Chronicles of Elyria

Chronicles Of Elyria Designers Explain The Spark Of Life

A recent entry in the Chronicles of Elyria design journal explains in some detail how the game’s game’s Spark of Life mechanics work, and more particularly, how much real world playtime a player can expect to receive for their purchase of a Spark of Life.

Chronicles of Elyria


One of the core mechanics of Chronicles of Elyria is the idea that your character is mortal; you purchase a “Spark of Life”, and when your character finally goes to their final rest, they are dead and gone. Players may, of course, create a new character, with the use of a new Spark of Life, but the nagging question is, of course, how much game time does a Spark of Life give to a player and their character? As every in-game death – called a “Spirit Walk” in the journal entry – uses up a bit of the time provided by the Spark of Life, figuring out exactly how much time you will get for a given character is somewhat confusing.

If a character never dies – save for their final death as a result of old age, of course – then they can be expected to live for anywhere between 65 and 105 in game “years” with an average of somewhere in the middle; as each in game “year” is 100 hours of real world time, then a player can expect somewhere “…between 270 and 437 (avg. 354) days of play.” Every death – or Spirit Walk, if you prefer that term – shortens your character’s life by about 2 real world days; if you die once a month, you will get about 11 months of play time, as every 30 days of playtime takes 32 days from your Spark of Life. If your character dies weekly, then you can expect to get about 8.75 months of game time for your character, as every 7 days of game time takes about 9 days from your character’s life, and so on.


Our Thoughts:

I love the “Spark of Life” mechanic and payment model; it means that your character means something, and that dying in game carries actual consequences. I’ve always preferred games with an element of risk, of actual loss. Of course this also means you shouldn’t get too attached to your character in the end which could put some people off the idea entirely.

Source: Chronicles of Elyria Developer Journal

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About Amanda Ten Brink

Amanda Ten Brink lives in the Netherlands, and has been an avid gamer most of her life, from tabletop wargaming and RPGs in the early 80s to Guild Wars 2, Elder Scrolls Online, and old school Dungeons & Dragons (the tabletop sort) today. Hobbies include drawing and painting, playing bass and guitar, learning new languages (Currently studying Russian) and sleeping, which she can simply not get enough of. Please Note: I write content for MMOGames only. If you see my work on any other portals, those portals are stealing content.