Return to “Polls”

How should death be handled in LT?

Permanent Death
Total votes: 10 (5%)
Limited Respawn
Total votes: 18 (10%)
Unlimited Respawn
Total votes: 18 (10%)
Save/Load
Total votes: 66 (35%)
All of the above
Total votes: 70 (37%)
Custom idea
Total votes: 7 (4%)
Total votes: 189
Post

Re: Death in LT

#211
BFett wrote:I dislike Many Worlds theory because it changes the outcome of death without a safety net. In order to satisfy those who want permanent death there has to be a way to reset the character stats once the player has died. Many Worlds theory prevents this and leads to a unlimited re-spawn type of mechanic because the player can not die even though there aren't any aids to prevent death.
Well the problem isn't with the Many Worlds explanation as much as it is with the fact that we just fundamentally disagree on what game mechanics are best. You're talking about how the Many-Worlds explanation leads to infinite respawn as if that were an unintended consequence of the proposal, but that is in fact its primary motivation. I want the player to be able to survive even if they take no measures to prevent death. Punish them all you like (within reason and the scope of recoverability), but don't kill them.
BFett wrote:Also, the player can always break immersion by exiting the game and starting a new universe on death of their old character. This does not need to be integrated into the game.
Yes, you can do that, but the idea with the Many-Worlds system is that it doesn't ever necessitate actions that break immersion. A player can start a game and play it continuously and won't need to touch a menu except to save/reload when exiting/loading Limit Theory and perhaps to change graphics settings - neither of which have any effect on gameplay or the character's storyline.

And even starting a new universe with a new character isn't immersion breaking. You can imagine that each character of each universe has their own story specific to them, and what breaks immersion is using out-of-game mechanics to change (or end) that story. Simply starting a new story does not break immersion.

Edit: My mum bought cake yay. ^-^

Edit 2: And now she's yelling at me because I left the kitchen a mess. :?
Post

Re: Death in LT

#212
ThymineC wrote:
BFett wrote:I dislike Many Worlds theory because it changes the outcome of death without a safety net. In order to satisfy those who want permanent death there has to be a way to reset the character stats once the player has died. Many Worlds theory prevents this and leads to a unlimited re-spawn type of mechanic because the player can not die even though there aren't any aids to prevent death.
Well the problem isn't with the Many Worlds explanation as much as it is with the fact that we just fundamentally disagree on what game mechanics are best. You're talking about how the Many-Worlds explanation leads to infinite respawn as if that were an unintended consequence of the proposal, but that is in fact its primary motivation. I want the player to be able to survive even if they take no measures to prevent death. Punish them all you like (within reason and the scope of recoverability), but don't kill them.
BFett wrote:Also, the player can always break immersion by exiting the game and starting a new universe on death of their old character. This does not need to be integrated into the game.
Yes, you can do that, but the idea with the Many-Worlds system is that it doesn't ever necessitate actions that break immersion. A player can start a game and play it continuously and won't need to touch a menu except to save/reload when exiting/loading Limit Theory and perhaps to change graphics settings - neither of which have any effect on gameplay or the character's storyline.

And even starting a new universe with a new character isn't immersion breaking. You can imagine that each character of each universe has their own story specific to them, and what breaks immersion is using out-of-game mechanics to change (or end) that story. Simply starting a new story does not break immersion.

Edit: My mum bought cake yay. ^-^

Edit 2: And now she's yelling at me because I left the kitchen a mess. :?
I understand that you want Unlimited Respawn, I'm fine with that, I was pointing out that the way you were suggesting Unlimited Respawn takes away from those who want Permanent Death.
Image
Post

