Björn Johannessen
A line of kilns, each puffing a different pastel color of smoke, rings
Game Designer Björn Johannessen’s puritanoid
character. “The disco smoke –
that’s probably not going to be there in the final
version,” he jokes. Björn is showing me a brick
production chain in
Salem,
his nascent studio’s second title, and the first done as a
professional project, complete with funding and a fearless publisher,
Paradox Interactive.
Brickmaking is serious work in a crafting MMORPG rooted in emergent and
cooperative (or competitive) behavior. In Björn’s
first project,
Haven & Hearth,
done while he and Lead Programmer Frederic Tolf were undergrads at a
Swedish university, bricks became currency. “In
Haven,
bricks have all the characteristics of a good currency.
They’re portable, divisible, and durable.” Not to
mention, bricks are infinitely more useful, in an early colonial world,
than bank notes.
Salem
characters in greyscale.
If you find yourself wondering why Seatribe wouldn’t just
layer in a economy, complete with its own currency, then maybe you
haven’t discovered the magic, joy, and frequent frustration
of emergent gameplay as popularized by
Minecraft.
The idea is to give players a framework (production chains, materials,
etc.) and allow them to interact with their environment, introducing
external threats and economies of scale to drive cooperative behavior.
While Seatribe’s
Haven
actually preceded
Minecraft
by almost a year, it’s top-down perspective and online-only,
open source framework attracted only a niche audience instead of
Notch’s comparative riches and fame. But that was enough to
empower Seatribe’s dynamic duo to create
Salem.
Not a bad gig right out of school.
Character Art Evolved
In our
January
first-look, we revealed some
of
Salem’s
most popular selling points – permadeath
and character persistence through items (i.e. once your character is
dead, he/she is dead, but his/her progress can be inherited through
item ownership by a new relative just off the boat), it’s
socio-economic sandboxy nature, and cultural repercussions of using
magic, which is an “intensely individualized” way
to succeed at a neighbor’s expense. The positive response
Björn got from this article and other coverage, combined with
Paradox’s support, allowed Seatribe to contract out for
higher quality art for the game, as seen with the evolving character
art below:
Evolving
Character Art
Character Development Evolved
After Björn showed us how characters had evolved visually, I
was curious about how these characters will evolve in-game. Details
were sketchy at the January reveal, and Seatribe didn’t seem
like a studio that would settle for a conventional RPG level-up scheme.
They didn’t.
Food is central to progress in
Salem,
as befits its loosely historical
bent, and character development revolves around the four slightly
humorous “humours”, or bodily fluids: blood
(hitpoints), phlegm (non-combat stamina – for chopping trees,
digging clay, etc.), yellow bile (combat stamina, also used for
advanced crafting), and black bile (used for intellectual pursuits,
such as learning a new skill). For example, to learn the
“mountaineering” skill to escape the steep inclines
surrounding the newbie area, for example, you’ll have to
spend some black bile. This can only be replenished by eating the right
food.
Learning skills is one way to progress in
Salem.
The other is something
Björn calls the “gluttony system.” When a
player’s humours are fully replenished, that player can
activate the “god fork” to enter gluttony mode.
This mode is a minigame, with the objective of pushing a humour past a
certain limit by eating a variety of food.
But gluttony isn’t just an easy way to level up at the
expense of your food stores. Björn explained: “The
problem is, food replenishes individual humors randomly, and the random
chance is based on the quality of the food. The time and benefit of
each dish varies, and the meters recede over time… But the
higher the quality of the food, the more predictable the humor it will
fill." So what’s the secret? “Have a lavish meal
prepared. The better the food, the more accurately you can plan the
amount of food needed.” And the more you level your humours,
the more work you can do, enemies you can fight, and skills you can
learn.
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