» Thu Jul 09, 2009 11:18 am
I thought of an interesting direction that this might take... and if it sounds a little convoluted then forgive me in advance... but hear me out.
In most MMOs your characters are basically immortal. Even if they die they respawn as ghosts that can reinhabit their dead bodies, or are teleported to a graveyard or whatever, but they're the same character. It's been previously stated by the developers that this is not Fallouty, and in so being, -defeat- will be handled a certain way, but what happens on the event of a player's death hasn't been mentioned. MMO gamers tend to become attatched to their high level toons because high levels are dificult to attain. Fallout, I think, has a chance to do something differently.
When defeat happens, you wind up in the hospital, lets say. But should death occur then the Fallouty thing to happen would be that the character remains dead. I had proffered previously that your character's belongings could be passed down to your next toon by an inheritance. But this doesn't solve the fact that the player will still likely be really bummed about having to re-level their toon to get back into the end game. The solution to that would be, I would think, a leveling system that works faster than the normal MMO leveling system. 1-80 in WoW can be achieved in the course of a month or so by a non-hardcoe gamer. Fallout games, however, tend to level you much faster than that. 1-20 in a weekend in Fallout 3 was pretty doable.
But how does this tie into NPC deaths? Imagine that each toon keeps track of what storyline NPCs that they've killed, what merchants in town no longer exist because they killed them. Not server-wide NPC death, but a tick on the box of the character's data that tells the player weather or not they have access to that NPC on that toon. Then, expand that same idea to cover instanced dungeons. Faster leveling means that you won't likely need to do the same dungeons repeatedly, so you could do each one once on a toon for some major experience and fairly unique loot. Loot drops wouldn't have to have a large table of things that could possibly drop... they could have a set, say, 5 things that drop every time off the boss, and the 5 players get to divvy things up themselves. The dungeons could respawn with new baddies that decided to take over the old compound you cleared out, but they probably don't have quite the resources of that last crew you cleared out. Didn't get what you want? Try purchasing something from another character or just making another toon to play through the game a different way. Fallout's normally "classless" system leaves a lot of room for experimentation. That means lots of character builds to try out, and lots of characters to make.
The trick, and the problem, of it is that this all is kept track of by each character. Which could mean larger data files, and with the many characters that will likely pop up that could be a lot of server space burnt up quickly... but hey, there's a price to pay for being unique I guess. The other price is that your high level character wouldn't be quite so valuable, perhaps. And keeping a consistent high level raiding gang/guild together would be difficult without a fair bit of non-raid time maintenance play happening to grow up a new level 20 (or whatever max level will be) character.