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Permadeath - Wikipedia
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href="#In_multiplayer_video_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">2</span> <span>In multiplayer video games</span> </div> </a> <button aria-controls="toc-In_multiplayer_video_games-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle In multiplayer video games subsection</span> </button> <ul id="toc-In_multiplayer_video_games-sublist" class="vector-toc-list"> <li id="toc-In_massively_multiplayer_online_role-playing_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#In_massively_multiplayer_online_role-playing_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.1</span> <span>In massively multiplayer online role-playing games</span> </div> </a> <ul id="toc-In_massively_multiplayer_online_role-playing_games-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-In_tabletop_games" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#In_tabletop_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">3</span> <span>In tabletop games</span> </div> </a> <ul id="toc-In_tabletop_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-In_other_games" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#In_other_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">4</span> <span>In other games</span> </div> </a> <ul id="toc-In_other_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-See_also" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#See_also"> <div class="vector-toc-text"> <span class="vector-toc-numb">5</span> <span>See also</span> </div> </a> <ul id="toc-See_also-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-References" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#References"> <div class="vector-toc-text"> <span class="vector-toc-numb">6</span> <span>References</span> </div> </a> <ul id="toc-References-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Bibliography" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Bibliography"> <div class="vector-toc-text"> <span class="vector-toc-numb">7</span> <span>Bibliography</span> </div> </a> <ul id="toc-Bibliography-sublist" class="vector-toc-list"> </ul> </li> </ul> </div> </div> </nav> </div> </div> <div class="mw-content-container"> <main id="content" class="mw-body"> <header class="mw-body-header vector-page-titlebar"> <nav aria-label="Contents" class="vector-toc-landmark"> <div id="vector-page-titlebar-toc" class="vector-dropdown vector-page-titlebar-toc vector-button-flush-left" > <input 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type="checkbox" id="p-lang-btn-checkbox" role="button" aria-haspopup="true" data-event-name="ui.dropdown-p-lang-btn" class="vector-dropdown-checkbox mw-interlanguage-selector" aria-label="Go to an article in another language. Available in 15 languages" > <label id="p-lang-btn-label" for="p-lang-btn-checkbox" class="vector-dropdown-label cdx-button cdx-button--fake-button cdx-button--fake-button--enabled cdx-button--weight-quiet cdx-button--action-progressive mw-portlet-lang-heading-15" aria-hidden="true" ><span class="vector-icon mw-ui-icon-language-progressive mw-ui-icon-wikimedia-language-progressive"></span> <span class="vector-dropdown-label-text">15 languages</span> </label> <div class="vector-dropdown-content"> <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li class="interlanguage-link interwiki-ca mw-list-item"><a href="https://ca.wikipedia.org/wiki/Mort_permanent" title="Mort permanent – Catalan" lang="ca" hreflang="ca" data-title="Mort permanent" data-language-autonym="Català" data-language-local-name="Catalan" class="interlanguage-link-target"><span>Català</span></a></li><li class="interlanguage-link interwiki-de badge-Q70894304 mw-list-item" title=""><a href="https://de.wikipedia.org/wiki/Permadeath" title="Permadeath – German" lang="de" hreflang="de" data-title="Permadeath" data-language-autonym="Deutsch" data-language-local-name="German" class="interlanguage-link-target"><span>Deutsch</span></a></li><li class="interlanguage-link interwiki-es mw-list-item"><a href="https://es.wikipedia.org/wiki/Muerte_permanente_(videojuegos)" title="Muerte permanente (videojuegos) – Spanish" lang="es" hreflang="es" data-title="Muerte permanente (videojuegos)" data-language-autonym="Español" data-language-local-name="Spanish" class="interlanguage-link-target"><span>Español</span></a></li><li class="interlanguage-link interwiki-fr mw-list-item"><a href="https://fr.wikipedia.org/wiki/Mort_permanente" title="Mort permanente – French" lang="fr" hreflang="fr" data-title="Mort permanente" data-language-autonym="Français" data-language-local-name="French" class="interlanguage-link-target"><span>Français</span></a></li><li class="interlanguage-link interwiki-ko mw-list-item"><a href="https://ko.wikipedia.org/wiki/%EC%98%81%EA%B5%AC%EC%A0%81_%EC%A3%BD%EC%9D%8C" title="영구적 죽음 – Korean" lang="ko" hreflang="ko" data-title="영구적 죽음" data-language-autonym="한국어" data-language-local-name="Korean" class="interlanguage-link-target"><span>한국어</span></a></li><li class="interlanguage-link interwiki-nl mw-list-item"><a href="https://nl.wikipedia.org/wiki/Permanent_death" title="Permanent death – Dutch" lang="nl" hreflang="nl" data-title="Permanent death" data-language-autonym="Nederlands" data-language-local-name="Dutch" class="interlanguage-link-target"><span>Nederlands</span></a></li><li class="interlanguage-link interwiki-ja mw-list-item"><a href="https://ja.wikipedia.org/wiki/%E3%83%91%E3%83%BC%E3%83%9E%E3%83%87%E3%82%B9" title="パーマデス – Japanese" lang="ja" hreflang="ja" data-title="パーマデス" data-language-autonym="日本語" data-language-local-name="Japanese" class="interlanguage-link-target"><span>日本語</span></a></li><li class="interlanguage-link interwiki-pl mw-list-item"><a href="https://pl.wikipedia.org/wiki/Permadeath" title="Permadeath – Polish" lang="pl" hreflang="pl" data-title="Permadeath" data-language-autonym="Polski" data-language-local-name="Polish" class="interlanguage-link-target"><span>Polski</span></a></li><li class="interlanguage-link interwiki-pt mw-list-item"><a href="https://pt.wikipedia.org/wiki/Morte_permanente" title="Morte permanente – Portuguese" lang="pt" hreflang="pt" data-title="Morte permanente" data-language-autonym="Português" data-language-local-name="Portuguese" class="interlanguage-link-target"><span>Português</span></a></li><li class="interlanguage-link interwiki-ru mw-list-item"><a href="https://ru.wikipedia.org/wiki/%D0%9F%D0%B5%D1%80%D0%BC%D0%B0%D0%BD%D0%B5%D0%BD%D1%82%D0%BD%D0%B0%D1%8F_%D1%81%D0%BC%D0%B5%D1%80%D1%82%D1%8C" title="Перманентная смерть – Russian" lang="ru" hreflang="ru" data-title="Перманентная смерть" data-language-autonym="Русский" data-language-local-name="Russian" class="interlanguage-link-target"><span>Русский</span></a></li><li class="interlanguage-link interwiki-sat mw-list-item"><a href="https://sat.wikipedia.org/wiki/%E1%B1%AF%E1%B1%9A%E1%B1%A8%E1%B1%A2%E1%B1%9F%E1%B1%B0%E1%B1%A4%E1%B1%9B%E1%B1%B7" title="ᱯᱚᱨᱢᱟᱰᱤᱛᱷ – Santali" lang="sat" hreflang="sat" data-title="ᱯᱚᱨᱢᱟᱰᱤᱛᱷ" data-language-autonym="ᱥᱟᱱᱛᱟᱲᱤ" data-language-local-name="Santali" class="interlanguage-link-target"><span>ᱥᱟᱱᱛᱟᱲᱤ</span></a></li><li class="interlanguage-link interwiki-simple mw-list-item"><a href="https://simple.wikipedia.org/wiki/Permadeath" title="Permadeath – Simple English" lang="en-simple" hreflang="en-simple" data-title="Permadeath" data-language-autonym="Simple English" data-language-local-name="Simple English" class="interlanguage-link-target"><span>Simple English</span></a></li><li class="interlanguage-link interwiki-uk mw-list-item"><a href="https://uk.wikipedia.org/wiki/%D0%9F%D0%B5%D1%80%D0%BC%D0%B0%D0%BD%D0%B5%D0%BD%D1%82%D0%BD%D0%B0_%D1%81%D0%BC%D0%B5%D1%80%D1%82%D1%8C" title="Перманентна смерть – Ukrainian" lang="uk" hreflang="uk" data-title="Перманентна смерть" data-language-autonym="Українська" data-language-local-name="Ukrainian" class="interlanguage-link-target"><span>Українська</span></a></li><li class="interlanguage-link interwiki-zh-yue mw-list-item"><a href="https://zh-yue.wikipedia.org/wiki/%E6%B0%B8%E4%B9%85%E6%AD%BB%E4%BA%A1" title="永久死亡 – Cantonese" lang="yue" hreflang="yue" data-title="永久死亡" data-language-autonym="粵語" data-language-local-name="Cantonese" class="interlanguage-link-target"><span>粵語</span></a></li><li class="interlanguage-link interwiki-zh mw-list-item"><a href="https://zh.wikipedia.org/wiki/%E6%B0%B8%E4%B9%85%E6%AD%BB%E4%BA%A1" title="永久死亡 – Chinese" lang="zh" hreflang="zh" data-title="永久死亡" data-language-autonym="中文" data-language-local-name="Chinese" class="interlanguage-link-target"><span>中文</span></a></li> </ul> <div class="after-portlet after-portlet-lang"><span class="wb-langlinks-edit wb-langlinks-link"><a href="https://www.wikidata.org/wiki/Special:EntityPage/Q7169279#sitelinks-wikipedia" title="Edit interlanguage links" class="wbc-editpage">Edit links</a></span></div> </div> </div> </div> </header> <div class="vector-page-toolbar"> <div class="vector-page-toolbar-container"> <div id="left-navigation"> <nav aria-label="Namespaces"> <div id="p-associated-pages" class="vector-menu vector-menu-tabs mw-portlet mw-portlet-associated-pages" > <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li id="ca-nstab-main" class="selected vector-tab-noicon mw-list-item"><a href="/wiki/Permadeath" title="View the content page [c]" accesskey="c"><span>Article</span></a></li><li id="ca-talk" class="vector-tab-noicon mw-list-item"><a href="/wiki/Talk:Permadeath" rel="discussion" title="Discuss improvements to the content 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href="/w/index.php?title=Permadeath&action=history"><span>View history</span></a></li> </ul> </div> </div> <div id="p-tb" class="vector-menu mw-portlet mw-portlet-tb" > <div class="vector-menu-heading"> General </div> <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li id="t-whatlinkshere" class="mw-list-item"><a href="/wiki/Special:WhatLinksHere/Permadeath" title="List of all English Wikipedia pages containing links to this page [j]" accesskey="j"><span>What links here</span></a></li><li id="t-recentchangeslinked" class="mw-list-item"><a href="/wiki/Special:RecentChangesLinked/Permadeath" rel="nofollow" title="Recent changes in pages linked from this page [k]" accesskey="k"><span>Related