Slashdot Mirror


ATITD2 Early Impressions

Darniaq writes "While a relatively small game as defined by player count, A Tale in the Desert was a rather robust experiment into just how much crafting a massive online gamer would like to do. The game is also more evocative of a massive online real-time strategy game than a roleplaying one ala Everquest or City of Heroes. And now there's a sequel. The staff at Grimwell.com has temporarily relocated to Egypt, and provides a live report."

43 of 129 comments (clear)

  1. Torrents -Windows Client by AIX-Hood · · Score: 4, Informative
  2. Damn Acronyms! by Anonymous Coward · · Score: 3, Funny

    Every time I see ATITD I think it's Alone In The Dark (calssic pre-resident evil survival horror game), fsking dslexyia.

  3. Who would pay for this? by jhoegl · · Score: 5, Insightful

    Yes, all I ever wanted to do on an online MMO was grind... yup, nothing else. Grind grind grind grind grind, woohoo so much fun it feels like work! But instead of getting payed, I pay them, sweet! /sarcasm

    1. Re:Who would pay for this? by Dan+the+Intern · · Score: 3, Interesting

      You just described 90% of MMORPGs. Personally, I prefer a MMOG with a fabrication system gone beserk to a game that expects you to spend days leveling your character.

    2. Re:Who would pay for this? by mriker · · Score: 4, Interesting
      Have you played it?

      I will be paying for it. Typically, I can't stand MMORPGs that are all about grind, but ATITD2 has been an absolute blast to play in the last week, and I find myself spending all my free time playing it. I'm not sure that "grind" is the right word. You do stuff to progress, but I don't find it particularly monotinous. Unlike other games, where you kill and kill and kill and do little else, in ATITD2, you build, make items in many different ways, explore, farm, raise animals, trade, and there's a great variety throughout all of it. The game strikes me as much more social than other games as well. And you'd think the lack of combat (aside from duels) would make the game completely boring and uninteresting, but I quite like it. It's a very different and enjoyable MMO experience, and in my case, doesn't have the feeling of grind that most others do.

      The monthly cost is a bit much ($13.95), but with much fewer players than the vast majority of MMORPGs, I can understand the cost. In addition, you don't need to pay anything to play except for the monthly cost, and there is a free trial if you don't get a chance to play the beta.

  4. A Machiavellian fantasy? by Travoltus · · Score: 5, Interesting

    "Besides arguing, there is another way to resolve bigger conflicts: the law. Unlike any other game, players are allowed, within certain limits, to change the rules of the game. For this they first need to write a petition outlining the law they want to introduce, for example not allowing players to place their house closer than 100 feet to another player's house. They then need to collect a certain number of signatures from other players that support this petition."

    "For example the first test of Art requires that you build a statue, and get 20 players to look at it and judge it interesting."

    "ATITD is a very social game, supporting both individual and collective achievement. It is possible for everyone to just playing for himself, but not very effective. To advance your personal path through the tech tree, you often need tools that are quite expensive to build but infrequently used. So forming a guild which shares its tools makes a lot of sense. Public-spirited individuals or guilds can even make their tools available for use to everybody else.
    So while there is no combat, there is most certainly the possibility of conflict. Sharing property in a group is not always easy. And everything you do, affects the other players. Build a house in which to place your tools, and at the very least you prevent somebody else from placing a house at the same spot, or block somebody else's view. Build and operate a mine, and you will cause pollution, making somebody else's sheep sick and flax wither. You are changing the world all the time, and that can have positive or negative consequences."

    My prediction: This game is absolutely ripe for the picking by people who are good at backstabbing and sycophantry. People who are highly skilled and socially unskilled will be reduced to workerbees, while the PHB types will wind up cliquing their way to the top and lording it over the rest. I can't wait to see this...

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  5. Re:Torrents -Linux Client by AIX-Hood · · Score: 4, Informative
  6. Massive online gamers by RichardX · · Score: 5, Funny

    just how much crafting a massive online gamer would like to do

    Perhaps they should craft themselves some running shoes, and lose some of that mass?

