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Hub AI
Permadeath AI simulator
(@Permadeath_simulator)
Hub AI
Permadeath AI simulator
(@Permadeath_simulator)
Permadeath
Permadeath (a portmanteau of permanent death) is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the player to create a new character to continue, or completely restart the game potentially losing nearly all progress made. Other terms include persona death and player death. Some video games offer a hardcore mode that features this mechanic, rather than making it part of the core game.
Permadeath contrasts with games that allow the player to continue in some manner, such as their character respawning at a checkpoint on "death", resurrection of their character by a magic item or spell, or being able to load and restore a saved game state to avoid the death situation. The mechanic is frequently associated with both tabletop and computer-based role-playing games, and is considered an essential element of the roguelike genre of video games. The implementation of permadeath can vary depending on the type of game.
Permadeath was common in the golden age of arcade video games. Most arcade games (such as Space Invaders and Pac-Man) feature permanent death as a mechanic by default because they lack the technical ability to save the game state. Early home gaming mimicked this gameplay, including a simulation of entering coins to continue playing. As home computers and game consoles became more popular, games evolved to have less abstract protagonists, giving the death of a character more impact. When developers added the ability to replay a failed level, games become more complex to compensate, and stronger narratives were added, which focused on progressing characters through a linear story without repeated restarts. Inspired by the dungeon crawls in the first wave of Dungeons & Dragons adventures, early role-playing video games on home computers often lacked much narrative content and had a cavalier attitude toward killing off characters; players were expected to have little emotional connection to their characters, though many allowed players to save their characters' progress.
Few single-player RPGs exhibit death that is truly permanent, as most allow the player to load a previously saved game and continue from the stored position. The subgenre of roguelike games is an exception, where permadeath is a high-value factor. While players can save their state and continue at a later time, the save file is generally erased or overwritten, preventing players from restarting at that same state. They work around this by backing up save files, but this tactic, called "save scumming", is considered cheating. The use of the permadeath mechanic in roguelikes arose from the namesake of the genre, Rogue. The developers initially did not implement save capabilities, requiring players to finish the game in one session. When they added a save feature, they found that players would repeatedly reload a save file to obtain the best results, which was contrary to the game design—they "wanted [realism]"—so they implemented code to delete the save file on reloading. This feature is retained in nearly all derivatives of Rogue and other games more loosely inspired by its gameplay.
Implementations of permadeath may vary widely. Casual forms of permanent death may allow players to retain money or items while introducing repercussions for failure, reducing the frustration associated with permanent death. More hardcore implementations delete all progress made. In some games, permadeath is an optional mode or feature of higher difficulty levels. Extreme forms may further punish players, such as The Castle Doctrine, which has the option of permanently banning users from servers upon death. Players may prefer to play games with permadeath for the excitement, the desire to test their skill or understanding of the game's mechanics, or out of boredom with standard game design. When their actions have repercussions, they must make more strategic and tactical decisions. At the same time, games using permadeath may encourage players to rely on emotional, intuitive or other non-deductive decision-making as they attempt, with less information, to minimize the risk to characters which they have bonded with. Games using permadeath more closely simulate real life, though games with a strong narrative element frequently avoid permadeath.
Permadeath of individual characters can be a factor in party-based tactical role-playing games like the games from the Fire Emblem series. In these games, the player generally manages a roster of characters and controls their actions in turn-based battles while building their attributes, skills, and specializations over time. If these characters fall in combat, the character is considered dead for the remainder of the game. It is possible to return to a previous save game state in these games before the death of the character, but this requires the player to invest more time in order to repeat the battle and continue, risking the loss of the same or other characters. Square's 1986 fantasy shoot 'em up game King's Knight featured four characters, each of which had to clear their own level before rejoining the others. If one of them died, they were lost permanently.
Permadeath in multiplayer video games is controversial. Due to player desires and the resulting market forces involved, massively multiplayer online role-playing games (such as World of Warcraft) and other multiplayer-focused RPGs rarely implement it nowadays, despite permadeath being a key component of early virtual worlds such as MUD1. Generally speaking, there is little support in multiplayer culture for permadeath. Summarizing academic Richard Bartle's comments on player distaste for permadeath, Engadget characterized fans of MMORPGs as horrified by the concept. For games that charge an ongoing fee to play, permadeath may drive players away, creating a financial disincentive to permadeath.
Diablo II, Diablo III, Diablo IV, Minecraft, Terraria, and Torchlight II are mainstream exceptions that include support for an optional "hardcore" mode that subjects characters to permadeath. Star Wars Galaxies had permadeath for Jedi characters for a short period but later eliminated that functionality after other players targeted them. Even World of Warcraft has a following of players who call it the "Hardcore Challenge". Players who join this challenge use an addon in their game to track their combat. If their character ever dies, the rule is they must delete their character.