changes</span></a></li><li id="t-upload" class="mw-list-item"><a href="/wiki/Wikipedia:File_Upload_Wizard" title="Upload files [u]" accesskey="u"><span>Upload file</span></a></li><li id="t-specialpages" class="mw-list-item"><a href="/wiki/Special:SpecialPages" title="A list of all special pages [q]" accesskey="q"><span>Special pages</span></a></li><li id="t-permalink" class="mw-list-item"><a href="/w/index.php?title=Permadeath&oldid=1241048574" title="Permanent link to this revision of this page"><span>Permanent link</span></a></li><li id="t-info" class="mw-list-item"><a href="/w/index.php?title=Permadeath&action=info" title="More information about this page"><span>Page information</span></a></li><li id="t-cite" class="mw-list-item"><a href="/w/index.php?title=Special:CiteThisPage&page=Permadeath&id=1241048574&wpFormIdentifier=titleform" title="Information on how to cite this page"><span>Cite this page</span></a></li><li id="t-urlshortener" class="mw-list-item"><a href="/w/index.php?title=Special:UrlShortener&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FPermadeath"><span>Get shortened URL</span></a></li><li id="t-urlshortener-qrcode" class="mw-list-item"><a href="/w/index.php?title=Special:QrCode&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FPermadeath"><span>Download QR code</span></a></li> </ul> </div> </div> <div id="p-coll-print_export" class="vector-menu mw-portlet mw-portlet-coll-print_export" > <div class="vector-menu-heading"> Print/export </div> <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li id="coll-download-as-rl" class="mw-list-item"><a href="/w/index.php?title=Special:DownloadAsPdf&page=Permadeath&action=show-download-screen" title="Download this page as a PDF file"><span>Download as PDF</span></a></li><li id="t-print" class="mw-list-item"><a href="/w/index.php?title=Permadeath&printable=yes" title="Printable version of this page [p]" accesskey="p"><span>Printable version</span></a></li> </ul> </div> </div> <div id="p-wikibase-otherprojects" class="vector-menu mw-portlet mw-portlet-wikibase-otherprojects" > <div class="vector-menu-heading"> In other projects </div> <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li id="t-wikibase" class="wb-otherproject-link wb-otherproject-wikibase-dataitem mw-list-item"><a href="https://www.wikidata.org/wiki/Special:EntityPage/Q7169279" title="Structured data on this page hosted by Wikidata [g]" accesskey="g"><span>Wikidata item</span></a></li> </ul> </div> </div> </div> </div> </div> </div> </nav> </div> </div> </div> <div class="vector-column-end"> <div class="vector-sticky-pinned-container"> <nav class="vector-page-tools-landmark" aria-label="Page tools"> <div id="vector-page-tools-pinned-container" class="vector-pinned-container"> </div> </nav> <nav class="vector-appearance-landmark" aria-label="Appearance"> <div id="vector-appearance-pinned-container" class="vector-pinned-container"> <div id="vector-appearance" class="vector-appearance vector-pinnable-element"> <div class="vector-pinnable-header vector-appearance-pinnable-header vector-pinnable-header-pinned" data-feature-name="appearance-pinned" data-pinnable-element-id="vector-appearance" data-pinned-container-id="vector-appearance-pinned-container" data-unpinned-container-id="vector-appearance-unpinned-container" > <div class="vector-pinnable-header-label">Appearance</div> <button class="vector-pinnable-header-toggle-button vector-pinnable-header-pin-button" data-event-name="pinnable-header.vector-appearance.pin">move to sidebar</button> <button class="vector-pinnable-header-toggle-button vector-pinnable-header-unpin-button" data-event-name="pinnable-header.vector-appearance.unpin">hide</button> </div> </div> </div> </nav> </div> </div> <div id="bodyContent" class="vector-body" aria-labelledby="firstHeading" data-mw-ve-target-container> <div class="vector-body-before-content"> <div class="mw-indicators"> </div> <div id="siteSub" class="noprint">From Wikipedia, the free encyclopedia</div> </div> <div id="contentSub"><div id="mw-content-subtitle"></div></div> <div id="mw-content-text" class="mw-body-content"><div class="mw-content-ltr mw-parser-output" lang="en" dir="ltr"><div class="shortdescription nomobile noexcerpt noprint searchaux" style="display:none">Video game mechanic</div> <style data-mw-deduplicate="TemplateStyles:r1236090951">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}@media print{body.ns-0 .mw-parser-output .hatnote{display:none!important}}</style><div role="note" class="hatnote navigation-not-searchable">"Permanent death" redirects here. For the permanent death of living organisms, see <a href="/wiki/Clinical_death" title="Clinical death">Clinical death</a>.</div> <style data-mw-deduplicate="TemplateStyles:r1251242444">.mw-parser-output .ambox{border:1px solid #a2a9b1;border-left:10px solid #36c;background-color:#fbfbfb;box-sizing:border-box}.mw-parser-output .ambox+link+.ambox,.mw-parser-output .ambox+link+style+.ambox,.mw-parser-output .ambox+link+link+.ambox,.mw-parser-output .ambox+.mw-empty-elt+link+.ambox,.mw-parser-output .ambox+.mw-empty-elt+link+style+.ambox,.mw-parser-output .ambox+.mw-empty-elt+link+link+.ambox{margin-top:-1px}html body.mediawiki .mw-parser-output .ambox.mbox-small-left{margin:4px 1em 4px 0;overflow:hidden;width:238px;border-collapse:collapse;font-size:88%;line-height:1.25em}.mw-parser-output .ambox-speedy{border-left:10px solid #b32424;background-color:#fee7e6}.mw-parser-output .ambox-delete{border-left:10px solid #b32424}.mw-parser-output .ambox-content{border-left:10px solid #f28500}.mw-parser-output .ambox-style{border-left:10px solid #fc3}.mw-parser-output .ambox-move{border-left:10px solid #9932cc}.mw-parser-output .ambox-protection{border-left:10px solid #a2a9b1}.mw-parser-output .ambox .mbox-text{border:none;padding:0.25em 0.5em;width:100%}.mw-parser-output .ambox .mbox-image{border:none;padding:2px 0 2px 0.5em;text-align:center}.mw-parser-output .ambox .mbox-imageright{border:none;padding:2px 0.5em 2px 0;text-align:center}.mw-parser-output .ambox .mbox-empty-cell{border:none;padding:0;width:1px}.mw-parser-output .ambox .mbox-image-div{width:52px}@media(min-width:720px){.mw-parser-output .ambox{margin:0 10%}}@media print{body.ns-0 .mw-parser-output .ambox{display:none!important}}</style><table class="box-Cleanup_rewrite plainlinks metadata ambox ambox-content" role="presentation"><tbody><tr><td class="mbox-image"><div class="mbox-image-div"><span typeof="mw:File"><a href="/wiki/File:Crystal_Clear_app_kedit.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/e/e8/Crystal_Clear_app_kedit.svg/40px-Crystal_Clear_app_kedit.svg.png" decoding="async" width="40" height="40" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/e/e8/Crystal_Clear_app_kedit.svg/60px-Crystal_Clear_app_kedit.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/e/e8/Crystal_Clear_app_kedit.svg/80px-Crystal_Clear_app_kedit.svg.png 2x" data-file-width="128" data-file-height="128" /></a></span></div></td><td class="mbox-text"><div class="mbox-text-span">This article <b>may need to be rewritten</b> to comply with Wikipedia's <a href="/wiki/Wikipedia:Manual_of_Style" title="Wikipedia:Manual of Style">quality standards</a>.<span class="hide-when-compact"> <a class="external text" href="https://en.wikipedia.org/w/index.php?title=Permadeath&action=edit">You can help</a>. The <a href="/wiki/Talk:Permadeath" title="Talk:Permadeath">talk page</a> may contain suggestions.</span> <span class="date-container"><i>(<span class="date">February 2016</span>)</i></span></div></td></tr></tbody></table> <p class="mw-empty-elt"> </p><p><b>Permadeath</b> or <b>permanent death</b> is a game mechanic in both <a href="/wiki/Tabletop_game" title="Tabletop game">tabletop games</a> and video games in which <a href="/wiki/Player_character" title="Player character">player characters</a> who lose all of their <a href="/wiki/Health_(gaming)" class="mw-redirect" title="Health (gaming)">health</a> are considered dead and cannot be used anymore.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Depending on the situation, this could require the player to create a new character to continue, or completely restart the game potentially losing nearly all progress made. Other terms include <b>persona death</b> and <b>player death</b>.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Some video games offer a <b>hardcore mode</b> that features this mechanic, rather than making it part of the core game. </p><p>Permadeath contrasts with games that allow the player to continue in some manner, such as their character <a href="/wiki/Spawning_(gaming)" class="mw-redirect" title="Spawning (gaming)">respawning</a> at a checkpoint on "death", resurrection of their character by a magic item or spell, or being able to load and restore a saved game state to avoid the death situation. The mechanic is frequently associated with both tabletop and computer-based <a href="/wiki/Role-playing_game" title="Role-playing game">role-playing games</a>,<sup id="cite_ref-yolo_3-0" class="reference"><a href="#cite_note-yolo-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> and is considered an essential element of the <a href="/wiki/Roguelike" title="Roguelike">roguelike</a> genre of video games.<sup id="cite_ref-roguelike_4-0" class="reference"><a href="#cite_note-roguelike-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> The implementation of permadeath can vary depending on the type of game. </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="In_single-player_video_games">In single-player video games</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=1" title="Edit section: In single-player video games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Nethack-dywypi.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/e/ee/Nethack-dywypi.png/220px-Nethack-dywypi.png" decoding="async" width="220" height="157" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/e/ee/Nethack-dywypi.png/330px-Nethack-dywypi.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/e/ee/Nethack-dywypi.png/440px-Nethack-dywypi.png 2x" data-file-width="644" data-file-height="461" /></a><figcaption>A player, having died in <i><a href="/wiki/NetHack" title="NetHack">NetHack</a></i>, is asked if they would like to know more about the unidentified possessions they had been carrying.