    --
    Curiosity was framed. Ignorance killed the cat.
  7. How very ironic... by ites · · Score: 4, Insightful

    More and more realistic games, imitating life in so many subtle ways. Yes, to grow carrots you need water and jugs to carry water and soil to plant the seeds in...

    I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!

    I assure you: it has far more surprises, and is far more difficult than anything you ever tried on your computer.

    --
    Sig for sale or rent. One previous user. Inquire within.
    1. Re:How very ironic... by kahei · · Score: 4, Insightful


      it has far more surprises, and is far more difficult


      Yes. That must be why it's generally more relaxing to play computer games.

      See, it all makes sense if you think about it.

      --
      Whence? Hence. Whither? Thither.
    2. Re:How very ironic... by scratchbuild · · Score: 5, Interesting

      Gamespot reviewed "Real Life" once. It got a 9.6, but that's a really subjective opinion....

    3. Re:How very ironic... by MadFarmAnimalz · · Score: 3, Insightful

      I don't feel there's anything ironic about it.

      I don't mean to flame, but I can't see why or how you got modded +5 insightful.

      I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!

      I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!


      So a pilot wouldn't play a flight sim? A management drone such as I wouldn't play something like Railroad Tycoon? All of these because the meatspace equivalent is more fulfilling?

      Look, it's a game. That is the keyword. It is not an inadequate substitute for real life. There's got to be a million reasons to play those things. See? Another keyword: play.

      You can't get killed in a flight sim and you can't get thrown out on the street if you bankrupt yourself in a management sim.

      And that's just one reason.

      But you already know all of this; you just made that post because it's a tried and tested slashdot cliche for karma points.

      I'm sorr, I really don't mean to flame. Your comment history just indicates you truly can be insightful, and this comment doesn't reflect that.

      --
      Blearf. Blearf, I say.
    4. Re:How very ironic... by rpbailey1642 · · Score: 4, Funny
      I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!

      Because there's a chance in the Sims that my characters will have sex, whereas in the real world...

    5. Re:How very ironic... by Dogers · · Score: 2, Insightful
      You can't get killed in a flight sim and you can't get thrown out on the street if you bankrupt yourself in a management sim.
      Yeah, those damned Enron bums, why do they have to keep bugging me for change on my way to work?
      --
      I am a viral sig. Please copy me and help me spread. Thank you.
    6. Re:How very ironic... by ites · · Score: 2, Insightful

      The irony is this: games are generally fun because they are escapist. Few people get the chance to fly a F16 for real, so a simulator is a rare and valuable thing. Even a simply video game is escape because it lets you pretend you're three again, where little moving blobs are fun.

      But this game... take it to its ultimate conclusion. It simply becomes a more and more accurate rendition of real life.

      It's ironic because people play games to escape real life and here we are with something that actually teaches you to cooperate, to invest, to create alliances and to plan. All those things are great fun, yes, but you can go outside and do them with real people and make real money and meet real girls, and eat real carrots.

      All for $0.00 per month excluding taxes and death.

      Compare this to Slashdot, which is also a game for some people. There is a difference: smart people can use Slashdot (and games like it) to actually reinforce their real life. For instance, I've met a few very interesting people through Slashdot. I've learnt many useful things. I've even learned more about the difference between "flame" and "insightful". Not obvious at first.

      See... my karma is not just a pretty face. I can be insightful if sufficiently provoked.

      Thank you and have an excellent day!

      --
      Sig for sale or rent. One previous user. Inquire within.
    7. Re:How very ironic... by kfg · · Score: 3, Insightful

      . . . online game called REAL LIFE!

      You could have at least posted a link.

      KFG

    8. Re:How very ironic... by blirp · · Score: 4, Interesting
      The irony is this: games are generally fun because they are escapist.

      <snip>

      But this game... take it to its ultimate conclusion. It simply becomes a more and more accurate rendition of real life.

      But ... as this is a game I can be somebody else. I can even try being several different people.
      All without ruining my real life, of which there's only one.

      M.

    9. Re:How very ironic... by tprox · · Score: 2, Insightful

      Exactly.

      The thing is, in this game, the goal isn't to just be. It's about the evolution of the in-game world and a social experiment to determine whether the people involved can band together to build the "wonders" of the world.

