A world that lives, breathes and dies in Chronicles of Elyria

Ambitious. That’s the first word that came to mind when I saw Chronicles of Elyria [Official Site][Kickstarter Page], an MMORPG that started on Kickstarter looking for a minimum amount of $900k. Less than three days away and and at $1.2m, it’s now looking to reach as many stretch goals as possibles, and boy are the promises and scope of the game broad. As we all know, ambition can be both the cause of great fortune or the path to ruin.

The page promises a game that will be fully dynamic and feature ageing and permanent death as core mechanics, with each character you create living for up to ten to fourteen months before permanent death, a period that is diminished every time you die (distinction between temporary and permanent) in the game, something that’s magnified according to your importance in the world: “However, if you’re an influential player (the king perhaps), each in-game death is more impactful, leading to permadeath in just 4 or 5 times.”

Game enforced player contracts will allow you to hire other players to carry out tasks such as transporting certain objects or performing determined tasks for you.

The game will also feature survival elements, such as hunger, thirst, drowning and fatigue; scripts that will determine what your character does while you’re offline, as characters are permanently present and don’t fade into non-existence when you log off; dynamic aging and genetics, where your character will bear features of his family and will change appearance as he ages from 15 to ~100 in the span of ten to fourteen months; a family and inheritance system that will allow you to establish dynasties that inherit lands, where players can grow farms or even build player-run towns, and riches, allowing you to become that virtual 1% you’ve always wished to be; among many others that you’re better served looking at their own website, as the list is long.

As someone who’s seen MMORPGs fail horribly due to the money-sink that they are, such as the Kingdoms of Amalur MMORPG that bankrupted 38 studios, I’ll remain a bit skeptic until there’s an actual product to play with, but I’d be lying if I said I’m not interested in an open-ended, non-grind-oriented MMORPG with as many dynamic systems as this one.

(This is also my third post concerning Kickstarter projects in less than twenty-four hours, which means I should either start writing about other things or politely request that I start getting paid for my efforts.)


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