</figcaption></figure> <p>Permadeath was common in the <a href="/wiki/Golden_age_of_arcade_video_games" title="Golden age of arcade video games">golden age of arcade video games</a>.<sup id="cite_ref-alive_5-0" class="reference"><a href="#cite_note-alive-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Most arcade games (such as <i><a href="/wiki/Space_Invaders" title="Space Invaders">Space Invaders</a></i> and <i><a href="/wiki/Pac-Man" title="Pac-Man">Pac-Man</a></i>) feature permanent death as a mechanic by default because they lack the technical ability to save the game state.<sup id="cite_ref-wired_6-0" class="reference"><a href="#cite_note-wired-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Early home gaming mimicked this gameplay, including a simulation of entering coins to continue playing. As home computers and game consoles became more popular, games evolved to have less abstract protagonists, giving the death of a character more impact.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> When developers added the ability to replay a failed level, games become more complex to compensate, and stronger narratives were added, which focused on progressing characters through a linear story without repeated restarts.<sup id="cite_ref-wired_6-1" class="reference"><a href="#cite_note-wired-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Inspired by the <a href="/wiki/Dungeon_crawl" title="Dungeon crawl">dungeon crawls</a> in the first wave of <i><a href="/wiki/Dungeons_%26_Dragons" title="Dungeons & Dragons">Dungeons & Dragons</a></i> adventures, early role-playing video games on home computers often lacked much narrative content and had a cavalier attitude toward killing off characters; players were expected to have little emotional connection to their characters, though many allowed players to save their characters' progress.<sup id="cite_ref-essentials_8-0" class="reference"><a href="#cite_note-essentials-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> </p><p>Few <a href="/wiki/Single-player_video_game" title="Single-player video game">single-player</a> RPGs exhibit death that is truly permanent, as most allow the player to load a previously <a href="/wiki/Saved_game" title="Saved game">saved game</a> and continue from the stored position. The subgenre of <a href="/wiki/Roguelike" title="Roguelike">roguelike</a> games is an exception,<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> where permadeath is a high-value factor. While players can save their state and continue at a later time, the save file is generally erased or overwritten, preventing players from restarting at that same state. They work around this by backing up save files, but this tactic, called "<a href="/wiki/Save_scumming" class="mw-redirect" title="Save scumming">save scumming</a>", is considered cheating. The use of the permadeath mechanic in <a href="/wiki/Roguelike" title="Roguelike">roguelikes</a> arose from the namesake of the genre, <i><a href="/wiki/Rogue_(video_game)" title="Rogue (video game)">Rogue</a></i>. The developers initially did not implement save capabilities, requiring players to finish the game in one session. When they added a save feature, they found that players would repeatedly reload a save file to obtain the best results, which was contrary to the game design—they "wanted [realism]"—so they implemented code to delete the save file on reloading. This feature is retained in nearly all derivatives of <i>Rogue</i> and other games more loosely inspired by its gameplay.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> </p><p>Implementations of permadeath may vary widely. Casual forms of permanent death may allow players to retain money or items while introducing repercussions for failure, reducing the frustration associated with permanent death. More hardcore implementations delete all progress made. In some games, permadeath is an optional mode or feature of higher difficulty levels.<sup id="cite_ref-alive_5-1" class="reference"><a href="#cite_note-alive-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Extreme forms may further punish players, such as <i><a href="/wiki/The_Castle_Doctrine" title="The Castle Doctrine">The Castle Doctrine</a></i>, which has the option of permanently banning users from servers upon death.<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> Players may prefer to play games with permadeath for the excitement, the desire to test their skill or understanding of the game's mechanics, or out of boredom with standard game design. When their actions have repercussions, they must make more strategic and tactical decisions. At the same time, games using permadeath may encourage players to rely on emotional, intuitive or other non-deductive decision-making as they attempt, with less information, to minimize the risk to characters which they have bonded with. Games using permadeath more closely simulate real life, though games with a strong narrative element frequently avoid permadeath.<sup id="cite_ref-alive_5-2" class="reference"><a href="#cite_note-alive-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> </p><p>Permadeath of individual characters can be a factor in <a href="/wiki/Party_(role-playing_games)" title="Party (role-playing games)">party</a>-based <a href="/wiki/Tactical_role-playing_game" title="Tactical role-playing game">tactical role-playing games</a> like the games from the <i><a href="/wiki/Fire_Emblem" title="Fire Emblem">Fire Emblem</a></i> Series. In these games, the player generally manages a roster of characters and controls their actions in turn-based battles while building their attributes, skills, and specializations over time. If these characters fall in combat, the character is considered dead for the remainder of the game. It is possible to return to a previous save game state in these games before the death of the character, but require the player to invest more time in order to repeat the battle and continue, risking the loss of the same or other characters.<sup id="cite_ref-wired_6-2" class="reference"><a href="#cite_note-wired-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> <a href="/wiki/Square_(video_game_company)" title="Square (video game company)">Square</a>'s 1986 fantasy <a href="/wiki/Shoot_%27em_up" title="Shoot 'em up">shoot 'em up</a> game <i><a href="/wiki/King%27s_Knight" title="King's Knight">King's Knight</a></i> featured four characters, each of which had to clear their own level before rejoining the others. If one of them died, they were lost permanently.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="In_multiplayer_video_games">In multiplayer video games</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=2" title="Edit section: In multiplayer video games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <div class="mw-heading mw-heading3"><h3 id="In_massively_multiplayer_online_role-playing_games">In massively multiplayer online role-playing games</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=3" title="Edit section: In massively multiplayer online role-playing games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Permadeath in <a href="/wiki/Multiplayer_video_game" title="Multiplayer video game">multiplayer video games</a> is controversial.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> Due to player desires and the resulting market forces involved, <a href="/wiki/Massively_multiplayer_online_role-playing_game" title="Massively multiplayer online role-playing game">massively multiplayer online role-playing games</a> (such as <i><a href="/wiki/World_of_Warcraft" title="World of Warcraft">World of Warcraft</a></i>) and other multiplayer-focused RPGs rarely implement it nowadays - despite permadeath being a key component of early virtual worlds such as <a href="/wiki/MUD1" title="MUD1">MUD1</a>. Generally speaking, there is little support in multiplayer culture for permadeath.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> Summarizing academic <a href="/wiki/Richard_Bartle" title="Richard Bartle">Richard Bartle</a>'s comments on player distaste for permadeath,<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Engadget" title="Engadget">Engadget</a></i> characterized fans of MMORPGs as horrified by the concept.<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> For games that charge an ongoing fee to play, permadeath may drive players away, creating a financial disincentive to permadeath.<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> </p><p><i><a href="/wiki/Diablo_II" title="Diablo II">Diablo II</a></i>, <i><a href="/wiki/Diablo_III" title="Diablo III">Diablo III</a></i>, <i><a href="/wiki/Diablo_IV" title="Diablo IV">Diablo IV</a></i>, <i><a href="/wiki/Minecraft" title="Minecraft">Minecraft</a></i>,<sup id="cite_ref-MfD_21-0" class="reference"><a href="#cite_note-MfD-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Terraria" title="Terraria">Terraria</a></i>,<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> and <i><a href="/wiki/Torchlight_II" title="Torchlight II">Torchlight II</a></i> are mainstream exceptions that include support for an optional "hardcore" mode that subjects characters to permadeath.<sup id="cite_ref-1up_23-0" class="reference"><a href="#cite_note-1up-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Star_Wars_Galaxies" title="Star Wars Galaxies">Star Wars Galaxies</a></i> had permadeath for <a href="/wiki/Jedi" title="Jedi">Jedi</a> characters for a short period but later eliminated that functionality after other players targeted them.<sup id="cite_ref-Jedi_2004_24-0" class="reference"><a href="#cite_note-Jedi_2004-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> Even <i>World of Warcraft</i> has a following of players who call it the "Hardcore Challenge".<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> Players who join this challenge use an addon in their game to track their combat. If their character ever dies, the rule is they must delete their character. </p><p>Proponents attribute a number of reasons why others oppose permadeath. Some attribute tainted perceptions to poor early implementations.