      Growing carrots is one thing. You don't need the carrots to eat, though. It's all part of building something else. It contributes to the richness of the world.

      From what I can tell, the endgame requires construction of obelisk's and pyramids. It takes A LOT of resources to accomplish. That's the game. How you get there is up to the players.

  8. Poetic license by MadFarmAnimalz · · Score: 3, Funny

    the law appears for several days in voting booths distributed over all of Egypt, and players can vote on it. If the law gets a two-thirds majority, the developers will then change the game code to implement it

    Cool. Now we (yes, I live there) can get to vote on our laws in a computer game, at least :)

    --
    Blearf. Blearf, I say.
    1. Re:Poetic license by Travoltus · · Score: 3, Interesting

      Ooooh, fun!!!

      Can they use a 2/3 majority to pass a law that requires future laws to be passed by a 100 person Senate and xx person Congress?

      If so, can players then bribe voters or these new 'politicians' with in-game resources?

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
    2. Re:Poetic license by KingRamsis · · Score: 2, Insightful

      Ezyak ! It seems that we will never vote for real in Egypt, I will settle for the simulated real voting for the time being until something can be done about the real simulated voting.

  9. MUSH by kahei · · Score: 4, Insightful


    This is exactly the pattern of old MUSHes and MOOs -- the 'nerd' type will sit and create, and the 'social networker' type will form a overclass that ultimately decides the atmosphere and direction of the community.

    There will always be 2 approaches to getting 20 people to say your statue is interesting:

    1 -- Build an interesting statue.
    2 -- Flirt. ...and the 2nd one will always be more efficient, provided there are enough other people working away at the 1st one.

    Still, it's interesting to watch the patterns develop... I might even try playing in fact.

    --
    Whence? Hence. Whither? Thither.
    1. Re:MUSH by Travoltus · · Score: 5, Interesting

      Indeed. And the key to keeping the workerbees from all turning against you in such a situation is to pit them against each other by defining arbitrary lines between them.

      In real life the upper class pits the Union worker against the migrant farm worker.

      In a MUSH Joanne pits her flirtees against Lisa's.

      In ATITD2, I am assuming that the workerbees will be led to vote for and against things by the designated popular person (maybe even a former workerbee, but also likely to be a vapid uberflirter). They'll naturally form cliques as a result (I think it's called a "cult or personality"?), and opposing cliques will duke it out with words and votes. Of course, the people at the bottom who support the survival of the ones on top will be fighting amongst themselves and will not see the big picture.

      I'm not saying the upper class will be running a conspiracy; this is just how they get when they're elevated to that position. The danger is in that no one really realizes the box that they're in, and that they're being played.

      The danger is that pollution will run rampant in this virtual world, and other tangibly, measurably bad things will happen, as cliques use their popularity muscle to get their way on things.

      Depending on how well ATITD2 is implemented, you could be looking at an accurate representation of Earth in a digital petri dish...

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
    2. Re:MUSH by famebait · · Score: 2, Insightful

      the 'nerd' type will sit and create, and the 'social networker' type will form a overclass that ultimately decides the atmosphere and direction of the community.

      Just like real life.

      --
      sudo ergo sum
    3. Re:MUSH by crazy+blade · · Score: 2, Interesting

      I found both parent comments interesting and even more so because of a very important factor NOT present in the game: PHYSICAL INTERACTION.

      You see, while it may be true that nerd-types may often look "uncool" and while it may also be true that "flirting" can help achieve some goals without effort, in this game these factors are modified. As always, in the net, it's not what you look like it's what you write like.

      I wonder, will players of the game go as far as actually meet in the real world and discuss game strategy......and other stuff?

      --
      To err is human, but to forgive is beyond the scope of the Operating System...
  10. Fun fun fun! by BenjyD · · Score: 5, Funny

    Collecting wood is a simple as clicking on a tree, then waiting 60 seconds for the wood to respawn.

    What fun! That's definitely worth $13.95/month. I can't wait for the "paint drying" mod.

    1. Re:Fun fun fun! by Dogers · · Score: 2, Funny

      Now we're gonna have tree respawn campers too? Great stuff!

