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Dev. Diary - Death & Causes
Sunday, 19 June 2005
I wanted to take this opportunity to demonstrate a model being used to arrive at incidents that each of our avatars may encounter during their life-time in Frontier 1859.

ince death in the game is a constant hot topic, and we had posted about implementing "staged perma-death" for "tried and convicted player-characters," I thought it would be of interest to post a page from history, as it was written in 1882 - from a county hospital that will be recreated in Frontier 1859. I think you'll be surprised that most people did not expire from gunshot wounds.

This is an example of the type of resource used to simulate in-game events, but Frontier 1859 will have more chances to succeed (than not) or change the outcome of an event (that might not have occurred the same way in real life). Simply put - it is not fun to die and lose everything worked for, (yet after death it is irrelevant). On the other hand, my drive to have permadeath in the game was reserved for condemned villainy. To produce a greater sense of tension and suspense, and to implement an investigation module. Permadeath, as I saw it, then, is intended to climax elements in the game-play, rather than ruin the fun.

I viewed it as a way to get each of our own unique play-styles acquainted with the value of life - rather than death - by making death cost so much, and lastly, it was an effort to punish grief play. On top of having your avatar reminded of its' guilt - players advance each step of the ladder towards improved odds for permadeath to occur, finally reaching the seventh level with a "1 in 2 chance for permadeath to occur."

Players advance in stages based upon the established variables of risky behavior. The closer to the edge you walk - the greater the risk you take. (Prisoners condemed to death by hanging are automatically advanced to stage 7 (being consistently re-rolled until dead).

Here is an example of the "Odds for Staged-Permadeath to Occur:"

1 in ...

1. 100,000,000
2. 783,000
3. 62,000
4. 7,000
5. 800
6. 40
7. 2

I've been really focused on this solution. I am confident that this will acclimate players into a common-ground understanding of the risk they choose to take making certain moves in the game.

Finally, I'm hoping not to have to segregate players to different servers, (for instance a pvp server, and a rp server) but rather find ways to work each play-style into the world. I'd like players to be able to open their journel, and see the different lives they have lived, and think about how they the affected the world around them through role playing. 

 
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