<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> They also believe that confusion exists between "<a href="/wiki/Player_killing" class="mw-redirect" title="Player killing">player killing</a>" and permadeath, when the two do not need to be used together.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup> Proponents also believe that players initially exposed to games without permadeath consider new games from that point of view.<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> Those players are attributed as eventually "maturing", to a level of accepting permadeath, but only for other players' characters.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> </p><p>The majority of MMORPG players are unwilling to accept the penalty of losing their characters. MMORPGs have experimented with permadeath in an attempt to simulate a more realistic world, but a majority of players preferred not to risk permadeath for their characters. As a result, while they occasionally announce games that feature permadeath, most either remove or never ship with it so as to increase the game's mass appeal.<sup id="cite_ref-Ludwig-2_07_30-0" class="reference"><a href="#cite_note-Ludwig-2_07-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> </p><p>Proponents of permadeath claim the risk gives additional significance to their in-game actions. While games without it often impose an in-game penalty for restoring a dead character, the penalty is relatively minor compared to being forced to create a new character. Therefore, the primary change permadeath creates is to make a player's decisions more significant; without it there is less incentive for the player to consider in-game actions seriously.<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> Those seeking to risk permanent death feel that the more severe consequences heighten the sense of involvement and achievement derived from their characters.<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup> The increased risk renders acts of heroism and bravery within the gameworld significant; the player has risked a much larger investment of time. Without permadeath, such actions are "small actions".<sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> However, in an online game, permadeath generally means starting over from the beginning, isolating the player of the now-dead character from former comrades. </p><p>Richard Bartle described advantages of permanent death: restriction of early adopters from permanently held positions of power,<sup id="cite_ref-34" class="reference"><a href="#cite_note-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> content reuse as players repeat early sections,<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> its embodiment of the "default fiction of real life", improved player immersion from more frequent character changes, and reinforcement of high level achievement.<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup> Bartle also believes that in the absence of permanent death, game creators must continually create new content for top players, which discourages those not at the top from even bothering to advance.<sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> </p><p>Those players who prefer not to play with permadeath are unwilling to accept the risk of the large penalties associated with it. The penalty often means a great deal of time spent to regain lost levels, power, influence, or emotional investment that the previous character possessed. This increased investment of time can dissuade non-hardcore players.<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> Depending on the design of the game, this may involve playing through content that the player has already experienced. Players no longer interested in those aspects of the game will not want to spend time playing through them again in the hope of reaching others to which they previously had access. Players may dislike the way that permadeath causes others to be more wary than they would in regular games, reducing the heroic atmosphere that games seek to provide.<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup> Ultimately this can reduce play to slow, repetitive, low-risk play, commonly called "<a href="/wiki/Grind_(gaming)" class="mw-redirect" title="Grind (gaming)">grinding</a>".<sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup> Most MMORPGs do not allow character creation at an arbitrary <a href="/wiki/Experience_level" class="mw-redirect" title="Experience level">experience level</a>, even if the player has already achieved that level with a now-dead character, providing a powerful disincentive for permadeath. </p><p>Permadeath guilds may exist in multiplayer games without this feature. Players voluntarily delete their characters based on the honor system.<sup id="cite_ref-41" class="reference"><a href="#cite_note-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="In_tabletop_games">In tabletop games</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=4" title="Edit section: In tabletop games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Permadeath can be used as a mechanic in tabletop role-playing games like <i><a href="/wiki/Dungeons_%26_Dragons" title="Dungeons & Dragons">Dungeons & Dragons</a></i>. In these games, players create their own characters and level through campaigns, but these characters can be permanently killed in more difficult encounters, which would force players to recreate a new character. These games typically have rules to stave off this permadeath, such as through resurrection spells, since this would allow players to remain committed to their character.<sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="In_other_games">In other games</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=5" title="Edit section: In other games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Although permadeath mechanic is primarily used for role-playing and rogue-like video games, both platform games made in <a href="/wiki/Adobe_Flash" title="Adobe Flash">Flash</a>, <i><a href="/wiki/You_Only_Live_Once_(video_game)" title="You Only Live Once (video game)">You Only Live Once</a></i> (2009) and <i><a href="/wiki/One_Chance_(video_game)" title="One Chance (video game)">One Chance</a></i> (2010), has together been frequently cited in video game literature as an example of the permanent death mechanic that they used. Survival horror video games such as <i><a href="/wiki/Sweet_Home_(video_game)" title="Sweet Home (video game)">Sweet Home</a></i> (1989) and <i><a href="/wiki/Resident_Evil_(1996_video_game)" title="Resident Evil (1996 video game)">Resident Evil</a></i> (1996); and interactive drama games such as <i><a href="/wiki/Heavy_Rain" title="Heavy Rain">Heavy Rain</a></i> (2010), <i><a href="/wiki/Until_Dawn" title="Until Dawn">Until Dawn</a></i> (2015), and <i><a href="/wiki/Detroit:_Become_Human" title="Detroit: Become Human">Detroit: Become Human</a></i> (2018) also use permadeath mechanic as the game will adapt to these changes and story continues forward to approach multiple endings whether any characters survive or not.<sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-46" class="reference"><a href="#cite_note-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=6" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Game_over" title="Game over">Game over</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=7" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap mw-references-columns"><ol class="references"> <li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text">"Never-to-return death is called permanent death or PD." (Bartle 2003, p416)</span> </li> <li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text">"Some old-timers prefer the expansion persona death. Exceedingly old-timers might even use player death, but at least we're trying to break the habit." (Bartle 2003, p416)</span> </li> <li id="cite_note-yolo-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-yolo_3-0">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite id="CITEREFHosie2013" class="citation web cs1">Hosie, Ewen (30 December 2013). <a rel="nofollow" class="external text" href="http://www.ign.com/articles/2013/12/30/yolo-the-potential-of-permanent-death">"YOLO: The Potential of Permanent Death"</a>. <i><a href="/wiki/IGN" title="IGN">IGN</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20140813204727/http://www.ign.com/articles/2013/12/30/yolo-the-potential-of-permanent-death">Archived</a> from the original on 13 August 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">13 August</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=IGN&rft.atitle=YOLO%3A+The+Potential+of+Permanent+Death&rft.date=2013-12-30&rft.aulast=Hosie&rft.aufirst=Ewen&rft_id=http%3A%2F%2Fwww.ign.com%2Farticles%2F2013%2F12%2F30%2Fyolo-the-potential-of-permanent-death&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-roguelike-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-roguelike_4-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFDouall2009" class="citation web cs1">Douall, Andrew (27 July 2009). <a rel="nofollow" class="external text" href="http://www.gamasutra.com/view/news/115412/Analysis_The_Game_Design_Lessons_Of_Permadeath.php">"Analysis: The Game Design Lessons Of Permadeath"</a>. <i><a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20140813134306/http://www.gamasutra.com/view/news/115412/Analysis_The_Game_Design_Lessons_Of_Permadeath.php">Archived</a> from the original on 13 August 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">12 August</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Gamasutra&rft.atitle=Analysis%3A+The+Game+Design+Lessons+Of+Permadeath&rft.date=2009-07-27&rft.aulast=Douall&rft.aufirst=Andrew&rft_id=http%3A%2F%2Fwww.gamasutra.com%2Fview%2Fnews%2F115412%2FAnalysis_The_Game_Design_Lessons_Of_Permadeath.php&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-alive-5"><span class="mw-cite-backlink">^ <a href="#cite_ref-alive_5-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-alive_5-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-alive_5-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGriffin2014" class="citation web cs1">Griffin, Ben (7 March 2014). <a rel="nofollow" class="external text" href="http://www.gamesradar.com/why-permadeath-just-wont-die-video-games/">"Why permadeath is alive and well in video