Posted September 28, 2018
Darvond: Eh. I only like permadeath if the entire game flow is built around it.
Dwarf Fortress, Nethack, Rogue, etc.
^ Dwarf Fortress, Nethack, Rogue, etc.
Mostly this.
Permadeath works best when the game is built around that expectation, so no repetitive start sections or similar, generally shorter games (though longer isn't all bad, traditional roguelikes tend to be quite long, I think my one winning run of ToME took 30 - 40 hours) where you either gain something from each run or learn and improve your skills so the next runs become easier.
But I also find it adds a certain challenge to games too. For example on a recent run through of Crusader Kings 2 I decided to do it on Ironman and it was so much more fun knowing that I couldn't just save before going to war and reload if things don't go my way. It gives everything a bit more depth as your decisions really matter.
Some games just absolutely don't work with permadeath, and one that I was looking forward to and expecting to love but didn't was Sunless Sea.
There I felt that the game set up didn't really work with permadeath. Dying was very easy and not a lot carried over to your next run, which then involved repeating the same set of steps to get re-established. I loved the world but quickly became bored with dying and not being able to experience all of it.
So I generally like permadeath (and roguelikes) but (like most things) it works best when it's done right.