a-tale-in-the-desert

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  • A Tale in the Desert VI begins tomorrow

    by 
    Matt Daniel
    Matt Daniel
    12.02.2011

    A Tale in the Desert V is coming to a close, and of course that means that A Tale in the Desert VI is just over the horizon. For the uninitiated, this means that the current arc of events will be coming to an end and players will be starting from scratch. However, that doesn't mean that all was for naught. Though the players themselves have to start anew, the achievements of Tale 5 remain in place. Players succeeded in building four new monuments, which will lead to four new Tests designed by the team's Oracles for Tale 6. The new Tale goes live at noon EST tomorrow, December 3rd, so you have one more night to prepare yourselves before another unique Tale begins. To get in on the action yourself, just head on over to the game's official site.

  • The Game Archaeologist spins A Tale in the Desert: A talk with Teppy

    by 
    Justin Olivetti
    Justin Olivetti
    09.20.2011

    I have to say, I have nothing but admiration for lone wolf-style developers who decide to pish-posh giant studio teams and massive budgets and jump into the game-making mosh pit anyway. Andrew "Teppy" Tepper is one of these visionaries who had an idea for a unique MMO and took it to fruition. I mean, most of us come up with "totally tubular" notions for online games, but how many of us make it happen? Outside of a couple of doodles on a Post-It, that is. In our second week covering the fascinating sandbox world of A Tale in the Desert, The Game Archaeologist had the pleasure of sitting down with Teppy to get his perspective on how one man bootstrapped his way into the MMO world. He also dishes on the team's next MMO project, which we'll be talking more about on Massively later this week. So what's it like to create the ultimate sandbox in Egypt of all places? Teppy, take it away!

  • The Game Archaeologist spins A Tale in the Desert: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    09.13.2011

    Readers of the ever-so-humble Game Archaeologist will recall that earlier this year I had the opportunity to exchange informative words with Dr. Richard Bartle, the creator of MUD. Since he was -- and is -- a highly opinionated designer, I asked him what he thought was the most innovative MMO from the last decade. The answer was short and succinct. "A Tale in the Desert, he replied, then added: "Note that 'innovative' doesn't necessarily mean 'successful.'" Right there is the crux of ATITD's unique position in the MMO industry. Instead of storming down a path well-traveled, it took a machete and made its own trail -- a trail down which few have followed. As Jef recently noted in Some Assembly Required, it is an "odd duck" of a game, skewing as far away from combat as possible to focus on two often-neglected aspects of MMOs: crafting and politics. Even though its population has pegged it as an eternally niche game, it's proven that constant fighting isn't the only thing that can draw an online community together. This week we're going to look at some of the more unique features of this innovative yet diminutive MMO, which began telling its tale back in 2003.

  • Some Assembly Required: Is the sandbox dead?

    by 
    Jef Reahard
    Jef Reahard
    09.02.2011

    Let's face it, folks, 2011 has been a fairly bad year for sandbox MMORPGs. Whether we're talking about the premature (and, ahem, forced) demise of Star Wars Galaxies, EVE Online's public relations disasters and its capitulation to the cash-shop-in-a-sub-based game fad, or Earthrise's rough launch, there hasn't been a lot to celebrate for fans of non-linear MMO gameplay in quite a while. I've even had several friends ask me point blank: Is the sandbox dead? The short answer is not just no, but hell no. Join me after the cut for a few bright spots as we look to the future, take stock of the present, and try to forget about the past.

  • MV Guide: May 16 - 22, 2011

    by 
    Rubi Bayer
    Rubi Bayer
    05.16.2011

    MV Guide is a weekly rundown of the MMO gaming events planned on Massively's Livestream channel. Every week, the Massively staff logs in to play various MMOs live and in person, and we'd love for you to drop by the channel and visit. We have a combination of regular weekly games and new surprises, so you'll find a variety of games to take a look at. During Livestream events, you can participate in the live chat to learn about the game, ask questions, and spend some time with Massively staff and readers. Follow along after the jump to see what's scheduled for this week!