games"</a>. <i><a href="/wiki/GamesRadar" class="mw-redirect" title="GamesRadar">GamesRadar</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20140816011258/http://www.gamesradar.com/why-permadeath-just-wont-die-video-games/">Archived</a> from the original on 16 August 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">13 August</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=GamesRadar&rft.atitle=Why+permadeath+is+alive+and+well+in+video+games&rft.date=2014-03-07&rft.aulast=Griffin&rft.aufirst=Ben&rft_id=http%3A%2F%2Fwww.gamesradar.com%2Fwhy-permadeath-just-wont-die-video-games%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-wired-6"><span class="mw-cite-backlink">^ <a href="#cite_ref-wired_6-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-wired_6-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-wired_6-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGroen2012" class="citation magazine cs1">Groen, Andrew (27 November 2012). <a rel="nofollow" class="external text" href="https://www.wired.com/2012/11/permadeath-dayz-xcom/">"In These Games, Death Is Forever, and That's Awesome"</a>. <i><a href="/wiki/Wired_(magazine)" title="Wired (magazine)">Wired</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170206075614/https://www.wired.com/2012/11/permadeath-dayz-xcom/">Archived</a> from the original on 6 February 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">23 February</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Wired&rft.atitle=In+These+Games%2C+Death+Is+Forever%2C+and+That%27s+Awesome&rft.date=2012-11-27&rft.aulast=Groen&rft.aufirst=Andrew&rft_id=https%3A%2F%2Fwww.wired.com%2F2012%2F11%2Fpermadeath-dayz-xcom%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFStobbart2019" class="citation book cs1">Stobbart, Dawn (2019). <i>Videogames and Horror</i>. <a href="/wiki/University_of_Wales_Press" title="University of Wales Press">University of Wales Press</a>. pp. 174–175. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-78683-436-2" title="Special:BookSources/978-1-78683-436-2"><bdi>978-1-78683-436-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Videogames+and+Horror&rft.pages=174-175&rft.pub=University+of+Wales+Press&rft.date=2019&rft.isbn=978-1-78683-436-2&rft.aulast=Stobbart&rft.aufirst=Dawn&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-essentials-8"><span class="mw-cite-backlink"><b><a href="#cite_ref-essentials_8-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFHarris" class="citation web cs1">Harris, John. <a rel="nofollow" class="external text" href="https://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?print=1">"Game Design Essentials: 20 RPGs"</a>. <i><a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20210831063411/https://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?print=1">Archived</a> from the original on 31 August 2021<span class="reference-accessdate">. Retrieved <span class="nowrap">28 October</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Gamasutra&rft.atitle=Game+Design+Essentials%3A+20+RPGs&rft.aulast=Harris&rft.aufirst=John&rft_id=https%3A%2F%2Fwww.gamasutra.com%2Fview%2Ffeature%2F4066%2Fgame_design_essentials_20_rpgs.php%3Fprint%3D1&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-9"><span class="mw-cite-backlink"><b><a href="#cite_ref-9">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFParker2017" class="citation journal cs1">Parker, Rob (1 June 2017). "The culture of permadeath: Roguelikes and Terror Management Theory". <i>Journal of Gaming & Virtual Worlds</i>. <b>9</b> (2): 123–141. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1386%2Fjgvw.9.2.123_1">10.1386/jgvw.9.2.123_1</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Journal+of+Gaming+%26+Virtual+Worlds&rft.atitle=The+culture+of+permadeath%3A+Roguelikes+and+Terror+Management+Theory&rft.volume=9&rft.issue=2&rft.pages=123-141&rft.date=2017-06-01&rft_id=info%3Adoi%2F10.1386%2Fjgvw.9.2.123_1&rft.aulast=Parker&rft.aufirst=Rob&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-10"><span class="mw-cite-backlink"><b><a href="#cite_ref-10">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFCraddock2015" class="citation book cs1">Craddock, David L (5 August 2015). "Chapter 2: "Procedural Dungeons of Doom: Building Rogue, Part 1"<span class="cs1-kern-right"></span>". In Magrath, Andrew (ed.). <i>Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games</i>. Press Start Press. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-692-50186-3" title="Special:BookSources/978-0-692-50186-3"><bdi>978-0-692-50186-3</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=bookitem&rft.atitle=Chapter+2%3A+%22Procedural+Dungeons+of+Doom%3A+Building+Rogue%2C+Part+1%22&rft.btitle=Dungeon+Hacks%3A+How+NetHack%2C+Angband%2C+and+Other+Roguelikes+Changed+the+Course+of+Video+Games&rft.pub=Press+Start+Press&rft.date=2015-08-05&rft.isbn=978-0-692-50186-3&rft.aulast=Craddock&rft.aufirst=David+L&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-11"><span class="mw-cite-backlink"><b><a href="#cite_ref-11">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMeer2013" class="citation web cs1">Meer, Alec (5 June 2013). <a rel="nofollow" class="external text" href="http://www.rockpapershotgun.com/2013/06/05/die-hardest-perma-perma-death-in-the-castle-doctrine/">"Die Hardest: Perma-Perma-death in The Castle Doctrine"</a>. <i><a href="/wiki/Rock_Paper_Shotgun" title="Rock Paper Shotgun">Rock Paper Shotgun</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141007000438/http://www.rockpapershotgun.com/2013/06/05/die-hardest-perma-perma-death-in-the-castle-doctrine/">Archived</a> from the original on 7 October 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">12 August</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Rock+Paper+Shotgun&rft.atitle=Die+Hardest%3A+Perma-Perma-death+in+The+Castle+Doctrine&rft.date=2013-06-05&rft.aulast=Meer&rft.aufirst=Alec&rft_id=http%3A%2F%2Fwww.rockpapershotgun.com%2F2013%2F06%2F05%2Fdie-hardest-perma-perma-death-in-the-castle-doctrine%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-12"><span class="mw-cite-backlink"><b><a href="#cite_ref-12">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSchreler2016" class="citation web cs1">Schreler, Jason (1 February 2016). <a rel="nofollow" class="external text" href="https://kotaku.com/5980890/the-problem-with-permanent-death">"The Problem With Permanent Death"</a>. <i><a href="/wiki/Kotaku" title="Kotaku">Kotaku</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20160225225751/http://kotaku.com/5980890/the-problem-with-permanent-death">Archived</a> from the original on 25 February 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">23 February</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku&rft.atitle=The+Problem+With+Permanent+Death&rft.date=2016-02-01&rft.aulast=Schreler&rft.aufirst=Jason&rft_id=http%3A%2F%2Fkotaku.com%2F5980890%2Fthe-problem-with-permanent-death&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-13"><span class="mw-cite-backlink"><b><a href="#cite_ref-13">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFCobbett2015" class="citation web cs1">Cobbett, Richard (16 February 2015). <a rel="nofollow" class="external text" href="http://www.eurogamer.net/articles/2015-02-16-darkest-dungeon-might-not-be-fun-but-it-is-fascinating">"Darkest Dungeon might not be fun, but it is fascinating"</a>. <i><a href="/wiki/Eurogamer" title="Eurogamer">Eurogamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20160213192453/http://www.eurogamer.net/articles/2015-02-16-darkest-dungeon-might-not-be-fun-but-it-is-fascinating">Archived</a> from the original on 13 February 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">23 February</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Eurogamer&rft.atitle=Darkest+Dungeon+might+not+be+fun%2C+but+it+is+fascinating&rft.date=2015-02-16&rft.aulast=Cobbett&rft.aufirst=Richard&rft_id=http%3A%2F%2Fwww.eurogamer.net%2Farticles%2F2015-02-16-darkest-dungeon-might-not-be-fun-but-it-is-fascinating&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-14"><span class="mw-cite-backlink"><b><a href="#cite_ref-14">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php?print=1">Gems In The Rough: Yesterday's Concepts Mined For Today</a> <a rel="nofollow" class="external text" href="https://web.archive.org/web/20181001121356/http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php?print=1">Archived</a> 1 October 2018 at the <a href="/wiki/Wayback_Machine" title="Wayback Machine">Wayback Machine</a>, <a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></span> </li> <li id="cite_note-15"><span class="mw-cite-backlink"><b><a href="#cite_ref-15">^</a></b></span> <span class="reference-text">"It's [permanent death is] the single most controversial subject in virtual worlds." (Bartle 2003, p415)</span> </li> <li id="cite_note-16"><span class="mw-cite-backlink"><b><a href="#cite_ref-16">^</a></b></span> <span class="reference-text">"Existing virtual world culture is anti-PD." (Bartle 2003, p444)</span> </li> <li id="cite_note-17"><span class="mw-cite-backlink"><b><a href="#cite_ref-17">^</a></b></span> <span class="reference-text">"Dr. Bartle finally interrupted the conversation by trying to bring the conversation back to a player's perspective: 'Do you want permadeath or pedophilia? Both seem equally attractive to most players.'" <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWoleslagle" class="citation web cs1">Woleslagle, Jeff. <a rel="nofollow" class="external text" href="http://www.tentonhammer.com/node/719">"Slaughtering Sacred Cows"</a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20080106153847/http://www.tentonhammer.com/node/719">Archived</a> from the original on 6 January 2008<span class="reference-accessdate">. Retrieved <span class="nowrap">26 May</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Slaughtering+Sacred+Cows&rft.aulast=Woleslagle&rft.aufirst=Jeff&rft_id=http%3A%2F%2Fwww.tentonhammer.com%2Fnode%2F719&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span> (Quote is on <a rel="nofollow" class="external text" href="http://www.tentonhammer.com/node/720">second page</a> <a rel="nofollow" class="external text" href="https://web.archive.org/web/20071120065416/http://www.tentonhammer.com/node/720">Archived</a> 20 November 2007 at the <a href="/wiki/Wayback_Machine" title="Wayback Machine">Wayback Machine</a>)</span> </li> <li id="cite_note-18"><span class="mw-cite-backlink"><b><a href="#cite_ref-18">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFAxon2007" class="citation web cs1">Axon, Samuel (15 November 2007). <a rel="nofollow" class="external text" href="https://www.engadget.