you ever lose levels or items from dying. So the penalty is still very lenient and casual-friendly.

But I have one last trick up my sleeve…

Death Curses: Making Bosses Scary

The most powerful bosses in the game are supposed to be scary and horrible. These are the stuff of legends, after all, so you should know what you’re doing before you fight these monsters — and the game is happy to teach you how. There’ll always be in-game lore or explanations of how to best defeat them. Unlike most of the game, the big bosses aren’t about “keep trying until you learn how things work”; they’re about “figure it out before you go.” One way I make this work is with curses. They selectively bring back a harsh death penalty.

A curse is just a debuff… one that lasts a long time, possibly even permanently, and doesn’t go away if you die. The main way to get rid of a curse is to kill the thing that cursed you. As long as you win the fight, no biggie. If you lose, that’s a problem. Hopefully the group can finish it off for you. If not, you’re going to have to work your way back and try again.

These curses range from losing 20 from your max health for the next 10 game hours to being stuck as a giant bee for the rest of your life.

But don’t worry too much about being stuck as a giant bee. Hey, bees can slow-fall! Of course, bees can’t talk to NPCs or use weapons… but you’ll never have to worry about dying from falling off of tall places!

Heh, but seriously, there are always at least two ways to remove a curse. You can kill the thing that cursed you, or you can find an alternative cure. If you’re stuck as a bee, there is a rare loot-item from insects that can cure you, if it’s made into a potion by a high-level alchemist. (I admit that this part is tricky to get right… these back-up solutions need to always be rare, but never be so rare that they seem dishearteningly impossible. It’s hard to make the economy work out that way, but I’ll see if I can pull it off eventually. Or maybe it’s just one of those “medicine is almost as bad as the cure” things: you stop being a giant bee, but that curse is replaced by a more mild curse that lasts many days. Dunno, still poking at it.)

These scary curses are just for the big bads — the ultimate bosses of the game universe, which take a long time to build up to. But much weaker curses are fun for occasional changes of pace when soloing, too. A few trash monsters have curses, but these aren’t too scary, because you can just kill any creature of the same type to remove your curse. If a Goblin Necromancer hits you with Fragile Skull Disorder, causing you to lose 20 from your max health and power, you can fix it by killing any Goblin Necromancer anywhere in the world. And even if you don’t bother, those curses only last an hour or two — long enough to notice its effects and be annoyed, but hopefully not long enough to really piss you off.

Death Penalties Are An Art

I think that most games don’t spend nearly enough time thinking about what they want their death penalty to accomplish. I know this because I’ve worked with lots of MMO developers, and they just… don’t really think too hard about it. They rightly assume that the game needs to have a casual-friendly death penalty, so they copy an existing MMO and call it a day.

They don’t consider the down sides of those existing death penalties. I mean, how often have you been about to die, and had a super-healing potion ready to drink, but thought, “nah… my life is worth less than this super-healing potion, I’ll just die instead.” My bank vaults are often full of powerful survival tools because it never feels worth using them. If death never has a sting, you shouldn’t bother giving out save-your-bacon items, because nobody will use them.

That isn’t to say we need entirely new death-penalty systems, because I don’t think we do. But MMO designers need to think about death a lot more instead of just slapping something in and calling it a day.

That’s one of the joys of making my own MMO, because I’m more than happy to try new twists on things and see if I can improve upon the problems of what’s come before.

If you don’t even try new stuff, it won’t ever get better.