Salem is a free to play MMO with permanent character death and a player-driven world.
Salem, a new free to play MMO being created by Haven and Hearth developers Seatribe, has been announced by Paradox Interactive at the Paradox Convention in New York today.
Following in similar footsteps to Seatribe's earlier MMO, Haven and Hearth, Salem will put a heavy focus on player responsibility and politics, as well as permanent character death. When you die, you have to create an entirely new character and start again.
Salem casts players as settlers in a randomly generated 'New World', then leaves them to fend for themselves. All villages, cities and items will have to be fashioned by the players themselves from basic, non-respawning resources. In other words, there's only a finite number of trees (for example) in the world, meaning a limited amount of wood too.
Everything, from currency through to buildings, will be created and maintained by players, with Seatribe claiming they will interfere with the world as little as possible.
Seatribe and Paradox have not yet announced how Salem will be financed, though more details are set to be announced in the future.
Salem impressed us an awful lot, especially as it was created by just a two-man team. There's enormous room for emergent gameplay, obviously, with charismatic players potentially able to rally others under them and change the shape of the world, for example.
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There's always gonna be hardcore people who like the thrill of living on the edge. But there will always be a lot of rage quits, when your client locks up and your toon auto runs into an enemy base, or you lag out and log on dead.
Could still be a good game, but I find permadeath annoying. One of my two biggest dislikes of eve (ship death and only mining as the player run economy activity)
It's probably just as well that they're going f2p.
I am thinking of just hoarding resources...
Not saying this isn't a very interesting concept, but I can see it turning into something akin to 28 Days Later as new characters are created merely to murder and swarm the sane.
See, my first thought was; 'There's business to be made collecting dead peoples stuff and selling it back to them.'
Well, it seems interesting to me anyway, I'm sure someone can drag a thesis out of it ;)
What's my incentive for building a house, or investing playtime at all?
The same can be true of Minecraft too, but people still play that.
As to the perma death system this is in HnH as well and heres how it worked
In game players had something called a belief slider that effected stats, exp gain, and the such. One of the slider effected two called "Tradition" and "Change". Now there was plus and negatives no matter what slider you moved but this one effected you the most having full "Tradition" meant players one death would get somewhere around 75% of the full stats when they "ancestored" a character that died but it came at a exp while full change add around a 120% bonus to exp gain but if you died you end up with around 25% of your total stats. There was a second effect but that only effected how long before one could move there slider in one tick in a certain direction with tradition upping the time and change lowering it