      --
      I am a viral sig. Please copy me and help me spread. Thank you.
    2. Re:Fun fun fun! by Dachannien · · Score: 2, Interesting

      Then trade other goods for the wood you need. Or use your offline to collect wood. Or play around with things that don't require wood as a resource.

      Obviously, the game isn't for everyone, but it's more complicated than you try to make it out to be.

  11. Re:Confused. by Anonymous Coward · · Score: 4, Funny
    Let's break it up, shall we:

    While (a relatively small game as defined by player count), ([A Tale in the Desert] was a rather robust experiment into (just how much crafting [a massive online gamer] would like to do).

    In other words,

    1) A Tale in the Desert is a small game, yet

    2) It is a rather robost experiment into:

    3) Just how much crafting a massive online gamer is willing to do.

    The only stupid part about the sentence is the term 'massive online gamer', which implies a massive guy sitting around playing a game. Now, this may be true in many cases, but certainly not all.

    It is the game itself that is massively multiplayer ... not the gamers.

  12. Re:Confused. by moonbender · · Score: 4, Informative

    "While a relatively small game as defined by player count"

    ATITD has a small user base compared to massively multiplayer games like EverQuest or DAoC. Of course player count is only one way to define a game's size, you could also refer to depth or amount of content.

    "A Tale in the Desert was a rather robust experiment into just how much crafting a massive online gamer would like to do"

    Crafting is one of the things nearly all MMRPGs have - a crafter refines resources and builds new items from them. The amount of crafting an MMRPG has varies, in ATITD it was basically the focus of the gameplay (along with social interaction). In other MMRPGs that would be combat.

    The wording "a massive online gamer" should probably be "a gamer of massively multiplayer online games", although that's a fairly obvious mistake.

    So in conclusion, due to the focus on crafting, ATITD was in a way an experiment if players would be content with this gameplay style. Since it was a very thorough experiment, it was also robust. It was an experiment because nobody tried that before, at least not to the extremes ATITD did.

    HTH.

    --
    Switch back to Slashdot's D1 system.
  13. massive online gamers by j1mmy · · Score: 3, Funny

    at least we're being honest here

  14. Re:what's this doing on the FP? by Rakshasa+Taisab · · Score: 2, Funny

    You're right. How could they possibly put a game that doesn't have a giantic budget nor the support of any hugh corporation... what is /. coming to...

    All they got is a bunch of nerds hooked on it. And I think they forgot to implement H&S.

    --
    - These characters were randomly selected.
  15. Answer to all who advocate "Real Life" by Anonymous Coward · · Score: 5, Insightful

    As Samuel Clemens once pseudomonously wrote, and I now paraphrase: "There are wealthy men, who at great expense hire coaches and dress in their Sunday finery to be driven about the countryside. Yet if those same men were approached with the same carriage and coat and asked to ride the coach for pay; they would refuse, because that activity would be the provenance of work and not fun at all."

    While you advocate a return to "real life", which you find to be fun, challenging and difficult; there are others who couldn't care two figs and a rolling boll weevil for your opinion of the grandiosity of the real world. That we are paid in the real world for performing the same real activities as imagined activities makes those activities the provenance of work, even if all we are paid in is satisfaction of a job well done. We wish to have fun and at great expense we pay others to give us fun. That is our choice and it is the right one for us.

    So, I propose a solution: you have your fun on the cheap, as it were, in real life and let those of us who can afford to have our fun at great expense to do so. Our chosen activity injures you not at all and complaining because our form of entertainment is not your chosen form of entertainment is not only useless, but massively condescending. I don't remember inviting you to condescend to me.

  16. Impressions of the first by DrXym · · Score: 5, Informative
    Okay, I played the game for about a month so perhaps I didn't 'get' it all but I'll lay down my impressions.

    First the good. You could download the game and play for free to see if you liked it. This is a very, very good thing. That the Star Wars Galaxies & others don't do this says a lot. There is also a Linux client.

    The free period has some restrictions on what you can do, but it gives a good taster for the game. So I paid for an extra month and played during that period.