Re: Death in LT

#214
ThymineC wrote:Yeah, but as I've been saying in other threads, the player shouldn't be forced to rely on reloading to carry on their game, since that damages immersion. Instead, there should be some immersive in-game means for allowing the player to continue playing after death. In addition, doing it through this means allows for the player to get punished appropriately for dying, something that wouldn't happen with a reload.
Yeah. Like what ThymineC said, games shouldn't rely on reloading to continue playing. Yet just having a permanent death would also break the game, and frustrate a lot of players. So maybe some respawning system that fits in the lore would be nice. Of course this means that this system would be limitless, as there should still be some punishment for dying. I kinda liked what Star Citizen has going on with death. They had it so if you die, you would respawn in a medical bay, and on your person, it would have some sort of scar, marking your death. The idea was to be able to tell a veteran soldier from a fresh recruit. After a while, your body would be so damaged, that you would have to be cloned. Something along these lines might work for this game. Suggestions are welcomed as always. Thanks!
Brian makes Art! Check out http://bk-creations.deviantart.com/ for more information! Suggestions are appreciated!

In Josh we trust.
Post

Re: Death in LT

#215
Permanent death, but you can rent clone points at various stations and planets. So can the AI. If you die without a clone point, game over, go back to a previous save or start new. If the AI dies without a clone point, they disappear and their remaining assets become a free for all. If they have a clone point they can come back.

However this was discussed in IRC, and we came up with the idea that if a player dies, the game advances by a significant portion of time to allow for "reconstruction" and to ensure you aren't always fighting the same players over and over again. For shits and giggles we said that it should be an in game year. If you Kill an AI, it disappears for a year off to some station or planet... blow up the station or planet, they are gone for good. If the Human player on the otherhand dies, the game reverts to a historical simulation for 1 game year... the world is a little different after that time. If you had a great empire and died, it may be crumbling to dust, or you may have been replaced with ease and pushed out, or you may be welcomed back at the helm. [insert more scenarios here]
Image
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Post

Re: Death in LT

#216
Hyperion wrote:*snip*
I like the reconstruction idea. Everyone is immortal, but if you kill someone, they are gone for a while. Please however keep Player-NPC parity, and if player's reconstruction is unstoppable, so should be the NPCs'. The time needed should be able to be configured.
In space, no one will hear you scream. #262626
I've never played a space sim. Ever.
Vos estis tan limes.
Post

Re: Death in LT

#217
Hyperion wrote:Permanent death, but you can rent clone points at various stations and planets. So can the AI. If you die without a clone point, game over, go back to a previous save or start new. If the AI dies without a clone point, they disappear and their remaining assets become a free for all. If they have a clone point they can come back.

However this was discussed in IRC, and we came up with the idea that if a player dies, the game advances by a significant portion of time to allow for "reconstruction" and to ensure you aren't always fighting the same players over and over again. For shits and giggles we said that it should be an in game year. If you Kill an AI, it disappears for a year off to some station or planet... blow up the station or planet, they are gone for good. If the Human player on the otherhand dies, the game reverts to a historical simulation for 1 game year... the world is a little different after that time. If you had a great empire and died, it may be crumbling to dust, or you may have been replaced with ease and pushed out, or you may be welcomed back at the helm. [insert more scenarios here]
The reconstruction idea is pretty neat, and having thought about it more I don't terribly mind the idea of having the game skip ahead one or two years each time I die. This proposal also resolves some of the major issues with the permanently-respawning NPCs idea.

There are a few issues I find remaining however:
  • How do you plausibly explain why it takes so long to reconstruct an agent? It would make sense if they were flesh-and-blood and being grown like clones in a vat, but I'm personally not in favour of imagining biological organisms flying around spaceships as that is implausible for its own reasons given how advanced I imagine the technology in Limit Theory to be.
  • I don't think it will be as satisfying to kill NPCs if I know I'm not actually permanently killing them. In EVE Online, killing people is fun regardless of the fact that they respawn because you know that there's a real person on the other end who you just pissed off, which is always good fun. But in games where I'm playing against insentient AI, I'd much rather have those I kill remain dead. Even though your proposal avoids the whack-a-mole problem that I believe TGS' implementation would suffer from, it would still be less psychologically satisfying to know that I couldn't ever permanently end someone's existence.
  • If everyone can be reconstructed, factions will become a lot more stable since killing the head of a faction is only a temporary setback for them, and their position as head of the faction will likely be reserved until they're reconstructed in a year's time, at which point they return to reclaim their position. In contrast, allowing NPCs to be permanently killed makes things a lot interesting, in the way that killing the head of a faction could create a power vacuum that causes in-fighting and backstabbing within the faction, or sparks a war between factions, or causes factions to crumble and disband. I mean, imagine how terribly boring 20th century history would have been if Franz Ferdinand could have been reconstructed.
Post