Permadeath
Permadeath (a portmanteau of permanent death) is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the player to create a new character to continue, or completely restart the game potentially losing nearly all progress made. Other terms include persona death and player death. Some video games offer a hardcore mode that features this mechanic, rather than making it part of the core game.
Permadeath contrasts with games that allow the player to continue in some manner, such as their character respawning at a checkpoint on "death", resurrection of their character by a magic item or spell, or being able to load and restore a saved game state to avoid the death situation. The mechanic is frequently associated with both tabletop and computer-based role-playing games, and is considered an essential element of the roguelike genre of video games. The implementation of permadeath can vary depending on the type of game.
Permadeath was common in the golden age of arcade video games. Most arcade games (such as Space Invaders and Pac-Man) feature permanent death as a mechanic by default because they lack the technical ability to save the game state. Early home gaming mimicked this gameplay, including a simulation of entering coins to continue playing. As home computers and game consoles became more popular, games evolved to have less abstract protagonists, giving the death of a character more impact. When developers added the ability to replay a failed level, games become more complex to compensate, and stronger narratives were added, which focused on progressing characters through a linear story without repeated restarts. Inspired by the dungeon crawls in the first wave of Dungeons & Dragons adventures, early role-playing video games on home computers often lacked much narrative content and had a cavalier attitude toward killing off characters; players were expected to have little emotional connection to their characters, though many allowed players to save their characters' progress.
Few single-player RPGs exhibit death that is truly permanent, as most allow the player to load a previously saved game and continue from the stored position. The subgenre of roguelike games is an exception, where permadeath is a high-value factor. While players can save their state and continue at a later time, the save file is generally erased or overwritten, preventing players from restarting at that same state. They work around this by backing up save files, but this tactic, called "save scumming", is considered cheating. The use of the permadeath mechanic in roguelikes arose from the namesake of the genre, Rogue. The developers initially did not implement save capabilities, requiring players to finish the game in one session. When they added a save feature, they found that players would repeatedly reload a save file to obtain the best results, which was contrary to the game design—they "wanted [realism]"—so they implemented code to delete the save file on reloading. This feature is retained in nearly all derivatives of Rogue and other games more loosely inspired by its gameplay.
Implementations of permadeath may vary widely. Casual forms of permanent death may allow players to retain money or items while introducing repercussions for failure, reducing the frustration associated with permanent death. More hardcore implementations delete all progress made. In some games, permadeath is an optional mode or feature of higher difficulty levels. Extreme forms may further punish players, such as The Castle Doctrine, which has the option of permanently banning users from servers upon death. Players may prefer to play games with permadeath for the excitement, the desire to test their skill or understanding of the game's mechanics, or out of boredom with standard game design. When their actions have repercussions, they must make more strategic and tactical decisions. At the same time, games using permadeath may encourage players to rely on emotional, intuitive or other non-deductive decision-making as they attempt, with less information, to minimize the risk to characters which they have bonded with. Games using permadeath more closely simulate real life, though games with a strong narrative element frequently avoid permadeath.
Permadeath of individual characters can be a factor in party-based tactical role-playing games like the games from the Fire Emblem series. In these games, the player generally manages a roster of characters and controls their actions in turn-based battles while building their attributes, skills, and specializations over time. If these characters fall in combat, the character is considered dead for the remainder of the game. It is possible to return to a previous save game state in these games before the death of the character, but this requires the player to invest more time in order to repeat the battle and continue, risking the loss of the same or other characters. Square's 1986 fantasy shoot 'em up game King's Knight featured four characters, each of which had to clear their own level before rejoining the others. If one of them died, they were lost permanently.
Permadeath in multiplayer video games is controversial. Due to player desires and the resulting market forces involved, massively multiplayer online role-playing games (such as World of Warcraft) and other multiplayer-focused RPGs rarely implement it nowadays, despite permadeath being a key component of early virtual worlds such as MUD1. Generally speaking, there is little support in multiplayer culture for permadeath. Summarizing academic Richard Bartle's comments on player distaste for permadeath, Engadget characterized fans of MMORPGs as horrified by the concept. For games that charge an ongoing fee to play, permadeath may drive players away, creating a financial disincentive to permadeath.
Diablo II, Diablo III, Diablo IV, Minecraft, Terraria, and Torchlight II are mainstream exceptions that include support for an optional "hardcore" mode that subjects characters to permadeath. Star Wars Galaxies had permadeath for Jedi characters for a short period but later eliminated that functionality after other players targeted them. Even World of Warcraft has a following of players who call it the "Hardcore Challenge". Players who join this challenge use an addon in their game to track their combat. If their character ever dies, the rule is they must delete their character.
