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Permadeath can work in online RPGs, but only if it's properly integrated. Adding a single area or mob with the OH NOES YOU GOT FUXORED ability means that nobody will ever go there for any reason.
Now, we have to set up criteria for permadeath. Is it one and done? If so, you're looking basically at Hardcore Diablo 2, which was fun. Then again, it's Diablo 2, with the loot whoring and the quick character development. It's also completely tangental to the rest of the game, which is why it was acceptable. If you're going for a single life, you also have to design combat around that fact if you're expecting any sort of player retention rate - if a mob above your level can one shot you, or if a 30 second cable modem hiccup can mean the end of your character, people will just burn out too fast.
Now, if it's not one life per character, you can still add permadeath and make it satisfying, but you need to design accordingly.
I play Dragonrealms, which has the possibility of permadeath. You can take precautions against it, and there are characters that have been around 8 years and never Walked the Starry Road (perma-died). That being said, a handful of characters do Walk every day. Rough overview of the system.
1) Newbies get 5 free deaths or they hit second level, whichever happens first. Then they're fair game.
2) You have to obtain favors from the gods in order to not Walk when you die. You find an appropriate altar, solve a puzzle or make the appropriate offering, and get an empty orb. You fill the orb with some of your raw experience, then put it on the altar - you get one favor that way. The more favors you currently have, the more exp to fill it, so you have to balance time constraints with security.
3) When you die and depart to a nearby altar (assuming you can't find a cleric to ressurect your ass, which is often more trouble than it's worth on both your parts), you use up one favor. If you had none, there's a very good chance you're boned.
There's a bit more nuance than that, but that's the general picture.
Now, since favors and Walking are built into the game, everyone's on equal footing. Each person decides how many favors they want to cart around, keeping in mind the more paranoid they get, the longer it'll take to obtain each one. There's no special critter that'll permakill you. You can die, and it's damned inconvenient, and there's a possibility that you can Walk given stupidity/stubbornness/a rash of bad luck, but the average gamer who does a small bit of planning and preparation doesn't even have to worry about it.
There's a special global message when someone Walks, so you know that it happened. Generally speaking, when established characters Walk (as opposed to alts rolled up to be annoying pests, they get whacked fairly often) they're either 1) Quitting and want to drama queen it up 2) Careless and/or stupid. There's a certain set of informal rules that have cropped up thanks to the implementation of Permadeath - when you move to a new section of the world, ask around to find out where the favor altars are; always have 5 favors at minimum; stock up on more favors if you're questing or there's a war, etc.
So, there's permadeath, though if you're not a risktaker or stupid, the chances of it happening are negligible. Still, it does add flavor to the gameworld, and because it's been a part of the design from the start, it's accepted. It still accomodates a range of playing styles - I'm a cautious hunter and have only 13 deaths in about a year of play on this character, whereas there's people out there who die multiple times per day.
Permadeath can work. I don't think it can work with typical EQ style group/raid encounters, and I don't think an actual MMOG with one-shot permadeath can work unless you can realistically top out a character in a few hours - in which case you're turning it more into a fantasy action game than anything else.
It's out there, though, and if done right can add some nice flavor to your game.
_________________ "We used to hate people. Now we just make fun of them - it's more effective that way."
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