Archive for the “Legends of Zork” Category

Another week, another truckload of gaming press releases.

Bioware announces their new downloadable content for their Dragon Age RPG, “The Darkspawn Chronicles“. Meant as an alternate story — one where your character from Dragon Age: Origins and Awakening dies during the Grey Warden initiation — here you command the forces of the Darkspawn against the remnants of the forces of Light, led by the man who wouldn’t be king, Alistair.

Complete the module, unlock an item in the main games. And hey, you can buy some replica swords with which to terrorize your friends, family and co-workers. THAT won’t get you arrested. Perfect for slaying any stray Darkspawn you happen to meet on the bus.

Jolt Online announces a new toolbar for their Legends of Zork browser game. The toolbar will let you keep track of your character when you aren’t playing the game, but are in your browser (IE and FF only, folks. Sorry, Safari and Chrome users) where… you could just load the game up if you wanted to see this information. I wondered idly on Twitter if this apparently useless add-on had some nefarious purpose. And I got a reply!


@tipadaknife of course we’re not using our new toolbar to spy on you! We already have covert viruses for that…less than a minute ago via TweetDeck

@JoltOnline went on to explain:

We get happier players, and happier players are more likely to keep playing our game (and buying stuff). It’s that simple :P

If you’re a Legends of Zork player, and want to install this toolbar, well, Jolt will give you 60 extra action points per character on your account. My gameplay these days is pretty much limited to seeing how my Accountant sidekick is doing with my stash.

I found out that there was ALSO a toolbar for XFire that can detect you playing browser games, but it only works in IE, so sorry everyone who prefers another browser. It also optionally loads plugins, like music players and stuff, which you likely don’t need. I use Chrome, so toolbar authors hate me. Or something.

Swords and ships MMO Florensia wants us to know about all their new and fancy outfits. Outfits are nice, but I always liked the sea game better than the rather standard land game.

I doubt I need to mention EverQuest II’s new $25 mounts. The uproar has been amazing, especially since Blizzard’s own quarter Benjamin horsey of last month was hailed by millions as manna from heaven. Fools and their money are soon parted and all that. Can’t use the cash cats in most dungeons and on most raids. I wonder if they can be used in the battlegrounds? Anyway, if you have a fin and a couple sawbucks to spare, here’s a place to spend it.

I think everyone should only refer to money with slang. I’ll go first.

KingsIsle uncovers another shadowy figure from their forthcoming Wizard101 expansion, Celestia. The huge crab, dressed in shell armor and carrying a wicked polearm, looks menacing enough. If Celestia continues the trend of new Wizard101 worlds, we’ll have to kill approximately a million of these critters at half an hour per fight.

Dragonspyre is SO TEDIOUS.

Anyway, that’s all the barely relevant stuff from this last week. If you’re a game developer and want to send me press releases, please do! I love getting mail!

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Zork old timers just can't let go.

I loved the IDEA of a modern, casual update to the classic Infocom adventure game, Zork. The devious puzzles, the humor, the sense that something wondrous (or at least hilarious) was right around the corner, but mostly the puzzles. We’d get together in UNH’s McConnell computer cluster and try to figure them out — for HOURS. Then try out our guesses on that creeky old VAX up in the engineering lab.

When I found that the much-anticipated browser sequel to the Zork series was more akin to a Facebook app than an adventure game, I was willing to take the game as it was and not how I wanted it to be.

It’s been six months now. I’ve played Jolt Online’s Legends of Zork almost every day and seen it change a lot. Now I’m done with it.

You start your Zork life as a meaningless cog in the machinery of the Great Underground Empire. Years of attending self help empowerment seminars have told you many times that there are some who are cut from finer cloth and destined for greatness and you — aren’t one of them. Sorry, and please sign up for the next seminar on the way out.

Years later, you’re relaxing in your hovel, still dressed in your Assistant Apprentice Post-Consumer Biowaste Redistribution Technician’s uniform and wondering if maybe there IS adventure waiting for you, somewhere. You gather some odds and ends and make a dash for the surface world… and find yourself Outside a White House. There is a mailbox here.

Adventure awaits, but those seminars had your number. Whether you choose to follow the schools of Mind, Body or Spirit, your adventures will consist of moving to an adventure area, hitting the FIGHT button until you either die or return to a base under your own steam, and then returning to do more of the same.

Since the monsters you meet are not seen until you’re in battle, it’s impossible to adjust your attack from among the different stances available, or the defenses chosen by changing your armor, to match the battle so that choice becomes meaningless.

The primary goal of LoZ is to earn zorkmids (money) by winning battles and selling loot, with which you can purchase better weapons, better armor and better magic so that you may more easily go out and do more of the same.

You may also partake in PvP, where you can choose your opponent and get an idea for their strengths so you can choose your attack stance and defense appropriately, but it hardly makes a difference. Your entire character is largely summed up by two statistics: your Attack Rating (AR) and your Defense Rating (DR).