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/">"Dofus embraces permadeath with new hardcore servers"</a>. <i><a href="/wiki/Engadget" title="Engadget">Engadget</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170216002525/https://www.engadget.com/2007/11/15/dofus-embraces-permadeath-with-new-hardcore-server-type/">Archived</a> from the original on 16 February 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">9 February</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Engadget&rft.atitle=Dofus+embraces+permadeath+with+new+hardcore+servers&rft.date=2007-11-15&rft.aulast=Axon&rft.aufirst=Samuel&rft_id=https%3A%2F%2Fwww.engadget.com%2F2007%2F11%2F15%2Fdofus-embraces-permadeath-with-new-hardcore-server-type%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-19"><span class="mw-cite-backlink"><b><a href="#cite_ref-19">^</a></b></span> <span class="reference-text">"The most frequently cited reason against permadeath is, of course, player investment, which put succinctly says, 'We never want to give players a reason to stop paying us $10 bucks a month.' … Due to the intricate coding complexities and the… unique nature of sharing a space with other players, it’s hard enough to prevent these catastrophic events from occurring. Why on earth would we want to give you a choice as to whether or not to start a new character, or cancel your account altogether?" (Schubert 2005)</span> </li> <li id="cite_note-20"><span class="mw-cite-backlink"><b><a href="#cite_ref-20">^</a></b></span> <span class="reference-text">"Not only will they [players] say they'll leave when it [permanent character death] happens, some of them actually will leave." (Bartle 2003, p424)</span> </li> <li id="cite_note-MfD-21"><span class="mw-cite-backlink"><b><a href="#cite_ref-MfD_21-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFStayStayCordeiro2015" class="citation book cs1">Stay, Jesse; Stay, Thomas; Cordeiro, Jacob (2015). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=XBYHBgAAQBAJ"><i>Minecraft For Dummies</i></a>. John Wiley & Sons, Inc. p. 287, Chapter 16: Understanding the Minecraft Game Modes. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/9781118968239" title="Special:BookSources/9781118968239"><bdi>9781118968239</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Minecraft+For+Dummies&rft.pages=p.+287%2C+Chapter+16%3A+Understanding+the+Minecraft+Game+Modes&rft.pub=John+Wiley+%26+Sons%2C+Inc.&rft.date=2015&rft.isbn=9781118968239&rft.aulast=Stay&rft.aufirst=Jesse&rft.au=Stay%2C+Thomas&rft.au=Cordeiro%2C+Jacob&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DXBYHBgAAQBAJ&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-22"><span class="mw-cite-backlink"><b><a href="#cite_ref-22">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSenior2011" class="citation web cs1">Senior, Tom (16 June 2011). <a rel="nofollow" class="external text" href="http://www.pcgamer.com/terraria-sells-423000-in-one-month-hardcore-mode-revealed/">"Terraria sells 432,000 in one month, hardcore mode revealed"</a>. <i><a href="/wiki/PC_Gamer" title="PC Gamer">PC Gamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150924175411/http://www.pcgamer.com/terraria-sells-423000-in-one-month-hardcore-mode-revealed/">Archived</a> from the original on 24 September 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">27 October</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=PC+Gamer&rft.atitle=Terraria+sells+432%2C000+in+one+month%2C+hardcore+mode+revealed&rft.date=2011-06-16&rft.aulast=Senior&rft.aufirst=Tom&rft_id=http%3A%2F%2Fwww.pcgamer.com%2Fterraria-sells-423000-in-one-month-hardcore-mode-revealed%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-1up-23"><span class="mw-cite-backlink"><b><a href="#cite_ref-1up_23-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFFarrell" class="citation web cs1">Farrell, Dennis. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150417045629/http://www.1up.com/features/permadeath-best-terrible-decision">"Permadeath: The Best Terrible Decision You Can Make"</a>. <i><a href="/wiki/1up.com" class="mw-redirect" title="1up.com">1up.com</a></i>. Archived from <a rel="nofollow" class="external text" href="http://www.1up.com/features/permadeath-best-terrible-decision">the original</a> on 17 April 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">12 August</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=1up.com&rft.atitle=Permadeath%3A+The+Best+Terrible+Decision+You+Can+Make&rft.aulast=Farrell&rft.aufirst=Dennis&rft_id=http%3A%2F%2Fwww.1up.com%2Ffeatures%2Fpermadeath-best-terrible-decision&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-Jedi_2004-24"><span class="mw-cite-backlink"><b><a href="#cite_ref-Jedi_2004_24-0">^</a></b></span> <span class="reference-text">"For a few months, one type of "Star Wars" character, the rare and powerful Jedi, could be permanently killed. But when players began singling out Jedi characters for vicious attacks, Jedi players cried out for help, and last month LucasArts abandoned permadeath, a company spokeswoman said." (Glater 2004)</span> </li> <li id="cite_note-25"><span class="mw-cite-backlink"><b><a href="#cite_ref-25">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://fictiontalk.com/2022/01/23/world-first-no-death-hardcore-ragnaros-kill-confirmed-on-wow-season-of-mastery/">"World First "No Death" Hardcore Ragnaros Kill Confirmed on WoW Season of Mastery"</a>. <i>FictionTalk</i>. 23 January 2022. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20220124162305/https://fictiontalk.com/2022/01/23/world-first-no-death-hardcore-ragnaros-kill-confirmed-on-wow-season-of-mastery/">Archived</a> from the original on 24 January 2022<span class="reference-accessdate">. Retrieved <span class="nowrap">24 January</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=FictionTalk&rft.atitle=World+First+%22No+Death%22+Hardcore+Ragnaros+Kill+Confirmed+on+WoW+Season+of+Mastery&rft.date=2022-01-23&rft_id=https%3A%2F%2Ffictiontalk.com%2F2022%2F01%2F23%2Fworld-first-no-death-hardcore-ragnaros-kill-confirmed-on-wow-season-of-mastery%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-26"><span class="mw-cite-backlink"><b><a href="#cite_ref-26">^</a></b></span> <span class="reference-text">"This is primarily due to imperfect early implementations and bad customers service decisions; nevertheless, the legacy is there." (Bartle 2003, p444)</span> </li> <li id="cite_note-27"><span class="mw-cite-backlink"><b><a href="#cite_ref-27">^</a></b></span> <span class="reference-text">"Many of the benefits that advocates of PKing cite are primarily due to PD; some of the strongest objections to PKing are due to its PvP element, rather than to PD." (Bartle 2003, p416)</span> </li> <li id="cite_note-28"><span class="mw-cite-backlink"><b><a href="#cite_ref-28">^</a></b></span> <span class="reference-text">"If they [players] began with a virtual world that had no PD, they'll judge your virtual world from that standpoint." (Bartle 2003, p424)</span> </li> <li id="cite_note-29"><span class="mw-cite-backlink"><b><a href="#cite_ref-29">^</a></b></span> <span class="reference-text">"Even if they are 'mature enough' for PD, they're [sic] attitude is analogous to the way that people in the real world view public transport. … So it is with PD: It's fine when it happens to you, but not so fine when it happens to me. (Bartle 2003, p424)</span> </li> <li id="cite_note-Ludwig-2_07-30"><span class="mw-cite-backlink"><b><a href="#cite_ref-Ludwig-2_07_30-0">^</a></b></span> <span class="reference-text">"Certain high level monsters would also have the ability to perma-kill a player character. [...] In retrospect, though, that one just seems crazy." <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFLudwig,_Joe2007" class="citation web cs1">Ludwig, Joe (31 May 2007). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20070704000827/http://programmerjoe.com/2007/05/31/middle-earth-2/">"Whatever Happened to Middle-Earth Online? (Part 2 – The Bellevue Months)"</a>. Archived from <a rel="nofollow" class="external text" href="http://programmerjoe.com/2007/05/31/middle-earth-2/">the original</a> on 4 July 2007<span class="reference-accessdate">. Retrieved <span class="nowrap">15 July</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Whatever+Happened+to+Middle-Earth+Online%3F+%28Part+2+%E2%80%93+The+Bellevue+Months%29&rft.date=2007-05-31&rft.au=Ludwig%2C+Joe&rft_id=http%3A%2F%2Fprogrammerjoe.com%2F2007%2F05%2F31%2Fmiddle-earth-2%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-31"><span class="mw-cite-backlink"><b><a href="#cite_ref-31">^</a></b></span> <span class="reference-text">"Then, the fact that the whole experience [play without permanent death] is vacuous begins to nag at them." (Bartle 2003, p431)</span> </li> <li id="cite_note-32"><span class="mw-cite-backlink"><b><a href="#cite_ref-32">^</a></b></span> <span class="reference-text">"Without PD (it can also mean "permadeath"), there's no sense of achievement in a game." (Bartle, "Column 2")</span> </li> <li id="cite_note-33"><span class="mw-cite-backlink"><b><a href="#cite_ref-33">^</a></b></span> <span class="reference-text">"Without PD, 'small actions' are steps on a treadmill and 'done well' means you move slightly faster than people who have 'done badly.' Heroism is no such thing—it's just another example of a 'small action.'" (Bartle 2003, p431)</span> </li> <li id="cite_note-34"><span class="mw-cite-backlink"><b><a href="#cite_ref-34">^</a></b></span> <span class="reference-text">"In virtual worlds [without permanent death], this is called <i>sandboxing</i> — the people who are first to positions of power keep them. There is no opportunity for change." (Bartle 2003, p426)</span> </li> <li id="cite_note-35"><span class="mw-cite-backlink"><b><a href="#cite_ref-35">^</a></b></span> <span class="reference-text">"In a virtual world with no PD, you only get to experience a body of content once." (Bartle 2003, p427)</span> </li> <li id="cite_note-36"><span class="mw-cite-backlink"><b><a href="#cite_ref-36">^</a></b></span> <span class="reference-text">Bartle summarizes these points in <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBartle2004" class="citation news cs1">Bartle, Richard (6–8 December 2004). