MMO Tropes: Death
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
Over the course of its evolution, the MMORPG genre has handled death in many different ways. There’s the scorched earth policy of permadeath, in which your in-game character dies for good. You lose everything you’ve accrued and have to create a new character and start from scratch. Then there was the infamous “corpse run”, in which your character’s spirit spawns at a designated point on the in-game map and has to return to their own dead body to re-animate it. In the meantime, any passing player can pilfer your loot from your unattended cadaver. However, such draconian rules have fallen out of favour with modern MMOs, although you will still find them in many classic games that still linger online. Death is now treated as a minor penalty that temporarily inconveniences you. It may incur damage to your gear but it is no longer the setback that it used to be.
In the Lord of the Rings Online, death is politely called “defeat” and occurs when your morale reaches zero. While defeated your character remains immobile, unable to use any skills. You may then use a self-revive which has a two hour cooldown by default, assuming that the immediate area is safe. If however you cannot or do not wish to self-revive, you may “retreat” which will teleport you to the nearest rally point, which is a circle of stones in a safe area. This disadvantage of “retreating” is that it may take you a substantial distance from your previous location. This is particularly problematic if you are in an instance. However, if you are playing in a group you may be revived by a fellow player, if they are of a class that can revive others. It is not the best or worst example of death mechanics in an MMO but it can be managed. You can purchase an account unlock that reduces the two hour cooldown on “revive” to one or purchase additional consumable “revives” by using in-game currency.
Death is managed in a far more equitable fashion in Star Trek Online. During ground combat, if you are inconvenienced by dying you can simply respawn at the last unlocked respawn point. However, more often than not, your character is accompanied by your “away team”. This is a group of four NPC companions or “bridge officers”. While dead you may request “help”, in which case one will come and revive you. Depending upon the intensity of the ongoing combat, your companions may well all heroically die trying to save you. However, if you ensure that you have a holographic or android NPC on your away team, these have the ability to self-reboot. Hence if your entire group is wiped out, one will self-revive and then revive everyone else. Conversely, space combat in STO handles dying far more simply. There is a short 10 second cooldown and then you can opt to respawn in the combat zone.
I have always liked the way that Guild Wars 2 has made reviving others a key social aspect of the game. Each player can use a self-revive when “downed”, the stage between zero health and “defeat”. Alternatively, while “downed” if you manage to kill an enemy you will “rally” back to a state of health. However, once dead, they can either retreat to the nearest waypoint or look to an ally or the kindness of passing strangers to revive you. In dynamic events, where there are lots of players, it is commonplace to help players who are “downed” or “defeated” as it is practical to have as many functional players attacking a target as possible. There are traits in the game that improve reviving speed and potency. Gear can be augmented with runes, some of which can improve revival mechanics.
The Elder Scrolls Online dispenses with the intermediate stage of being “downed” and once your health is exhausted, you are officially dead. At this point, you can retreat to the nearest wayshrine or self-revive using a soul gem. Soul gems are consumable items that are initially empty. However, if the player slots the right skills, they are filled with the souls of enemies they defeat. Hence soul gems come with a cost. The player has to either make them themselves or buy them pre-made from the in-game store. Reviving yourself with a soul gem will grant you a spectral form for a short time that is unable to attack or be attacked, before returning to full health. This allows the player to strategically reposition themselves. Soul gems can also be used to revive other players. However, unlike Guild Wars 2, as you are using a resource with a value, players may not always be disposed to help you.
Most people are not overly enamoured by death mechanics. However, during solo PVE gameplay, it is broadly tolerated. However, in my experience, this changes significantly during group content. I jokingly mentioned earlier about death in instances or raids. It is a fact that players do not warm to dying in an MMO when it is due to the incompetence of another player. Group content in MMOs requires a substantial investment of time and resources. Death may lead to a wipe and failure to obtain the loot you desire. Which means when Colin fucks up and you all die, tempers will flare. It can ruin a game. Colin notwithstanding, death is a legacy penalty left over from the original hardcore days of MMOs. Its relevance seems to have diminished with age and continues to do so in this era of “live services”. It may eventually vanish from the genre as it ultimately stands in the way of player gratification. Unhappy players tend not to play or pay. Business doesn’t like that.