These two stats are combined with any bonuses or weaknesses you may have compared to your opponent, and give a percentage chance that you will hit or be hit in a round. The battle continues without input until one party or the other dies.

It’s not all mano a mano battles. Sometimes you come across a pitched battle, where you may choose a side and settle in for a good thwomping. Other times, you may be ensnared in a {magical|mechanical} {trap|maze|puzzle} (referred to by Zorkians as TMPs), which may mean trauma or treasure, depending on the roll of a die.

Two Double Fanucci hands

Most treasure is simply automatically sold when you entire a town, but occasionally you’ll find a playing card for the wildly popular Double Fanucci card game. These cards may be organized into hands that can boost your power substantially. At least until the point where you have found enough cards that you can max out every hand, Double Fanucci is one of LoZ’s few strategic, and certainly the most fun, minigames. If Jolt took this one feature and turned it into an actual game, I’d play it.

The other strategic element is the sidekick you can choose at level 30. There are many to choose from, and there’s one to fill any perceived needs you may have, but the choice really comes down to: do you have the millions of zorkmids necessary to get the best gear, or are you struggling?

The Accountant sidekick used to let you accrue zorkmids at entirely unbalanced rates. Some players would have TRILLIONS of zorkmids. Players lucky enough to have an accountant in their clan would find the clan bank overflowing with the very best gear, and players who needed money were encouraged to take stuff from the bank, sell it for zorkmids, then come back and get some more. Everyone was rich, everyone was happy. But money became meaningless, clans without accountants could not do anything for their members, and people were generally either bored or unhappy. Jolt then put a hard cap of a billion zorkmids per player in place and severely nerfed the accountant to a point where she might provide for one player’s needs but not that of an entire clan’s.

I estimate it would take ten million zorkmids to buy every available skill and the best gear and spells. At my current average of 30K zorkmids per day adventuring at level 45, it would take a year of buying nothing to earn that. I took advantage of a free sidekick swap and changed out my Gent (helps with TMPs) for the Accountant, and two months later, I have that ten million zorkmids.

With such simple and repetitive gameplay, what incentive do players have to keep coming back? Rankings and Achievements. You can win fame in the Arena, be the richest adventurer in the realm (post-Accountant-nerf players cannot rank here), have the most experience points, etc. The degree to which these matter to you determines your goals in the game. The recently added Achievement system add more avenues for in-game fame, such as defeating ten of every kind of monster in an area, or ten fights in a row without injury, or finding certain Double Fanucci cards, etc.

Jolt doesn’t run LoZ purely for the enjoyment of 80s-era adventure game fanatics. It has its own ways of getting baksheesh from tight-pursed players.

You can play for free if you enjoy watching ads. Ads are everywhere (though you can pay a small fee to turn them off). Sometimes LoZ will serve up ads that pretend to be official Windows virus infection warnings but really are just ads. Having a game give its players the impression that playing it infects their system with viruses is a risky move, imho.

You can also buy “perks” in the LoZ store. You can pay, for instance, to try another sidekick (LoZ helpfully has an achievement for paying to try them all). You can pay to change your sidekick’s name. You can buy a lot of things, but the most popular are potions that give you more adventure points — an AP is spent whenever you fight in the wild or in the arena. They are usable once a week and if your goal is to get ahead in levels as swiftly as possible, you (like so many before you) will buy these as often as you can.

Jolt added quests here and there. These are as non-interactive as the battles. You sift through the quest text for clues as to the the location of the next piece of the puzzle, and battle there until you are told where next to go. If you go to the wrong area, you are gently hinted until you are in the correct place.

The quests are usually fairly funny and well worth doing.

If pressing the fight button again and again becomes too tedious, you can join a group with some combination of three friends and randomly chosen strangers, and read about your exciting adventures in daily emails.

As a dyed-in-the-wool non-achiever, I made my own goal in the game. Earn ten million zorkmids without buying any potions or other real-cash items. And I did. I charted my Accountant sidekick’s progress on a spreadsheet, which dramatically illustrated the meaning of the phrase “diminishing returns”.

Final verdict: Legends of Zork has fantastically whimsical artwork and often hilarious writing along with the germ of a decent card game buried within it, but all that can’t hide a game where the play consists of hitting the “Fight!” button repeatedly until you run out of that day’s Action Points.

Still, it’s better than 90% of those Facebook apps, so if you’re a dedicated Facebook game player and are looking for a similar game with slightly more depth, the Great Underground Empire is calling your name.

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The Accountant

I’ve been thinking of swapping my sidekick in Legends of Zork from the Gent (who made me essentially immune to traps) to the Accountant (who earns interest on your stash) for awhile. It kinda disappointed me that they nerfed her — it used to be that having her in your base would soon make you rich as Croesus. Not so much anymore, but as each upgrade now costs well over a million zorkmids, I need all the help I can get. And I can switch back to the Gent later on, once I’ve reached my goals and seeded the clan bank with some good upgrades for others.