Re: Death in LT

#219
Cornflakes_91 wrote:Hyperions system does allow for permanent death, you just have to find and destroy the reconstruction facility before they are done respawning.
Good point.
Cornflakes_91 wrote:You question anothers argumentation because his game world view, not assuming mind-uploaded pilots?
All I said is that his system would be very plausible if we assume that everyone in LT will be flesh-and-blood individuals, but added that it's less plausible for individuals to be flesh-and-blood in a world as advanced as LT's as it would for them to be androids or mind-uploaded individuals. I think that's a fair comment to make.
Post

Re: Death in LT

#220
ThymineC wrote:
Cornflakes_91 wrote:You question anothers argumentation because his game world view, not assuming mind-uploaded pilots?
All I said is that his system would be very plausible if we assume that everyone in LT will be flesh-and-blood individuals, but added that it's less plausible for individuals to be flesh-and-blood in a world as advanced as LT's as it would for them to be androids or mind-uploaded individuals. I think that's a fair comment to make.
Not at all; we simply coat all humans in a fine layer of handwavium; this protects their previous bodily fluids from disruption by the spatial fluxes caused by stellar drive systems.

In other words, in one imagining of technology, humanoids can't handle the stress and have to sleep through FTL travel or upload copies of their consciousnesses to machines, etc. But that's just one imagining; absolutely nothing requires it for Limit Theory.

It's equally acceptable to assume that starships generate a field that protects their fragile cargos from Space Madness... and, importantly for a computer game, I believe most players will prefer to imagine that they are there in corpore because that feels more personal than pretending -- even if only notionally -- to be a brain-in-a-box or a robot.

For me, that's actually an argument in support of your third objection: when faction heads get deadified, they need to stay that way to avoid uninterestingly static factional behaviors. Characters being actual people is a valuable piece of that design argument.

I understand that the "copies of people" idea seems to you to be useful because it's consistent with your many other suggestions for how the LT universe might be constructed. And I am normally a fan of internal consistency.

But there are cases where other factors may matter more, and some world-features get set that consistency needs to work a little harder to explain. I'm thinking "characters are living people" is probably just one of those things.
Post

Re: Death in LT

#221
Flatfingers wrote:Not at all; we simply coat all humans in a fine layer of handwavium; this protects their previous bodily fluids from disruption by the spatial fluxes caused by stellar drive systems.

In other words, in one imagining of technology, humanoids can't handle the stress and have to sleep through FTL travel or upload copies of their consciousnesses to machines, etc. But that's just one imagining; absolutely nothing requires it for Limit Theory.

It's equally acceptable to assume that starships generate a field that protects their fragile cargos from Space Madness
It's not just about space travel, though. If we're imagining that people are rational and we're imagining that mind-uploading technology exists (which should be possible well before civilisations develop into Kardashev Type II civilisations), then I believe it's very probable that they'll be abandoning their physical forms. It's maybe hard to imagine now because the technology isn't even close to existing, but we're getting there. I'd believe it would require some special reason for rational agents not to mind-upload themselves or turn themselves into androids when the technology is developed, similar to how you'd expect highly-intelligent AI to exist in a universe like the Dune one, except they got out of control and waged the Butlerian Jihad and because of that research into intelligent AI was banned.
Flatfingers wrote:I believe most players will prefer to imagine that they are there in corpore because that feels more personal than pretending -- even if only notionally -- to be a brain-in-a-box or a robot.
I don't get why human beings are so attached to their physical bodies. It's really their minds that define who they are. If you cut off someone's finger, their hand, their arm, they still think of themselves as the same person.
Flatfingers wrote:For me, that's actually an argument in support of your third objection: when faction heads get deadified, they need to stay that way to avoid uninterestingly static factional behaviors. Characters being actual people is a valuable piece of that design argument.