  • The Game Archaeologist plays with MUDs: A talk with Richard Bartle

    by 
    Justin Olivetti
    Justin Olivetti
    04.12.2011

    From talking with Richard Bartle, reading his blog, and looking over several interviews that he's done, I've concluded that the co-creator of the first multi-user dungeon is, in many ways, a card. A smart one, a perceptive one, and an outspoken one, but a card nonetheless. I say this in a good way, of course, because for all of the verbal pussyfooting that often goes on in this industry, it's refreshing to hear the voice of someone who knows what he thinks and isn't afraid to say it, even if it goes against the grain. Dr. Bartle's name often comes up in discussions of both MUDs and MMORPGs. His designs, work and scholarship have influenced MMOs in substantial ways, and it's possible that if our children end up learning about massively multiplayer RPGs in school some day, Bartle's name will be mentioned once or twice. While he's sometimes polarizing, it's hard to deny the incredible work he's done, which is why I was excited to get to talk to him about this month's subject on the Game Archaeologist. So hit that pesky jump and let's pick the mind of a guy who really earned the right to post "FIRST!!1!"

  • Rise and Shiny recap: A Tale in the Desert V

    by 
    Beau Hindman
    Beau Hindman
    08.15.2010

    A Tale in the Desert V is a non-combat crafting paradise. That might sound a little strange, but the developers encourage players to work together to accomplish bigger and better things, making them feel as though they are part of a community. I have tried the game at different times over the years but never really became more than a visitor. I was glad to be given the opportunity to check it out, but even after a week I still feel like I have barely scratched the surface. I have emerged from the tutorial a smarter citizen, but I know that around the corner, greater challenges wait. The game is not without its flaws, however, although many of the issues might fade as systems and controls become more apparent. Still, I found myself a little frustrated when the game asked me to sit and literally watch grass grow. I did it, though, and found an odd game, filled with mysteries. In a good way, of course.

  • A Tale in the Desert launches Tale 5 today

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.07.2010

    For all that the MMO industry is occasionally decried as being a large gathering of copycats, there are some interesting outliers amidst a field of fantasy kill-fests. A Tale in the Desert is a prime example -- set in ancient Egypt, with a focus on character interaction and nonviolent problem resolution, it's really in a class of its own. And with the new installment of the game launching today, it's the perfect time for players who aren't familiar with the game to start mingling with newcomers. The fourth installment wrapped up in July, which makes for a quick turnaround into the newest iteration. Unlike many other games in the genre, A Tale in the Desert runs for a while, then rests and starts over with new systems in place. This installment is featuring new Foraging and Aquaculture mechanics, allowing new ways to harvest plants and the ability to grow papyrus. The game is free for the first 24 hours of play, and each iteration tends to last for around six months. If the idea of a combat-free, crafting-focused game appeals to you, now would be the perfect time to head out into the lands of the Pharaoh.

  • The Daily Grind: Could politics make for an interesting MMO?

    by 
    Justin Olivetti
    Justin Olivetti
    07.26.2010

    Politics: it divides us, fascinates us and involves us on multiple levels. Along with religion, free-to-play and GearScore, it's perhaps one of the most controversial topics among gamers. Everyone has an opinion, everyone chooses a side, and everyone cares about something political -- or at least, it seems. Seeing our love for the political sphere, do you think politics could make for an interesting MMO? It's not as if it's a foreign notion, after all. EVE Online incorporates politics into its web of intrigue; TERA devs have hinted at a political system; and A Tale in the Desert allows players to vote to shape the game. Even guilds, to some degree, incorporate a political structure and tactics. So could a purely political MMO work -- and would you play it? What if the entire game were nothing but players and NPCs jockeying for power, ruling countries, enacting laws, and making decisions that could either hinder or help your political career? Would the game need to be set in an alternate universe free of real-world politics to avoid clouding the game with personal affiliations? Is there enough "game" in politics to build an MMO around it?

  • The Daily Grind: Want realism with that?

    by 
    Jef Reahard
    Jef Reahard
    07.22.2010

    Recently, a buddy and I were discussing the merits of MMORPG realism while waiting in the ironically named fast food drive-thru line. I'm all about the "realistic" social and economic possibilities inherent in old-school Ultima Online, while he digs the accessibility and pick-up-and-play nature of more recent titles such as World of Warcraft and, presumably, The Old Republic. About the only thing we could agree on is that there's room for both in the massive genre. Realism is highly subjective. For example, a fantasy title full of wizard fire, dragons, and goblins (Ultima Online) is, in my mind, more realistic than a non-combat sandbox based on "real life" like A Tale in the Desert. What say you, Massively readers? Would you like some realism with your MMORPGs, and if so, what exactly do you mean by that?