    Additionally the play world is truly massive. You can wander around, find a spot by the river and start building a little village. Join a guild and everyone can start communal factories specialising in one thing or another. In theory therefore you have a little community and you could barter with another community, specialise in one particular thing and so forth. Still, you have to good at doing something and that means a lot of time is spent producing 'things' to trade with.

    If you become bored by the constant grind of producing items you can become an artist or a politician. For example a politician can have laws enacted into the game (e.g. rotten flax becomes public property after 20 minutes). An artist can make sculptures that others can rate. There is also points to be had for leading newbies through their initial tests, so you'll find yourself being helped as soon as you enter the game.

    As the world as a whole advances you can contribute surplus items to advance the world's technology. For example give enough of one thing and oil suddenly becomes available and with it items that require oil as a component.

    Did I mention there was no killing? Yup the whole game is communally based, although there was a ritualised combat game (think Yuh-gi-oh) you could play, though I never did.

    Now the bad. The intent of the game is that you wander the desert and set up shop where you start weaving, baking bricks etc. This becomes exceptionally tedious. Making anything is extremely long winded. Collect straw and mud to make bricks, dry bricks on a rack (made from wood you gathered and planed), make a kiln, pour water on mud to get clay, spin clay into pots, fire pots, use pots to collect water to make more pots. Look forward to this because this is your life. If you're not doing that you're growing flax, collecting thorns to make a flax comb etc. Did I mention it is tedious? If you're lucky, you find some generous soul has donated some equipment such as kilns and forges to the community. If you're unlucky you'll have to make them from scratch too. The tedium can be broken by creating works of art, or fishing or other pursuits, but this game is one long Skinner box. That's not to say other MMPORGs are any different, but ATITD turns it into an artform.

    Now the world is massive, but it looks the same. The graphics are pretty sucky too. I'm sure the real Egypt is grass and sand too, but it could still be made more interesting than it is. Wandering from one end of the world to the other to collect seeds or fungus, takes ages and is also very tedious even when you gain waypoints

    So all in all, ATITD feels more like a brave but failed attempt to produce a communal game.

    It's hard to tell what the second version is like without downloading it (the screenshots are postage stamp size), but my opinion is that ATITD2 would be better if it included:

    1. More eye candy to while away the time. More scenery, wildlife (bugs, birds, crocs etc.), interesting architecture, seasons, weather, clouds, meteorites, unique ruins in the desert etc.
    2. Dump the skinner box attitude. A better approach would be if you could tell your person to make 10 pots and he goes about it automatically without the monotony of clicking through every bloody dialog to do it.
    3. Throw in some cities, with interesting architecture, NPC traders, markets etc. to wander through.
    4. Fighting. I know the game is communal, but Egypt still needs warriors. Perhaps certain parts such as the borders and coastli
    1. Re:Impressions of the first by hsoft · · Score: 2, Insightful

      I only played the 24 hours they gave a couple of months ago, and that is quite the impressions I got.

      I think that the game basics are *very* interesting. The graphics are not so bad, I think that it is the interface that could be improved, namely character control and inventory management (that's the 2 things I remember that didn't impress me).

      Well, in fact, probably that if I played that game when I wasn't soo busy in my life with other things, I would still play. The grinding didn't bother me that much. As another /.er said, the tech advances you get later lets you avoid that grinding, and since you grinded before, it makes you appreciate that tech even more :) . And the grinding in this game have something... zen. Unlike other games, you're not really grinding for XPs, you're actually *want* the item you're crafting, not the XPs associated with it, and I like that.

      In 2nd fact :), if I wasn't in process of giving NWN RP side a second chance, I would probably be trying the beta. (I'm not a student anymore. I don't have 20 hours a week to give to games...)

      --
      perception is reality
    2. Re:Impressions of the first by Tairnyn · · Score: 2, Interesting

      As someone who played Tale 1, for the most part I agree with the parent that the game is poorly paced. The 2nd telling didn't actually improve much from what I can tell. One of the largest changes, requiring you to build compounds to hold all major structures, (including sculptures, which are voted on by the populace to pass the test) now makes every area look just about the same.. a sea of off-white compounds. Worse yet, you can only view the contents of one compound at a time, forcing even those with a cable modem and decent graphics card to be reduced to the least denominator. If the compounds merely established boundaries of an area you've claimed I'd be much more apt to like them. As it is now, they are a magical tarp covering all of Egypt. I came, I saw, I had better things to do.