I understand that the "copies of people" idea seems to you to be useful because it's consistent with your many other suggestions for how the LT universe might be constructed. And I am normally a fan of internal consistency.
Agents don't need to be flesh-and-blood to allow for perma-death. I'm in favour of NPC permadeath for the reasons you describe among others.
Post

Re: Death in LT

#222
Cornflakes_91 wrote:Hyperions system does allow for permanent death, you just have to find and destroy the reconstruction facility before they are done respawning.

You question anothers argumentation because his game world view, not assuming mind-uploaded pilots?
That would be an interesting prospect for permanent death. Though a simple solution for that would be to only allow 'cloning facilities' on planets. Unless of course we have the capacity/ability to bombard planet surfaces to destroy/flatten surface facilities/infrastructure. Which would be neat and would open up a whole different game play element. Though that might be a bit beyond the scope of LT 1.0. Also as much as I would like pretty much everything that can be owned be available for destruction, I also firmly believe that anything that can be assaulted/destroyed should also have a form of defense. IE planetary shielding or something for a planet you own. Or even just shielding over your planet side assets. But that is getting off topic. The point is that baking permanent-death into a game play mechanic that would take considerable effort to exploit, or have exploited isn't really going to appease people who want to play with permanent death I would imagine.
Post

Re: Death in LT

#223
Thymine:
*applies logic to the rest of zhe game*
Why do we use non-missle weapons in the game, longer range, simpler carrier systems, devastating hits... why even bother with laser weapons which would have much shorter ranges and much worse damage-to-weight ratio, expensive carrier systems etc.

Why dont we have practically unlimited sensor range in game? in RL we can detect the 1W energy output of the voyager probes over dunnohowfar distances. And that is archieved by already outdated equipment.

why do we even need human-cabable intelligences in spaceships?
Josh is programming intelligences capable of von-neumann-apparatus replication and much more.
With the help of (for the controlling AI abstracted) specialist systems joshs AI could be used for space exploration
So why bother with human level intelligences.
and i dare to bet that there are AI specialists that could do better in this case.
Nothing of this requires sentient control systems.


So why force this transhumanism (that would surely alienate a portion of the playerbase) that makes absolutely NO impact on gameplay?
(We could even handwave it away by saying that it prove impossible to upload people, for whatever reason)
Post

Re: Death in LT

#224
Cornflakes_91 wrote:Thymine:
*applies logic to the rest of zhe game*
Why do we use non-missle weapons in the game, longer range, simpler carrier systems, devastating hits... why even bother with laser weapons which would have much shorter ranges and much worse damage-to-weight ratio, expensive carrier systems etc.

Why dont we have practically unlimited sensor range in game? in RL we can detect the 1W energy output of the voyager probes over dunnohowfar distances. And that is archieved by already outdated equipment.
The answer to all of those things is: gameplay.