  • A Tale in the Desert 5 launches in August

    by 
    Jef Reahard
    Jef Reahard
    07.16.2010

    A Tale in the Desert, the long-running Egyptian life sandbox from eGenesis, has announced the impending launch of its fifth major iteration called, appropriately enough, A Tale in the Desert 5. If you're not familiar with the game, it features no combat as well as arguably the most in-depth crafting and trade skill system in the genre. Set against an ancient Egyptian backdrop, the title is also somewhat unique in that each major update, or telling, wipes the slate clean and gives players a fresh start in a new world. The game also features a high level of player control over the game world in the form of law making and player-designed tests that allow gamers to both compete and cooperate. The upcoming version features a new fishing system that involves the catching of bait insects, rare fish, and fish processing to produce various resources. Additionally, creator Andrew Tepper has tweaked the mining system for the fifth telling, calling it "by far the most fun of any [mining system] yet released." You can check out a free trial and get ready for the next telling at the game's official website.

  • Endgame arrives for A Tale in the Desert 4

    by 
    Rubi Bayer
    Rubi Bayer
    07.12.2010

    A Tale in the Desert 4 is coming to an end, and as players begin to look toward Tale 5, eGenesis has an endgame surprise. The ATitD community will be voting on a Pharaoh and have a direct effect on how Tale 5 is presented. Sami and Wahim are the candidates for Pharaoh, so to speak. Wahim is your status-quo option, so if you like the way things are in game that's the way to go. Sami, on the other hand, is all about change. If Sami becomes the Pharaoh in game, players will be able to invent seven new technologies. Technologies affect how things are crafted and built in the game, and since A Tale in the Desert is a crafting game, it's a chance for players to completely change the content of the game. Keep an eye on the ATitD site for all the details and election results.

  • "Icelandic Model" is ideal for small MMO start-ups, says Alexander Gianturco

    by 
    Justin Olivetti
    Justin Olivetti
    05.20.2010

    When Iceland isn't belching volcanic ash that brings sky travel to its knees, it's kicking butt in the MMO world. EVE Online is widely seen as one of the greatest MMO success stories -- a small yet incredibly complex title from a small-fry studio (CCP) that's seen steady growth over the years instead of the typical rise, crest and fall of most other titles. In a recent chat with Gamasutra, Alexander "The Mittani" Gianturco followed up his talk at GDC 2010 by outlining just why CCP's business model may be the Rosetta Stone for future games to follow. According to Gianturco, the crash-and-burn of many MMOs is due to the insistence that their games stick to the "Big Content" model (à la World of Warcraft), which requires a huge amount of resources and time before launch. He says that this is "near suicidal" for most studios to pursue.

  • A Tale in the Desert offers free weekend, sneak peek at next update

    by 
    Rubi Bayer
    Rubi Bayer
    05.07.2010

    If you're more a fan of crafting and socializing in MMOs rather than combat, but haven't checked out A Tale in the Desert yet, you're definitely missing out. The game is completely non-combat, focusing on advancement through player cooperation and crafting. A Tale in the Desert sports an unusual system all around -- it launched in 2003 in its first "telling," which is a version or major update of sorts. The fifth telling is on the way in just a few months, but players are able to enjoy some special events in preparation while they wait. If you're a former player who is interested in seeing how the game has progressed, A Tale in the Desert will feature a welcome back weekend for everyone to explore the game at no cost. It will certainly be worth your time, because the weekend event includes a sneak peek at the completely revamped mining system that will launch with the fifth telling. The event begins today and ends this Sunday at noon EST

  • A Tale in the Desert launches Test of the Orchestra

    by 
    Rubi Bayer
    Rubi Bayer
    04.16.2010

    Fans of A Tale in the Desert are familiar with tests -- the game is a crafter's paradise and the test system is comprised of different quest lines that allow players to advance their chosen crafting field. Be it building, gathering, tailoring, or several others, something is offered for everyone. Now the game has introduced a brand new test that allows players to not only explore their musical sides, but to show it off in front of the rest of the community. In The Test of the Orchestra -- available now on the main shard -- players will build a wide variety of instruments and round up a person to play each one. They will then compose a musical score to be played and judged by an audience of their peers, who will award points. The concert will be scheduled ahead of time and "open to the public" so to speak. If you're not familiar with A Tale in the Desert, but this sounds interesting to you, they offer a brief free trial, so visit the site and see what you think!

