A Tale in the Desert II Goes Open Beta
Teppy writes "Yesterday afternoon, A Tale in the Desert II launched its open beta. Sometimes called 'a strange psychology experiment', ATITD is a competitive, independently developed PC MMO game, previously covered on Slashdot, based on socialization. Windows and Linux clients are available for download from the official website. If Slashdot readers use the special code 'farmertaco' and visit a school of Art and Music, special goodies await." We've previously covered the first iteration of this unique, combat-free MMO.
While I enjoyed playing ATITD for my test area, I would never have subscribed to it, for the reason that it's boring to gather stuff, make it into stones/bricks/straw and then do stuff with that, etc. etc. etc. A game has to be fun for me to want to play it, and ATITD, the epitome of the grind (repeating something to death) just doesn't do it for me.
While I didn't try it, ATITD seemed to be one of those games which you could macro incredibly easily - you click to move around, and depending on where you are standing, you can do certain things (such as pick up slate or gather mud). Did anyone try macroing in ATITD?
I can't say I strongly disliked ATITD, it is a revolutionary game which showed that MMOs don't have to be about killing monsters or other people to be fun, but I fear that ATITD II will again be a niche game to those who don't mind the monotony of repeatedly doing the same thing.
Coincidentally, I wrote an article about this on Starglade recently - "Grinding Time".
aterr - an open source threaded discussion board.
I know someone (that I work with) who has been helping with the OSX port, which is, as rumors indicate, close to done. From my understanding.
The whole process has been good for the client software as well. In the process of porting it, lots of things got cleaned up - something about gcc not being so friendly about inefficient coding practices as VC++ is. Perhaps I can convince that person to come post something nice and long about the wonderful joys of making the client byte-order independent.
Is it the endless hours "training" (e.g., clicking endlessly over the same icon until it dies, then find next)? Or the repetitive quests? I honestly can't see why, but there must be something to them - because the moment they get bored with the game or become too powerful (if you don't get your character resetted before, which kinda makes your efforts useless), they switch to yet another MMORPG as fast as they can.
I haven't played any in quite a while. So perhaps i'm missing something.