Quest for Time Part 2: New Details

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… Enjoy!

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!

Continue to Part 2: READER MAIL



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