  • A Tale in the Desert to launch new player driven server

    by 
    James Egan
    James Egan
    01.27.2010

    A Tale in the Desert may not be the first game that comes to mind when you think of MMOs, but the title from independent developer eGenesis is something quite unique in this market. A Tale in the Desert isn't a combat-focused game at all, rather it's more about social, economic, and even legal systems in an ancient Egyptian setting. Players involved in a "telling" (a game arc) can even vote to determine the game's laws, which sets this title apart from most others. eGenesis announced this week that they're launching a new server on February 20th, stating that it will give even greater control to players by allowing them to "completely control the timing of the telling." The new server will offer players an ancient Egypt that has yet to be built. In other words, it's an open environment where the players can have some degree of control over how that setting takes shape. If the notion of a player-driven setting where the game's subscribers shape the play experience and surroundings appeals to you, have a look at what's coming soon to A Tale in the Desert.

  • The Daily Grind: What's your favorite indie MMO?

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.09.2009

    There's never enough credit given to the indie MMO developers. These are the teams that usually put it all on the line with the hope of making a darn good MMO for people to play in. They don't have the budgets that the big teams do, and sometimes they don't have the graphics, but what they always have is the soul and innovation to put out their title.So today's Daily Grind is dedicated to the independent teams out there. And, in honor of them, we ask you what your favorite indie MMO is. You've got lots of choices, from Love to Face of Mankind to Neocron to Fallen Earth to Ryzom to Istaria to Darkfall to A Tale in the Desert to many others. We could keep going, but you'd probably get bored of us naming off all of these games.So tell us of your favorite indie MMO! For good measure, tell us some stories about your indie MMO of choice! Go go go!

  • A Repletion of Rats...

    by 
    Tim Dale
    Tim Dale
    05.22.2009

    In all but the most staunch sandbox-style MMOs, the Quest has become the cornerstone of directed player content. Gone are the days when they'd just give us a graveyard full of skeletons, and experience bar and tell us get on with it, and the modern MMO, such as World of Warcraft or Lord of the Rings Online, is very much a task-driven experience. Very little occurs without an accompanying quest journal entry these days, and thanks to generous cash, experience and item rewards, working through the quest chains can often be the most efficient way to make progress and headway in the average MMO.The quest can also provide a little narrative to the otherwise formless adventuring of the typical MMO character; a set task and sometimes even a reason for the ensuing mayhem. That many of us simply skip the text is hardly the games fault. In any case, even without caring what the specifics or backstory to the job actually are, the mechanics of gameplay can be greatly improved by taking an endless and unbroken monster killing spree starting at level one and ending at level fifty, and breaking it into a large number of smaller distinct tasks, suitable for planning a gaming session around.There is very little not to like about the currently widespread quest system; while individual implementations may vary and have their own quirks and peculiarities, the general principle of having something specific to be doing in a gaming session is a good one, and if it isn't, well, they are generally optional anyway and the graveyard of skeletons is always out there. But ask anyone with more than thirty completed journal entries to their name about questing in general, and two specific gripes are likely to come to light very quickly, the 'Kill Ten Rats' quest, and the 'Fed Ex' quest, two types of task that seem to resurface over and over, from back to EverQuest and beyond, in almost any MMO where there are quests at all.What else can we be given to do, or are these two templates doomed to underlie everything we do in all our MMOs?

  • Designing a single-server MMO

    by 
    Jon Shute
    Jon Shute
    05.18.2009

    Game Set Watch have posted an opinion piece by James Portnow, founder of Divide by Zero Games, that looks at the design approaches to creating unsharded MMOs, and the advantages that they can bring. Games that manage this, such as EVE Online and A Tale in the Desert, manage to provide an environment in which players can affect the world they play in due to the fact that they share a single world. Portnow suggests that MMOs won't be able to provide meaningful stores in games that don't provide this due to not being able to change the world because different servers may have made different choices. Portnow goes on to explain in detail what the problems are with creating a single shard world and proposes some solutions to the design to support the large number of people involved. This includes the resources supporting crafting, letting the players build their own settlements and making the PvE content to make it interesting.You can read the full article over at Game Set Watch.

  • Open beta for A Tale in the Desert IV starts tomorrow

    by 
    Shawn Schuster
    Shawn Schuster
    12.05.2008

    Apparently, we're in beta season as yet another independent MMO has announced its open beta. A Tale in the Desert IV will open its beta doors tomorrow, December 6 at 2pm Eastern to all players who are interested in giving this Ancient Egyptian MMO a shot.If you're unaware of A Tale in the Desert, it's a social MMO that boasts no combat system at all. Its main focuses are actually a strong social structure and economics. The game first released in February of 2003 and this beta marks its fourth "telling", which acts as a major update or version of the game. Head on over to the official website for more information and to apply for your own open beta key.