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A Tale in the Desert III Launches

Teppy writes "The third version of the unique Egyptian MMOG A Tale in the Desert is now available. Changes from previous Tales include the new Discipline of Harmony, a game-wide Events system, and 'Principles'. Principles consist of 49 snack-sized challenges that provide a gentle introduction to a hugely complex game. Other enhancements include regional chat, community-unlockable Tests, dozens of new and changed Skills, and of course the Legacy Tests designed by the Oracles of A Tale in the Desert II. Windows, Linux, and OSX clients are available for download."

5 of 23 comments (clear)

  1. 2 Thumbs UP by TheCarlMau · · Score: 4, Interesting

    I've played since Tale 1, and I've always enjoyed it. I think eGenesis has finally perfected it with Tale 3. The travel system and level system is completely revamped, and a great community. If you're interested in a non-convential, unique game, go for it. There's even a Linux client with a very technical community. ie: everybody whinced when this was posted on slashdot! ;)

    1. Re:2 Thumbs UP by turtledawn · · Score: 3, Informative

      It's great if you don't have anything else to do with your life. I played for about six months last winter (Whoo Karnak! Hi Guardians of Re!) and had to quit because the boyfriend couldn't handle me talking about breeding scarab beetles any more. The only problem I found was it was impossible to be a casual gamer- you'd come back after a weekend trip and find that not only had three new techs been opened, you were now good for nothing but growing cabbage. Sigh. I was in a research guild, YMMV.

      --
      Uh, "if it looks roughly mouse-shaped according to my infra-red sensitive pit, eat it"? --Chris Burke 09-08-10
  2. What's different since tale 1? by aapold · · Score: 3, Informative

    I played in the first one, really enjoyed it for a time (especially the non-obtrusive client that let you do whatever else you wanted while it ran, a good things ince many tasks involved long wait times).

    I didn't mind the lack of combat. There was plenty of challenge. I loved the ability to influence the game's design. However, finding a good spot always seemed a challenge, it seemed the good ones in the starting areas got gobbled up quickly, even given the relatively small playerbase... and the main frustration I had in time was the insanity of trying to compete in challenges with large well organized guilds. FOr example, I remember a challenge to make a tower taller than all in the area. The first one was easy, the next had to top that, and so on. In time it required weeks of resource collecting to top the next one, and people, once they were doing it, would routinely exceed the previous height considerably, taking out several tiers in the process. Your only hope was to find an area where no one had done so yet, and that quickly got snapped up...

    The camel thing... that was another insanity. Whoever had the most straw in an open camel pen at midnight when the camels spawned got a free camel (which ate all that straw). Presumably the camel was then too fat to escape via the open gate. Because routinely insane amounts of grain, enough to feed the entire nation of egypt several times over were not enough to compete with guilds that had acres of harvesting combines all pumping straw into one pen just to outdo the others.

    And these were relatively early things in my game experience, i never got near pyramids, optics, fireworks, lasers, and so on... I can only imagine how those went...

    I tend to solo a lot in games. Its what I like to do. And I found the game to be solo-unfriendly. I don't want to get into the then-why-do-you-play-mmorpgs argument, I do like to interact, between long bouts of solo time. That's just my playstyle...

    So, what has changed on this front?

    --
    "Waste not one watt!" - CZ
    1. Re:What's different since tale 1? by Teppy · · Score: 4, Interesting

      Actually, the new Principles that I mentioned in the article submission may appeal to you. Each one is a miniature version of a corresponding Test. For instance, Principles of the Obelisk challenges you to build a 7 cubit tall Obelisk. All Principles are fixed-goal, and nearly all are non-competitive. Tests, including the Test of the Obelisk that you describe, are still mostly competitive.

      Completing a Principle advances your level by one (yes, we have levels now), and unlocks new Principles/Tests, Skills, and Technologies.

      It's still going to be difficult (impossible) to lead construction of one of the final 7 Monuments with a solo spproach, but you may find Tale 3 to be much more fun for your playstyle than Tale 1.

      If you do decide to come back, play for a bit and then tell me if I'm on-track with this analysis. (In-game, /chat Pharaoh)

  3. Re:What do you like about a tale in the desert? by varcher75 · · Score: 3, Interesting
    From what I could gather, the game seemed to be recursive resource gathering/building
    That's only part of the game. If you pursue the path of Body, almost everything requires zero resources. Instead, you will have to travel across all of the game world, to find people/items/locations. Or Worship (does the alignment test still exists? That one require you to find 4 other people "astrally aligned" with you) Then, you have the "basic resources" which is the highly repetitive part - but also the part that every player can do, regardless of their abilities (as a player, not as a character). Then you have whack-a-mole resources (from very simple whackamole like Flax, to barley or glassmaking). Then you have puzzle resources (gemcutting. You have a 6x6x6 block with random holes, and you need to cut sides until you get a specific 3d shape from the block. Require good 3D perception, and each gem is different). And the, you arrive into the various "artistic". Using the same resources as everyone, you need to make something that people will judge better than the others'. Basically, you've judged the game from the newbie game. However, unlike Eq-esque games (like WoW), the game changes dramatically once you find a niche to play (the game is all about various niches which you can choose) where fantasy RPGs basically play the same from level 1 to 60, with just different weapons, items and spells.