Salem Interview

Over the weekend, MMORPG.com caught up with Seatribe's Björn Johannessen for a quick interview about Salem, their forthcoming permadeath-touting massively multiplayer title. Here's a taste:
MMORPG: Tell us a little bit more about Salem! How did you come up with the premise? Why Salem?

JOHANNESSEN: When my code gnome Fredrik Tolf and I first were invited to pitch a game idea to the people at Paradox I had three ideas that I presented to Fredrik. I had one idea about making a game in a gothic, occult wild west setting -- lots of ghost dancing and stuff like that -- one idea to make an MMORPG based on the Baron von Münschausen stories, and one set in gothic Colonial America with headless horsemen and shadows over Innsmouth. We needed some sort of frontier to make the game, and the last idea just ended up being the one we found most inspiring when we discussed it before pitching the idea to Paradox. No one had done it before and it seemed like we could make it really cool.

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MMORPG: What kind of classes can we expect to see? How will they work? Will they all be dependent on crafting?

JOHANNESSEN: That's not how we roll. Classes are something we consider a rather arbitrary restriction on player freedom. We have a more dynamic system of skills and skill values and bodily humors that your character acquires, allowing for much more free-form character development.