A screenshot of a town surrounded by mountains.

Chronicles of Elyria

Hail adventurers, and well met! step up to the bar and let me bend yer ear with a new bit O’ lore!

Sadly, many an adventurer has found that MMORPGs have become somewhat predictable.  When a player starts a new game, they create a character and begin a quest line that usually involves talking to NPCs (Non-Player Characters) and completing tasks.  Any time a new character is created, they talk to the same NPCs and complete the same quests; rinse, repeat, yawn.

Soulbound Studios aims to break up the hum drum of dungeoneering with Chronicles of Elyria. A new MMORPG that is bringing some radical ideas to the table and we are excited to see how these changes to the status quo will go over with gamers.

 

Aging and Dying:

The feature that first caught our attention, and which has been much discussed around the tavern, was the fact that each character has a limited amount of time to make an impact in the world before they die. Characters literally age and die, they live between 80 and 120 in-game years, which equates to 10-14 real world months. Gone are the days of leveling up a character to charge into the end game content in search of the best loot. Soulbound Studios envisions a world where players take a more long term view of their gameplay and the world that they are playing in. When your character eventually ages and dies, their soul will move on to a new persona, which will benefit from some of the experience gained in the previous life. Essentially, you are reborn into a fresh new character to play and experiment again and again as you level up the characters “soul”.

Offline Player Characters:

Another interesting aspect is that there is no such thing as truly logging out. When players log out of the game, their characters remain active in the game as an OPC (Offline Player Character) who continues to age and operate based on predefined behaviors.  While you are offline your character may be doing things like handing out quests (known as contracts) to other characters, tending a store, farming, or any of a number of activities. Interestingly, the character can even die while the player is offline so the developers recommend only logging off when your character is in a safe place. No more popping out in the middle of a dungeon to go eat dinner and then picking right back up where you left off.

Battle:

Chronicles of Elyria does not use auto attacking in battle. Instead, players are forced to rely on their ability to predict, aim, and time attacks. Also, health is not measured in the same way as other games. Instead of just showing how much damage a character can take before death and ignoring all the other things that affect health, several variables are considered and consolidated into the vitality bar. So a character who is hungry, thirsty, tired or injured will have a lower vitality than a character who is well fed and rested. In theory it kind of reminded us of Fallout 4’s survival mode.

Quests:

Chronicles of Elyria has done away with the traditional linear quest line that is popular in MMOs. Instead, players initiate quests through contracts. If a player needs specific items or assistance, they initiate a contract for another player. It is up to the player to dole out consequences if a contract fails.

Crafting:

The era of progress bars has come to an end. In Chronicles of Elyria, players play mini-games that are based on actual skill. So the quality of a crafted item depends on the skill of its creator.

There’s a lot more…

We couldn’t list all of the ways that the creators of Chronicles of Elyria, Soulbound Studios, are changing the face of MMORPGs. So be sure to check the game out for yourself at Chronicles of Elyria.

Let us know in the comments below if you like what they are doing!

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