By The Baron

Hello internet voyagers, and welcome to the next installment of The
Baron’s column. In this segment I am going to do something I know
a lot of you have been waiting for: I am going to reveal some new
details from my MMORPG, Quest for Time! There has been a lot of
interest in my first article about Quest for Time, not to mention the jealous n00bs who write in
insulting me, but I think they are interested too. So I thought I would
throw all of the fans a bone and reveal some more juicy details…

Part 1 - Quest For Time

Part 2 - More Ideas

Part 2 - Reader Mail

Part 3 - Battles

Constant PVP

Players vs. Players fighting is a very heated subject in the MMORPG
world. Some players think that it should be banned from all MMOs and
others (like me) love the fun of slaughtering unsuspecting victims. So,
in Quest For Time there will be open and free PVP all the time,
everywhere. You might spend some time crafting your perfect Grobot
warrior, Zorp the Magnificent, only to come into the world and be in
the midst of a grand battle before you can even click the mouse.

This is one of the major ideas behind Quest for Time: No handholding.
Players should be able to learn about the game on their own, just like
in real life. In real life you can’t go to a “safe
area” where you can just have a good time, you have to be
constantly on your guard. For example, last year I had gone to a MAJOR
anime convention in a very large city. I won’t say which
convention it was because it was a shameful display with half naked
WHITE women who knew NOTHING about animation prancing around and I even
caught one booth showcasing an AMERICAN show(!), and I don’t wish
to promote it.

Expect huge battles just like this, but even more huger!

Anyways, I was walking to my car after the show and going over the
letter I was going to write to the shows proprietors and a group of
kids drove by in a car and began yelling things at me and harassing me.
I had done nothing of course and so I responded in kind by saying
something witty like “why don’t you cavemen pick on someone
of your own species, like an ape.” They were probably taken aback
by this but didn’t show it and continued making fun of my Naruto
costume (completely custom made and fantastic, mind you) and then threw
a cup of soda at me, ruining my costume. Sure, I could have done some
damage to them if I had my real samurai sword instead of a cardboard
one (acccursed convention wouldn’t allow it) but a true martial
arts master never fights insects like that anyway.

My point is that if we had been playing an MMO I could have decimated
these dimwits in about 5 seconds and still had time to purr and lick my
tail clean before trotting off into the woods. So that is why Quest for
Time will have no safe areas. I hope to see you there boys, then
we’ll see who has the last laugh!

Player Mapmaking

As many of you know, the original Everquest (the finest MMO ever made,
might I add) did not originally have an in game map, ad also did not
even have a map in the box. Quest For Time continues this tradition,
but also will take it to a new level of interaction. Players will get
two blank fold out cloth maps in each copy of Quest for Time and will
be able to create their own personalized map, and one to share with a
friend. This will add a nice sense of personalization to the game for
players to be sure.


Another major step forward for the MMO world will happen in this game
as well: There will be no NPCs in Quest for Time! Obviously, every
server will be Role Playing only (so no discussion of the latest
episode of Gillmore Girls!) and every character who you meet in the
world will be a player in the game. The beggar on the street who gives
you the Journey to kill the bandits who raided his home? A player. The
shopkeeper who sells hats and furs (armor) and Drinks (potions)? A
player. And even the bosses you fight at the end of each dungeon will
be a player who’s only job it is to wait in his lair for fresh
meet. All the enemies you will meet in game’s code are taken from
players activities in an advanced learning code system. “Grrrr,
but don’t hesitate to slice ‘em up!”

Say goodbye to these guys for good!

You might wonder why a player would want to spend all his time as one
of these seemingly uninteresting characters. Well there are two reasons:

  1. Players will know that they are lending a helping hand to make the game better for everyone.
  2. Players can add their own customized touches to their character,
    for example a Wordsmith (book seller LOL) could greet players by saying
    “Hullo friends, can I have a “word” with you!”
    in order to bring a smile to the shoppers face.

  3. Players could trade roles with another player if they got bored
  4. This one is major: All players who performed in these positions would get to play Quest For Time FREE OF CHARGE!!!

That’s right, in order to reward these players for their hard
work they would not have to pay a monthly fee for my game, they would
only need to buy the boxed copy and put in a secret “helper
code” from the back of the box and be on their way. You might
wonder what is to stop people from just going to the store and writing
this code off the box, but the secret is that the code is not labeled
so nobody knows what it is until they open the box.

Player Created Quests

Not only will players be the NPCs in the game, but they will also be
the only way a player can get quests. You will have to communicate in
your native dialect with other role players who will give you tailor
made quests of what do to. For example a Ganoe character might
communicate with another Ganoe who tells him to travel to the Marshes
of Slangor (a dangerous quest by the way) and to retrieve a gold ring
that the first Ganoe player had dropped in the marsh by accident.

My friend Dane has designed some great quests already

(Hi Dane!)

Another example would be a Grobot character approaching an Orgrim and
asking him if he would help kill Rattas because they had eaten a bolt
off the Grobot. The possibilities will be limited only by
player’s imaginations (so LARPers, this game will be your home
away from home).

Monthly Fee

Unfortunately it is a feature of all online games that they must have a
monthly fee. Quest for Time will be no exception. I have done some very
accurate estimations (I have a graphing calculator) and have decided
that the fee for this game will need to be around $24.50 per month. I
know this might seem a little high at first, but once you realize all
the features you are getting for your money you will not hesitate to
pay this fee. After all, it’s about the cost of seeing a movie in
the theater, and that only lasts an hour.

Consider what you are getting:

  1. Stunning, advanced graphics engine
  2. Better-than realistic physics engine which will even model leaves falling if you cut them off a tree
  3. Two character slots to create two characters of your choice
  4. Everquest 1 soundtrack CD
  5. Free and easy capability to email, mail a letter, or text message in game moderators with any problems you might have
  6. Pewter figurine of Grimli, Mighty Dwerez warrior (trying to find a manufacturer for this one if anyone can help me out)
  7. The most fun game experience you will ever have!! (most important, of course)

This is the sort of pewter figure I am looking for

Thanks for reading, and if this article hasn’t convinced you to
get even more excited at Quest for Time, you must not be breathing
(dead)! If you have any questions or comments, send them in, and stay
tuned for even more info as I get time to publish it. As I said before,
busy social calendar gets in the way. Sorry ladies, I’m taken

Happy adventuring friends!

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