Zubon posted over at Kill Ten Rats about resetting characters (examples given: Torchlight, Kingdom of Loathing) being preferable to resetting worlds (examples given: Torchlight II, Borderlands 1 and 2) when reaching the end of a game. The former entails resetting (or retiring+re-creating) a character to scratch and giving it some boost or other (stats, skill-points, items, gold) to give it a flying start, while for the latter you reset the game-world and increase difficulty to match the current status of the character.
While an interesting topic of discussion on it’s own, this got me thinking.
Resets in virtual worlds
Character resets in games like the ones mentioned above is nothing new – it has been done in MUDs and BBS door-games (like Legend of the Red Dragon) for decades already, after all. It would still be novel in a modern virtual world, however, and personally I would love to see a virtual world where the following mechanics are combined:
- Optional or forced retirement of characters that have reached a certain threshold (character lifespan, fame, fortune, epic achievements)
- Permanent death(!)
- Restarting after either of the above events as a heir of the original character with some form of inheritance/boost (stats, more powerful than usual heirloom item, title, etc)