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20070609085828/http://www.itu.dk/op/papers/bartle.pdf">"Newbie Induction: How Poor Design Triumphs in Virtual Worlds"</a> <span class="cs1-format">(PDF)</span>. <i>Other Players Conference Proceedings</i>. Archived from <a rel="nofollow" class="external text" href="http://www.itu.dk/op/papers/bartle.pdf">the original</a> <span class="cs1-format">(PDF)</span> on 9 June 2007<span class="reference-accessdate">. Retrieved <span class="nowrap">28 May</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Other+Players+Conference+Proceedings&rft.atitle=Newbie+Induction%3A+How+Poor+Design+Triumphs+in+Virtual+Worlds&rft.date=2004-12-06%2F2004-12-08&rft.aulast=Bartle&rft.aufirst=Richard&rft_id=http%3A%2F%2Fwww.itu.dk%2Fop%2Fpapers%2Fbartle.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-37"><span class="mw-cite-backlink"><b><a href="#cite_ref-37">^</a></b></span> <span class="reference-text">Powerful PCs aren't retired because "That [retiring the PC], however, is too much like PD for many players to stomach." To satisfy these players, additional high end content is continuously added. When this is done, "Newbies (and not-so-newbies) feel they can never catch up. The people in front will always be in front, and there's no way to overtake them. The horizon advances at the speed you approach it." (Bartle 2003, p426)</span> </li> <li id="cite_note-38"><span class="mw-cite-backlink"><b><a href="#cite_ref-38">^</a></b></span> <span class="reference-text">"It [permanent death] leaves no room for error, and the tension of the game kills the enjoyment for casual gamers." <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMortensen2006" class="citation news cs1">Mortensen, Torill Elvira (October 2006). <a rel="nofollow" class="external text" href="http://gac.sagepub.com/cgi/content/abstract/1/4/397">"WoW is the New MUD: Social Gaming from Text to Video"</a>. <i><a href="/wiki/Games_and_Culture" title="Games and Culture">Games and Culture</a></i>. Vol. 1, no. 4. pp. 397–413. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1177%2F1555412006292622">10.1177/1555412006292622</a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20070502133146/http://gac.sagepub.com/cgi/content/abstract/1/4/397">Archived</a> from the original on 2 May 2007<span class="reference-accessdate">. Retrieved <span class="nowrap">28 May</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Games+and+Culture&rft.atitle=WoW+is+the+New+MUD%3A+Social+Gaming+from+Text+to+Video&rft.volume=1&rft.issue=4&rft.pages=397-413&rft.date=2006-10&rft_id=info%3Adoi%2F10.1177%2F1555412006292622&rft.aulast=Mortensen&rft.aufirst=Torill+Elvira&rft_id=http%3A%2F%2Fgac.sagepub.com%2Fcgi%2Fcontent%2Fabstract%2F1%2F4%2F397&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-39"><span class="mw-cite-backlink"><b><a href="#cite_ref-39">^</a></b></span> <span class="reference-text">"The more harsh your death penalties are, the less likely that your player base will take risks and interesting chances." (Schubert 2005)</span> </li> <li id="cite_note-40"><span class="mw-cite-backlink"><b><a href="#cite_ref-40">^</a></b></span> <span class="reference-text">"And just like that, your game is considered grindalicious, as your players bore themselves to death." (Schubert 2005)</span> </li> <li id="cite_note-41"><span class="mw-cite-backlink"><b><a href="#cite_ref-41">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFOlivetti2014" class="citation web cs1">Olivetti, Justin (30 August 2014). <a rel="nofollow" class="external text" href="https://www.engadget.com/2014/08/30/the-game-archaeologist-ironman-modes-and-elective-permadeath/">"The Game Archaeologist: Ironman modes and elective permadeath"</a>. <i><a href="/wiki/Engadget" title="Engadget">Engadget</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170205174333/https://www.engadget.com/2014/08/30/the-game-archaeologist-ironman-modes-and-elective-permadeath/">Archived</a> from the original on 5 February 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">10 August</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Engadget&rft.atitle=The+Game+Archaeologist%3A+Ironman+modes+and+elective+permadeath&rft.date=2014-08-30&rft.aulast=Olivetti&rft.aufirst=Justin&rft_id=https%3A%2F%2Fwww.engadget.com%2F2014%2F08%2F30%2Fthe-game-archaeologist-ironman-modes-and-elective-permadeath%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-42"><span class="mw-cite-backlink"><b><a href="#cite_ref-42">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSidhuCarter2021" class="citation journal cs1">Sidhu, Premeet; Carter, Marcus (2021). "Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons". <i><a href="/wiki/Games_and_Culture" title="Games and Culture">Games and Culture</a></i>. <b>16</b> (8): 1044–1064. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1177%2F15554120211005231">10.1177/15554120211005231</a>. <a href="/wiki/S2CID_(identifier)" class="mw-redirect" title="S2CID (identifier)">S2CID</a> <a rel="nofollow" class="external text" href="https://api.semanticscholar.org/CorpusID:234830888">234830888</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Games+and+Culture&rft.atitle=Pivotal+Play%3A+Rethinking+Meaningful+Play+in+Games+Through+Death+in+Dungeons+%26+Dragons&rft.volume=16&rft.issue=8&rft.pages=1044-1064&rft.date=2021&rft_id=info%3Adoi%2F10.1177%2F15554120211005231&rft_id=https%3A%2F%2Fapi.semanticscholar.org%2FCorpusID%3A234830888%23id-name%3DS2CID&rft.aulast=Sidhu&rft.aufirst=Premeet&rft.au=Carter%2C+Marcus&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-43"><span class="mw-cite-backlink"><b><a href="#cite_ref-43">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFReynolds2014" class="citation web cs1">Reynolds, Matthew (14 August 2014). <a rel="nofollow" class="external text" href="http://www.digitalspy.com/videogames/gamescom/a590481/until-dawn-has-thousands-of-story-paths-for-hundreds-of-ending-variations/">"Until Dawn has hundreds of ending variations"</a>. <i>Digital Spy</i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20220713131849/https://www.digitalspy.com/videogames/gamescom/a590481/until-dawn-has-thousands-of-story-paths-for-hundreds-of-ending-variations/">Archived</a> from the original on 13 July 2022<span class="reference-accessdate">. Retrieved <span class="nowrap">13 July</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Digital+Spy&rft.atitle=Until+Dawn+has+hundreds+of+ending+variations&rft.date=2014-08-14&rft.aulast=Reynolds&rft.aufirst=Matthew&rft_id=http%3A%2F%2Fwww.digitalspy.com%2Fvideogames%2Fgamescom%2Fa590481%2Funtil-dawn-has-thousands-of-story-paths-for-hundreds-of-ending-variations%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-44"><span class="mw-cite-backlink"><b><a href="#cite_ref-44">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKollar2016" class="citation web cs1">Kollar, Philip (13 June 2016). <a rel="nofollow" class="external text" href="https://www.polygon.com/e3/2016/6/13/11928228/detroit-become-human-e3-2016-trailer-quantic-dream-playstation-4-ps4">"Detroit: Become Human channels Blade Runner in new trailer"</a>. <i>Polygon</i>. <a rel="nofollow" class="external text" href="https://archive.today/20160725145240/http://www.polygon.com/e3/2016/6/13/11928228/detroit-become-human-e3-2016-trailer-quantic-dream-playstation-4-ps4">Archived</a> from the original on 25 July 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">13 July</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Polygon&rft.atitle=Detroit%3A+Become+Human+channels+Blade+Runner+in+new+trailer&rft.date=2016-06-13&rft.aulast=Kollar&rft.aufirst=Philip&rft_id=https%3A%2F%2Fwww.polygon.com%2Fe3%2F2016%2F6%2F13%2F11928228%2Fdetroit-become-human-e3-2016-trailer-quantic-dream-playstation-4-ps4&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-45"><span class="mw-cite-backlink"><b><a href="#cite_ref-45">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://kotaku.com/search/?q=in%20detroit%20theres%20a%20tonne%20of%20ways%20to%20mess%20up%20a%20hostage%20negotiation">"in detroit theres a tonne of ways to mess up a hostage negotiation"</a>. <i>Kotaku</i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20220713131851/https://kotaku.com/search?q=in%20detroit%20theres%20a%20tonne%20of%20ways%20to%20mess%20up%20a%20hostage%20negotiation">Archived</a> from the original on 13 July 2022<span class="reference-accessdate">. Retrieved <span class="nowrap">13 July</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku&rft.atitle=in+detroit+theres+a+tonne+of+ways+to+mess+up+a+hostage+negotiation&rft_id=https%3A%2F%2Fkotaku.com%2Fsearch%2F%3Fq%3Din%2520detroit%2520theres%2520a%2520tonne%2520of%2520ways%2520to%2520mess%2520up%2520a%2520hostage%2520negotiation&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> <li id="cite_note-46"><span class="mw-cite-backlink"><b><a href="#cite_ref-46">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://gamingbolt.com/detroit-become-human-new-details-ari-2-0-dialog-options-qte-and-more">"Detroit Become Human New Details: ARI 2.0, Dialog Options, QTE And More"</a>. <i>GamingBolt</i>. <a rel="nofollow" class="external text" href="https://archive.today/20160725144952/http://gamingbolt.com/detroit-become-human-new-details-ari-2-0-dialog-options-qte-and-more">Archived</a> from the original on 25 July 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">13 July</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=GamingBolt&rft.atitle=Detroit+Become+Human+New+Details%3A+ARI+2.0%2C+Dialog+Options%2C+QTE+And+More&rft_id=https%3A%2F%2Fgamingbolt.com%2Fdetroit-become-human-new-details-ari-2-0-dialog-options-qte-and-more&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></span> </li> </ol></div></div> <div class="mw-heading mw-heading2"><h2 id="Bibliography">Bibliography</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Permadeath&action=edit&section=8" title="Edit section: Bibliography"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBartle2003" class="citation book cs1"><a href="/wiki/Richard_Bartle" title="Richard Bartle">Bartle, Richard</a> (2003). <a href="/wiki/Designing_Virtual_Worlds" title="Designing Virtual Worlds"><i>Designing Virtual Worlds</i></a>. New Riders. