The direction the game takes is derived from choices, the alliances built and the enemies made, loyalty and treachery – the conflict on your search for what you desire in and from the game. What makes this game so interesting is that it is propelled by the players, for better or worse, it is dependent on the passion for the game and the relationships built overtime. It does not matter what it is, whether a small detail in the functioning of the society or major feature change, you and the community have a part in the construction of your universe.
You interact with people to seek advocates that can help bring your ideas to fruition by hopefully having it voted into the game. The social element is perpetual in this game and law making is certainly no different. You can now begin to petition your own laws for this new land to which you have immigrated. This is when the game opens up and demonstrates the beginning of what it has to offer you.Īfter becoming acclimated with the basics in a sort of initiation process, you are given access to one of the ingenious mechanics that makes this game special.
When you begin the game you are but a lowly level 0 Peasant, left only with odd instructions to strikeout one by one, tasks from a list entitled “Welcome to Egypt.” Without clear instructions on the intentions and purposes of your existence, you comply out of something more than curiosity.Īfter much exploring, collecting, and crafting you are named as a brand new citizen of the ancient sands of Egypt. It is fascinating to see the assignment of value to items and resources based on their necessity in accomplishing goals, both personal and established. The more of something there is the less valuable it is and the less of something there is the more valuable is. This economy is defined by the resources and crafted items that are made available in the world. Trading is another element that hinges on social interactions and in doing so develops an extemporaneous economy. The manner in which you converse and the outcomes of good and bad interactions influence the way that you, the people around, and the game progresses. The core of the game is designed to be a social experience about building and maintaining relationships. This is just one of many bold moves in the game that sets it apart from all others.Ī Tale in the Desert excels with its dedicated core of players that have created a real community as well an in-game society and a functioning government that establishes its own laws set by the players themselves. The cycle allows for the game to reinvent itself and keep it fresh for old players and consistently inviting to new players. Not only does the game stray from what is a major part of many popular game titles but it resets the world periodically – separating it into “tales” that each builds on its predecessor. It is a MMO roleplaying game that completely eliminates the combat that has become a staple in just about any genre of video games. Gameplay is purely about crafting and the community.Ī Tale in the Desert is not your ordinary game that conforms to patterns in game development and gameplay structures that have been established in the past. Set in ancient Egypt, ATitD has no combat. Making stuff is great, and lots of MMOs, even themeparks, have that, but I also I like setting up shops, trading on auction halls, finding great deals, and knowing just when to buy low to sell high, which isn't always the type of creative PvP gameplay that modern MMORPGs enable, let alone embrace.īut you can't trade in long-gone sandboxes, either, so today I want to tap the collective wisdom of the Massively readers: Which MMO has the most vibrant crafting and trading economy, right now, in a legally playable and living MMO? Specifically, where's the best MMO to truly be a player merchant?Įvery morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming.A Tale in the Desert (ATitD), is a pay to play MMORPG that is completely based on crafting, trading, and technological advancements. I'm an incurable trader and merchant, maybe even more than I'm a crafter, so I'm forever droning on about the good ol' days in long-gone sandboxes where players, not raid bosses, delivered all the objects used in the world.