Hudson writes that WoW’s faction change service is now live — you can go from Alliance to Horde and back again, as long as you stay within your class, you get a race change as part of the transfer. This is fantastic for Forsaken and Humans, who actually can get a LOT of RP mileage out of shrugging off their curse — or being struck by the necrotic power of the Burning Legion. Night Elves can become swayed by arcane forces to become Blood Elves, or swear off their evil ways to veer closer to the Emerald Dream. But — Taurens and Night Elves? Dwarves and Trolls? I’d like to see how the lore explains that….

Lore, that wild, wonderful backstory to which games slavishly adhere* in order to give players a sense that they are part of a vast story that stretched endlessly behind and ahead — until the devs decide to change it when it’s convenient. Melmoth at KiaSA has a bit of fun with that legendary silent killer, the ninja-esque Hobbit Warden. Tolkein was probably going to write about the elite corps of Hobbit assassins in his NEXT book.

* this would have sounded more natural if I’d left the dangling preposition. IN.

Pushing back a little on the fannish fervor Champions Online’s launch, Spinks, a lover of comic-book superheroes, wonders why superhero MMOs only bring the dullest parts of comics to life. Well, Champions DOES have the Nemesis system, so that’s something new, right?

Anjin of Bullet Points takes a look at Champions Online’s odd way of balancing the game, and wonders why they did it THAT way.

Okay, I don’t understand. Why not try to hit your intended target instead of swerving back and forth in the hopes you find it accidentally?

Green Armadillo sees a trend in modern MMOs — a sharp veering from the onerous grind of doing an instance a hundred times to get a chance at a rare drop. WoW, EQ2, Warhammer and LotRO have all added ways to slowly earn items you can’t get to drop. And THAT’S a good thing. When I think of all the stupid guild drama a token-oriented loot system could have saved back in EverQuest. Who needs DKP when you can earn upgrades just by showing up? We used to have people drop from raids left and right once they’d gotten all they wanted. Only to show up with their vast DKP when we entered a new dungeon.

Abracadoodle

Malistaire has been defeated, but the grandmasters of Wizard City keep honing their wizardly skills, certain of the arrival of some new threat that will stretch their skills. But who? KingsIsle hints that someone is on their way. The Friendly Necromancer hears mention of a mysterious Roberto… could this be the new Wizard101 villain?

Did ya think that onerous death penalties were a thing of the past? Not so fast. Werit finds that in Aion’s open PvP “Abyss” zone, dying in PvP can strip you of vast amounts of the PvP currency, Abyss Points, while killing someone in PvP brings far fewer. This apparently leads to people only doing the PvE quests in the zone and avoiding PvP entirely.

Ever come across a hardcore raider in an MMO and wonder what happened to them to make them that way? Suzina of Kill Ten Rats has the scoop on how she and her husband were just casual players playing SWG for laughs and getting bored when, one day, Something Happened… and after that, everything was different.

And lastly, this has nothing to do with MMOs, but I like it because having just watched Starblazers and its parody, The Irresponsible Captain Tylor, seafaring battleships fighting space battles just makes me smile. This is the trailer for the new Space Cruiser Yamato movie — Starblazers but done with modern animation techniques. This looks as if the Yamato crew meet up with the Comet Empire again…. I don’t know if I like the departure from the unmistakable Matsumoto drawing style, but everything else looks so cool.

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Actually, the folks at Jolt claimed to have fixed group quests for this hands-off browser RPG weeks ago, and maybe they did, but my first couple experiences with it were just our group wiping to every single monster and coming out of the whole thing missing a lot of action points and with no xp or loot.

I was invited to start another one yesterday, and the experience (pun unintended) is so much better — here’s the log from our first session:

Tipa of Pterodactyl-s!

This is your daily report for the Group Quest that you and your fellow adventurers are currently on. Right now, your team of loot-seeking compatriots are in The Slightly yipple-infested Mansion of Chun.

In the last day, you have encountered 18 groups of monsters, of which you won 18 confrontations and were defeated 0 times.

Your Group has so far assembled the following loot:

Anklet
Hammer
Earring
Collar
Moonstone
Amulet
Mask
Ring
Whiskey
Buckle
Cup
Cheese
Brooch
Sausages
Cheese
Pen
Ale

Based on this, you’ve earned roughly 5,102 ZM in the last day. You also earned 9,264 XP.

So, this is not at all suckworthy… yay LoZ team!

I had some problems with LoZ last week — I couldn’t make changes to my Fanucci cards. Jolt tech support seemed to want to help but had nothing specific to offer (aside from the standard “it works for me!”, and has anyone ever wanted to hear that from tech support?). I ran their code through a debugger and sent them a list of basic CSS errors they made. The actual Fanucci card code, though written in Javascript, was obfuscated, and I didn’t feel like taking the time to put that back in to readable form and debug that as well. I managed to fix the glitch that was causing the whole thing to fail (it thought that one of my hands had five cards in it) and just moved on.

Seriously, LoZ guys, run a debugger or at least a syntax checker on your code….

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