of believers to be one of repentance. The Power of Loss Continued When I die in a real mmorpg like EverQuest as experienced on an emulated server like Project 1999, I feel terrible. It is the last and most controversial ingredient in the EQ magic formula and its what happens to players in a virtual world when they die and after they die its the death penalty mechanic. No one is sure of the integrity of his own contrition, much less of having received plenary remission. Those who believe that they can be certain of their salvation because they have indulgence letters will be eternally damned, together with their teachers. Many players including myself felt that daily quests were manipulative as the daily quests were repetitive and not that fun after doing them for the 100th time. Without a death penalty mechanic players would not respect for the world around them.
The death penalty is wrong thesis
As we advance in levels, gain becomes less of a motivator and we become more preoccupied with not losing what we have. In the human mind, we are more apt to focus on a potential loss than a potential gain. If his right to grant remission in these cases were disregarded, the guilt would certainly remain unforgiven. The Power of Loss Gain is a very powerful motivator for players as character advancement and the accumulation of personal power within a virtual world is one of the primary reasons that players play mmorpgs. Without want of consideration we say that the keys of the church, given by the merits of Christ, are that treasure.
They who teach that contrition is not necessary on the part of those who intend to buy souls out of purgatory or to buy confessional privileges preach unchristian doctrine. A true MMO designer understands the reason for the existence of game mechanics in the first place. It was dubbed Resurrection Sickness. Each player would have a certain predetermined amount of lives. When we die, we do not respawn. Death should give us pause for thought. How can I be a better player?
If remission of all penalties whatsoever could be granted to anyone at all, certainly it would be granted only to the most perfect, that is, to very few. When a level one player dies in combat, he risks almost nothing as he has not put hours into his character. Richard Bartle made this point in his excellent paper The Decline of MMOs. The indulgences which the demagogues acclaim as the greatest graces are actually understood to be such only insofar as they promote gain.