      --
      "Don't waste your time or time will waste you" -MUSE
    3. Re:Impressions of the first by argStyopa · · Score: 4, Insightful

      I find it interesting that people that want to create "realistic" worlds like this, invariably eliminate the ability to kill other players.

      As distasteful as that might be to the sensitivities of some of the programmers and players fleeing the kill-everything gaming world, the fact is that the idea of killing & death - either the fear of it or the causing of it (and no, you can't respawn or get another account) is INTEGRAL to the behavior of people, cultures, religions, everything that makes us human.

      Earlier posts above referred to the typical pattern of these games, where there are nerdy types that end up as workerbee crafters, and there are social-types that invariably end up running things. However, the ultimate governor to all this is the fact that in the Real World (tm) if someone is exploited enough, they may just kill their exploiter.

      It has laws? Well, the funny thing is that in a game, laws are mandatory while in Real Life (tm) they are simply consensual. Perhaps enforced strictly, but still consensual. If the law is passed that says "houses can't be built within 100 feet of each other", in a game, the game engine simply prevents this from ever happening.

      IRL (tm), someone could STILL build their house 50' from yours. The question is: what are you going to do about it? Is it worth fighting about? How about if we pool a little of each of our money, and have a group that their JOB is to make sure they have more force to keep our rules in place than someone could muster to break them.

      Of course then your problem is, who watches the watchers?

      Read the Story of the Jesse Wall (by Wagner James Au, IIRC) in the Second Life website. Linden Labs created a killable zone, and the example was far closer to a Hobbesian state of nature (and, IMO, more like early societies) than the idyllic crafter communities that some people like to imagine that 'noble savages' lived in.

      Ironically, the results were positively medieval. On the one hand, some of each group were thrashing it out with violence which was really only escalating things (and eventually, the WW2OLers *would* have either been wiped out, or reduced to a pathetic rump state which enough of the majority pitied enough to leave extant).

      On the other hand, a large number of people appealed to the admins to "FIX SOMETHING!" (ie. religion). Ultimately, it was only resolved in a gamey fashion: the intervention of Linden Labs, the cordoning off of people into certain zones, and game-enforced bans. Too bad, we could have really had an interesting experiement.

      Unfortunately, we don't HAVE an admin@universe.net IRL that can set the rules to no-PK in this world, no matter how much we appeal to them, so we're better off studying models that realistically represent behavior than these stilted artificialities.

      --
      -Styopa
    4. Re:Impressions of the first by Drawkcab · · Score: 2, Insightful

      You said that when someone dies, they can't get another account. Totally unenforceable, not to mention suicide for a for-profit business. The jackasses of the world will get new accounts, play for a few days, go on a killing spree, then repeat.

      What all games lack by their nature is true accountability. The worst that can possibly happen to you is you can't play that one game anymore, but there are always hundreds of other games, plus real life, waiting for you. Everyone quits a game eventually, and when they do, they might as well go out with a bang. But most people don't commit suicide even once in their lives. Thats a major difference. Another major difference is lack of persistence. You can't be on call to defend your property 24/7 in a game, if you have a life. Real life is persistent. In games people log in and log out and can only be expected to be there a small fraction of the time, and not the same fraction of time that others are there. These fundamental differences make total realism with regard to violence unworkable.

      Unrestricted PvP totally changes the nature of the game. Not everyone wants to pay to log into a game just to watch their back the whole time. You went afk for a few minutes to answer the phone? Too bad, you're permanently dead. There are PvP games out there to choose from, but they tend not to do as well. If thats really what people want, they're sending the wrong messages to the market.

  17. Another similar MMO by Gwala · · Score: 4, Informative

    Another similar MMO is the poorly-named 'Second Life', published by SF Based Linden Labs. Which is an entirely player-maintained MMO. (ie: 99.95%+ of items, events & actions are built, run & maintained by players).