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-13-101816-7" title="Special:BookSources/978-0-13-101816-7"><bdi>978-0-13-101816-7</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Designing+Virtual+Worlds&rft.pub=New+Riders&rft.date=2003&rft.isbn=978-0-13-101816-7&rft.aulast=Bartle&rft.aufirst=Richard&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBartle" class="citation web cs1"><a href="/wiki/Richard_Bartle" title="Richard Bartle">Bartle, Richard</a>. <a rel="nofollow" class="external text" href="http://www.mud.co.uk/richard/edge2.htm">"Column 2"</a><span class="reference-accessdate">. Retrieved <span class="nowrap">26 May</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Column+2&rft.aulast=Bartle&rft.aufirst=Richard&rft_id=http%3A%2F%2Fwww.mud.co.uk%2Frichard%2Fedge2.htm&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGlater2004" class="citation news cs1">Glater, Jonathan D. (4 March 2004). <a rel="nofollow" class="external text" href="https://www.nytimes.com/2004/03/04/technology/circuits/04dead.html?ex=1394341200&en=665cc565e0388432&ei=5007&partner=USERLAND">"50 First Deaths: A Chance to Play (and Pay) Again"</a>. <i>New York Times</i>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=New+York+Times&rft.atitle=50+First+Deaths%3A+A+Chance+to+Play+%28and+Pay%29+Again&rft.date=2004-03-04&rft.aulast=Glater&rft.aufirst=Jonathan+D.&rft_id=https%3A%2F%2Fwww.nytimes.com%2F2004%2F03%2F04%2Ftechnology%2Fcircuits%2F04dead.html%3Fex%3D1394341200%26en%3D665cc565e0388432%26ei%3D5007%26partner%3DUSERLAND&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSchubert2005" class="citation web cs1">Schubert, Damion (12 April 2005). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20111001091820/http://www.zenofdesign.com/2005/04/12/please-not-the-permadeath-debate-again/">"Please, Not the Permadeath Debate Again"</a>. Archived from <a rel="nofollow" class="external text" href="http://www.zenofdesign.com/2005/04/12/please-not-the-permadeath-debate-again/">the original</a> on 1 October 2011<span class="reference-accessdate">. Retrieved <span class="nowrap">7 November</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Please%2C+Not+the+Permadeath+Debate+Again&rft.date=2005-04-12&rft.aulast=Schubert&rft.aufirst=Damion&rft_id=http%3A%2F%2Fwww.zenofdesign.com%2F2005%2F04%2F12%2Fplease-not-the-permadeath-debate-again%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span> Schubert is game designer whose massive multi-player game credits include Lead Designer on <i><a href="/wiki/Meridian_59" title="Meridian 59">Meridian 59</a></i>, work on <i><a href="/wiki/Ultima_Online" title="Ultima Online">Ultima Online</a></i>, Lead Designer for the sequel to <i>Ultima Online</i>.</li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.mobygames.com/developer/sheet/view/developerId,41468/">"Damion Schubert"</a>. <i>MobyGames</i><span class="reference-accessdate">. Retrieved <span class="nowrap">26 May</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=MobyGames&rft.atitle=Damion+Schubert&rft_id=http%3A%2F%2Fwww.mobygames.com%2Fdeveloper%2Fsheet%2Fview%2FdeveloperId%2C41468%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3APermadeath" class="Z3988"></span></li></ul> <div class="navbox-styles"><style data-mw-deduplicate="TemplateStyles:r1129693374">.mw-parser-output .hlist dl,.mw-parser-output .hlist ol,.mw-parser-output .hlist ul{margin:0;padding:0}.mw-parser-output .hlist dd,.mw-parser-output .hlist dt,.mw-parser-output .hlist li{margin:0;display:inline}.mw-parser-output .hlist.inline,.mw-parser-output .hlist.inline dl,.mw-parser-output .hlist.inline ol,.mw-parser-output .hlist.inline ul,.mw-parser-output .hlist dl dl,.mw-parser-output .hlist dl ol,.mw-parser-output .hlist dl ul,.mw-parser-output .hlist ol dl,.mw-parser-output .hlist ol ol,.mw-parser-output .hlist ol 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href="/wiki/Magic_(game_terminology)" title="Magic (game terminology)">Magic</a></li> <li><a href="/wiki/Critical_hit" title="Critical hit">Critical hit</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Characters</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Boss_(video_games)" title="Boss (video games)">Boss</a></li> <li><a href="/wiki/Video_game_bot" title="Video game bot">Bot</a></li> <li><a href="/wiki/Non-player_character" title="Non-player character">Non-player character</a></li> <li><a href="/wiki/Player_character" title="Player character">Player character</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Game_mechanics" title="Game mechanics">Mechanics</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Collision_detection" title="Collision detection">Collision detection</a></li> <li><a href="/wiki/Cutscene" title="Cutscene">Cutscene</a></li> <li><a href="/wiki/Dialogue_tree" title="Dialogue tree">Dialogue tree</a></li> <li><a href="/wiki/Fog_of_war#In_video_games" title="Fog of war">Fog of war</a></li> <li><a href="/wiki/Game_over" title="Game over">Game over</a></li> <li><a href="/wiki/HUD_(video_gaming)" class="mw-redirect" title="HUD (video gaming)">HUD</a></li> <li><a href="/wiki/Invisible_wall" title="Invisible wall">Invisible wall</a></li> <li><a href="/wiki/Item_(game_terminology)" title="Item (game terminology)">Item</a></li> <li><a href="/wiki/Line_of_sight_(video_games)" title="Line of sight (video games)">Line of sight</a></li> <li><a href="/wiki/Loading_screen" title="Loading screen">Loading screen</a></li> <li><a href="/wiki/Paper_doll_(video_games)" title="Paper doll (video games)">Paper doll</a></li> <li><a href="/wiki/Password_(video_games)" class="mw-redirect" title="Password (video games)">Password</a></li> <li><a class="mw-selflink selflink">Permadeath</a></li> <li><a href="/wiki/Power-up" title="Power-up">Power-up</a></li> <li><a href="/wiki/Quest_(video_games)" title="Quest (video games)">Quest</a></li> <li><a href="/wiki/Quick_time_event" title="Quick time event">Quick time event</a></li> <li><a href="/wiki/Random_encounter" title="Random encounter">Random encounter</a></li> <li><a href="/wiki/Replay_value" title="Replay value">Replay value</a></li> <li><a href="/wiki/Saved_game" title="Saved game">Saved game</a></li> <li><a href="/wiki/Scripted_sequence" title="Scripted sequence">Scripted sequence</a></li> <li><a href="/wiki/Spawning_(video_games)" title="Spawning (video games)">Spawning</a></li> <li><a href="/wiki/Statistic_(role-playing_games)" title="Statistic (role-playing games)">Stats</a></li> <li><a href="/wiki/Status_effect" title="Status effect">Status effect</a></li> <li><a href="/wiki/Tank_controls" title="Tank controls">Tank controls</a></li> <li><a href="/wiki/Turns,_rounds_and_time-keeping_systems_in_games" class="mw-redirect" title="Turns, rounds and time-keeping systems in games">Turns, rounds and time-keeping systems</a></li> <li><a href="/wiki/Warp_(video_games)" title="Warp (video games)">Warp</a> <ul><li><a href="/wiki/Fast_travel" title="Fast travel">Fast travel</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Scenery</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Destructible_environment" title="Destructible environment">Destructible environment</a></li> <li><a href="/wiki/Instance_dungeon" title="Instance dungeon">Instance dungeon</a></li> <li><a href="/wiki/Level_(video_games)" title="Level (video games)">Level</a> <ul><li><a href="/wiki/Bonus_stage" title="Bonus stage">Bonus stage</a></li> <li><a href="/wiki/Minigame" title="Minigame">Minigame</a></li></ul></li> <li><a href="/wiki/Mini-map" title="Mini-map">Mini-map</a></li> <li><a href="/wiki/Open_world" title="Open world">Open world</a></li> <li><a href="/wiki/Persistent_world" title="Persistent world">Persistent world</a></li> <li><a href="/wiki/Procedural_generation" title="Procedural generation">Procedural generation</a> <ul><li><a href="/wiki/Map_seed" title="Map seed">Map seed</a></li></ul></li> <li><a href="/wiki/Overworld" title="Overworld">Overworld</a></li> <li><a href="/wiki/Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Movement techniques</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Rocket_jumping" title="Rocket jumping">Rocket jumping</a></li> <li><a href="/wiki/Strafing_(video_games)" title="Strafing (video games)">Strafing</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Forms of play</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Emergent_gameplay" title="Emergent gameplay">Emergent</a></li> <li><a href="/wiki/Nonlinear_gameplay" title="Nonlinear gameplay">Nonlinear</a></li> <li><a href="/wiki/Twitch_gameplay" title="Twitch gameplay">Twitch</a></li> <li><a href="/wiki/Multiplayer_video_game" title="Multiplayer video game">Multiplayer</a> <ul><li><a href="/wiki/Cooperative_video_game" title="Cooperative video game">Cooperative</a></li> <li><a href="/wiki/Esports" title="Esports">Competitive</a></li></ul></li> <li><a href="/wiki/Single-player_video_game" title="Single-player video game">Single-player</a></li> <li><a href="/wiki/Speedrunning" title="Speedrunning">Speedrunning</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Game modes</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Advance_and_secure" title="Advance and secure">Advance and secure</a></li> <li><a href="/wiki/Campaign_(gaming)" title="Campaign (gaming)">Campaign</a></li> <li><a href="/wiki/Capture_the_flag" title="Capture the flag">Capture the flag</a></li> <li><a href="/wiki/Deathmatch_(video_games)" title="Deathmatch (video games)">Deathmatch</a></li> <li><a href="/wiki/Last_man_standing_(video_games)" title="Last man standing (video games)">Last man standing</a></li> <li><a href="/wiki/New_Game_Plus" title="New Game Plus">New Game Plus</a></li> <li><a href="/wiki/Survival_mode" title="Survival mode">Survival</a></li> <li><a href="/wiki/King_of_the_hill_(game)" title="King of the hill (game)">King of the hill</a></li></ul> </div></td></tr></tbody></table></div> <!-- NewPP limit report Parsed by mw‐web.codfw.main‐f69cdc8f6‐rqr4k Cached time: 20241122141725 Cache 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