But specifying whether agents in LT are organic or inorganic does not necessarily have to affect gameplay (or if it does, the latter possibly makes it better).
Cornflakes_91 wrote:So why force this transhumanism (that would surely alienate a portion of the playerbase) that makes absolutely NO impact on gameplay?
Because it very well might have no effect on gameplay, which is the point. The other concessions that Josh has made to implausibility are okay because they make the game fun, but between two possible game ideas, both of which are about as equally challenging to implement as each other and both of which can produce just as good gameplay, I'd prefer the more plausible one.
Cornflakes_91 wrote:We could even handwave it away by saying that it prove impossible to upload people, for whatever reason
We could, and this is what I mean by "We'd need some special reason to plausibly justify not uploading people". I mean I started thinking about agents as mind-uploaded individuals since that is most plausible, but now I have suggestions for improving LT gameplay that are based on that assumption so I'd personally prefer if we went that route. Of course, other people don't need to take these suggestions into account at all and could just say "However, mind-uploading proved to be impossible due to unreproducable quantum phenomena in the workings of the brain", and I'd be pretty happy with that. In fact, I believe that British utiltarian philosopher David Pearce, who spends a lot of his time studying these issues and learning about human consciousness thinks that it isn't possible for at least classical digital computers to host consciousness:
David Pearce wrote:Some investigators of consciousness even dedicate their lives to that end; what might a notional insentient AGI suppose we're doing? There is no evidence that serial digital computers have the capacity to do anything of the kind - or could ever be programmed to do so. Digital computers don't know anything about conscious minds, unitary persons, the nature of phenomenal pleasure and pain, or the Problem of Other Minds; it's not even "all dark inside". The challenge for a conscious mind posed by understanding itself "from the inside" pales into insignificance compared to the challenge for a nonconscious system of understanding a conscious mind "from the outside". Nor within the constraints of a materialist ontology have we the slightest clue how the purely classical parallelism of a subsymbolic, "neurally inspired" connectionist architecture could turn water into wine and generate unitary subjects of experience to fill the gap. For even if we conjecture in the spirit of Strawsonian physicalism - the only scientifically literate form of panpsychism - that the fundamental stuff of the world, the mysterious "fire in the equations", is fields of microqualia, this bold ontological conjecture doesn't, by itself, explain why biological robots aren't zombies. This is because structured aggregates of classically conceived "mind-dust" aren't the same as a unitary phenomenal subject of experience who apprehends "bound" spatio-temporal objects in a dynamic world-simulation. Without phenomenal object binding and the unity of perception, we are faced with the spectre of what philosophers call "mereological nihilism". Mereological nihilism, also known as "compositional nihilism", is the position that composite objects with proper parts do not exist: strictly speaking, only basic building blocks without parts have more than fictional existence. Unlike the fleetingly unitary phenomenal minds of biological robots, a classical digital computer and the programs it runs lacks ontological integrity: it's just an assemblage of algorithms. In other words, a classical digital computer has no self to understand or a mind recursively to improve, exponentially or otherwise. Talk about artificial "intelligence" exploding is just an anthropomorphic projection on our part.
Therefore, if these people added that one line, "Mind uploading proved impossible", suddenly I feel a lot better about the idea on the score of plausibility.
Post

Re: Death in LT

#225
Well, i was saying screw plausibility because of gameplay all the time.
And i say it in case of the mind uploading again: screw plausibility (hell, im even half-heartedly expecting to do mind uploading in RL before i die)

But we need some kind of "psychological anchor" for the player to identify with.
Even if the player never sees a lifeform, he can identify with it.
Because its at least vaguely similar to an human (in sense that it is a biological lifeform and not something as dissimilar as an computer program) so the player can project humanity and himself into it and feel more immersed in the world.
how do you relate to something that is not really bound to a single body, a single time, a single way of thinking, being completely different than a human, different than any lifeform?

Players would ask: why do they still behave human, they arent anymore.
They are not bound to this mortal shell of flesh, why do they still behave as if they were?

Many questions that would come up and would be so completely different from the questions that usually arise from sci-fi.
and LT isnt a game to explore the consequences of this questions, even less to answer those questions.

Questions that can be averted if we leave the crew human (biological, alive), as it always were.

Those questions dont really belong to LT.
Albeit they are interesting questions.

It would also produce less questions when we can get out of the ships in LT2.
(Without creating more fubar with synthetic bodies and stuff)

Online Now

Users browsing this forum: No registered users and 5 guests

cron