Well, it’s been a little while since there was a blog post updating the going’s on in the world of LoZ, but there have been good reasons for this. To say that it’s been a time of great change and transformation here in the Jolt offices is putting it a bit mildly, and while we can’t go into any details right now, future announcements should reveal the reason for this. Suffice to say, there’s a hollowed out volcano somewhere in Ireland that’s going to be launching a laser-bearing satellite into space. Don’t be surprised if hear that the East Coast of the United States is being held to ransom for ONE MILLION DOLLARS!!! BWAHAHA-… ahem…
Joking aside, we know it’s been a long time since there has been a meaningful update to Legends of Zork, but there’s been a code merge going on in the background, a large part of which is transforming the game into a multi-lingual extravaganza, meaning that non-English speakers will finally be able to explore the world of Quendor in their chosen tongue. Which is great, although it means that I have to learn how to say “Welcome to the Great Underground Empire” and “Die, foul Kobold!” in a bunch of new languages. So far I’ve gotten to “Willkommen in dem Grossen Untergrund Reich” and I’m not even sure I’ve got that right… Unfortunately, while this is a great step towards international peace and unity, it does mean that we haven’t been able to make any changes to the game for the past while, and any changes that we make in the next week will have to be absolutely minimal. If we did implement any new features while this going on, we’d have to double back and implement it AGAIN in the new batch of code, which would be a horrendous use of time. So, rather than wasting our time implementing and reimplementing changes, we’ve been planning and preparing for the next wave of content and features for you good people.
We have a whole raft of game design specs prepared, with some new features that we are very, very excited about, as well as another wave of new content that we’re gearing up for. The next feature coming up will be the “Dungeons” feature (after all, what is Zork unless you can get down and dirty with some underground exploration?), which will bring a whole new depth to exploration and PvP. Thanks to quantum physics, we can’t be sure when this new feature will be rolled out, but I can tell you that the next release will definitely include a new quest. Which is quite a nice segue into my next point…
The Best Quest Contest!
You know how we keep giving you beautifully written quests that are going to be winning a Nobel Prize for literature any day now? (Hell, I’d be happy with an IgNobel Prize…)Well, I’m sure that you’ve been reading through them and occasionally thought “Hmm, these hack job quests are filled with spelling mistakes and bad jokes! I could do better than this, any day of the week.” Oh yeah? Well, here’s your chance to show me how it’s done, with our very own Do-It-Yourself Adventure competition! Yep, you can now write your very own quests, and if they’re good enough, we’ll put them in the game! Here’s how it works:
You write a quest, full of hilarity of cunning, and submit it to us. We look at all the entries, pick a winner (and a runner up) and then put them in the game, showcasing your work to tens of thousands of other players. The winner also gets forty delicious coconuts for their trouble, with the runner up getting twenty. (Disclaimer: We’re all too aware of the possibility that we’re sitting on an untapped pool of magnificent talent, so if there are more entries that are just too awesome to not put in, we may be tempted to give out additional prizes of ten coconuts per amazing quest). Sounds simple, huh? Well, just to complicate it a little, here are some rules that you’ll have to follow so we can easily fit the quests into the existing quest template:
1) The Quest can have as many or as few stages as you want, but try to keep it to a reasonable length. A two stage quest is going to have to be incredibly well written to win, while quests of epic length can drag on a little. Trust me, one TGU is enough.
2) The Quest must begin and end at a base.
3) The following are the terms used in writing a quest:
a) Event Text: a text which appears instantly when you visit a specified base. The first and last texts in the quest MUST be event texts, or our code catches fire and explodes.
b) Discovery Text: a text which appears when you’re exploring at a location. You discover this text rather than encountering a monster. Each stage has one discovery text. Comes with gold idol icon and green tick.
c) Close Call: A text that appears when you’re exploring in the right area, but haven’t found what you’re looking for yet. Each stage has 3 close call texts. Comes with gold icon and question mark.
d) Lost Text: A text that appears when you’re exploring in the wrong area. Should include subtle clues that point you in the right direction. Each stage has 3 Lost texts. Comes with gold icon and red X.
e) Letter: A message delivered by the in-game messaging system (as in TGU).
Note: In this case Close Call and Lost Texts are optional. It’s better if you include them, but if you don’t we can use some stock texts or write some for the quest. Letters are also entirely optional.
4) A standard quest should have this structure: Stage 1 (Event Text, 3xLost, 3x Close Call, Discovery), Stage 2 (3xLost, 3x Close Call, Discovery), Stage 3 (3xLost, 3x Close Call, Discovery), Stage 4 (3xLost, 3x Close Call, Discovery, Event Text), but altered to however many stages you think is appropriate. You can have Letters delivered at the beginning of any stage, if you choose to.
5) Obviously, the quest should try and hit that Zorky humour, and should fit as well as possible with the style of the quests that are already up there. We don’t want to restrict your own creativity, but at the same time the quests do need to fit smoothly into the game, so try and strike a balance between your own style and that of Zork.
6) We reserve the right to edit any quest that we’re going to put into the game. This is mostly so we can fix any spelling mistakes or typos that slip in there, but if there are major changes that need to be made to any quests then we will try to make them in consultation with the author.
7) Obviously, Zork is a game open to all ages, so please keep it clean and suitable.
8) Please bear in mind where is and isn’t a suitable location for your quest. If you’re writing a quest for level 40 players and have them exploring in the Dark Forest, don’t expect them to be happy about it (although if your narrative demands it, you may get away with it, but keep it to a minimum).
9) Puzzles of varying degrees of cunning are not required, but are encouraged. However, what seems a perfectly logical way of solving a puzzle for you might seem insane to another person, so if you are including puzzles in your quest, please have a section at the end of your document briefly explaining the solution to the puzzle.
10) Bear in mind that people from all over the world will be reading this, so try and avoid references or puzzle solutions that depend on an intimate knowledge of baseball, Cornish Pasties, the Paris Metro, or something else that’s particular to a specific nation or region.
Trust me, these rules are important. Each one of them has been forged in the fires of some horrible mistake that we’ve made before, and we’re keen to learn from those experiences.
Quest writing is a complex business, so there will be thread set up on the forums to answer any and all questions (related to the competition. We won’t be doing life, the universe and everything style questions). Please send all entries to breagmor@gmail.com, and direct enquiries to this thread on the forums. To discuss any other aspects of this blog, please direct comments to this thread.
Closing date is 9th of November, so get scribbling!
Looking forward to reading your submissions.