    It mixes some features of ATiTD with a much wider array of customisability (mostly through the in-world C-like scripting language 'LSL'), and can in turn be more interesting purely from creative possibilities. (Since there is no 'levels', 'skill points', it's entirely based on your own prior experience as to what you are capable of), ignoring the incredibly poor choice of name, it actually is more like a proper 3DVR platform mixed with some MMO elements, that what the name implies. (also see ActiveWorlds for a much more primitive similar design). If your interested, there's a 7 day trial availible (with refferal / without refferal link). Worth checking out as well as ATiTD.

    -Adam

    --
    #!/bin/csh cat $0
  18. Don't knock it til' you've tried it by Apathetic1 · · Score: 4, Informative

    I played ATITD and loved it. I was part of the guild that built the first Deep Well Mine and helped open up the petrolium tech tree. Many of the tasks that were very tedious at the beginning of the game (like growing flax or making bricks) grew less so as technology advanced - you could fill a brick making machines with supplies and let it run while you were logged off, for example. You would log back in some hours later and 500 bricks would be waiting for you.

    All I can say is don't knock it until you've tried it.

    --

    My username does not make me Apathetic. It's irony, get it?

  19. It is a complementary system by monkeyGrease · · Score: 2, Interesting

    Most people would prefer nearer to the 'top' of the 'heap' than not. If there is only one 'top' of one 'heap' than only a small percentage of the population can be happy (I'll defer an exact definition of happy).

    In other words, everyone wants to feel special.

    Fortunately, in real life there are multiple 'tops' (fastest 100m runner, richest person, sexiest babe) and multiple 'heaps' (local, regional, or global; money or power [although correlated]; skinny or curvy).

    This allows for much more special feelingness to be attained in the population. Virtual worlds add more tops and heaps, but they also add more chances. In real life we carry consequences of all previous choices and actions forward, and often route into a condition of reducing flexibility. In the virtual, one can 'reset' as often as one likes (bound by real world restrictions since the real world must host the necessary real bodies and equipment).

    One nice feature of the virtual worlds is that they could eventually draw population away from competition in the real world, making the satisfaction of us real world participants higher.

  20. Re:Confused. by Drawkcab · · Score: 2, Insightful

    While the player count is smaller than most commercial MMORPGs, all of the players are on a single server, whereas most larger games are split up into several shards. Also, each player in atitd has lots of buildings, so their presence is felt even when they aren't online.

    Thus, while the total subscriber count may be less, the few thousand players all sharing the same world, and all having a noticeable affect on it, still qualifies it as "massively" multiplayer, instead of just being a MORPG.

    The differences of atitd compared to nearly every other mmorpg makes it newsworthy and interesting to follow (and the fact that it has a linux client doesn't hurt its chances of getting a mention on slashdot.) If this were generic fantasy murder simulation number 500, then it would be flying under the radar with only a few thousand subscribers.

  21. A (good) Half Of A Game by Shihar · · Score: 2, Interesting

    ATITD is half a game. It is a crafter's utopia and little else. What ATITD is missing is any sort of excitement, adventure, exploration, or intrigue. It does an amazing job getting rid of 'levels'. Most of what it does right it does dead, on, it just isn't enough for most people. I swear, when I play ATITD I feel like someone made an amazing kick ass MMORPG, then stripped away everything but the economy, and ATITD is all that is left.

    ATITD has the right idea, and I think it is an excellent example of how MMORPGs can progress past the stupider the fuck AD&D mentality. Now what we need is that takes what ATITD does right, and puts it in an interesting world with a little excitement and adventure. Bonus points if this hypothetical world can utterly ignore levels like the way that ATITD does.

    ATITD is not for everyone. In fact, it is not for most people. What it is, is some original thinking that should jar the some creativity into the future generation of MMORPGs. Obviously the next generation of MMORPGs hasn't gotten a clue. World of War Craft, The Matrix, and the other up coming MMORPGs clearly are still stuck with a AD&D mentality, but hopefully the generation after the next round of Everquest and UO clones come out we will see some REAL innovation like what is show in ATITD. Here is hoping.