- Site: A Tale in the Desert IV
- Publisher: eGenesis
- Developer: TransGaming, Inc.
- Genre: Role-Playing
By Brad Cook
Builder Island is a kind of fantasy island, except no one is yelling about a plane. Its off-limits to players of A Tale in the Desert (ATITD), but gamer master Kaayru teleported us there so we could discuss whats new in the games fourth iteration, known as a Telling. As the story opens, the Pharaoh played in the previous three installments by ATITD creator Andrew Tepper has passed away, and his eldest son Sami has returned from his studies in Greece to assume the mantle of Pharaoh.
Samis brother Wahim, however, points out that Sami can only become Pharaoh by consent of all brothers, and he refuses to agree, saying: Under your leadership, I see no future except generations of spiritless farmers. Sami counters with As a child you were never quite happy, except when causing misery for others, but Wahim remains resolute. Ostensibly taking on the role played by the Stranger in previous Tellings, Wahim devises a series of challenges in seven disciplines for the people of Egypt. (Tepper, of course, plays both roles; whether other brothers exist is an unanswered question.)
You are a member of the latest generation of Egyptians to tackle these tests the previous generation passed the ones presented to it by successfully building seven monuments, one for each discipline. You can see those monuments in the game (the ATITD wiki lists their locations), but Kaayru, thanks to the magic of Builder Island, is easily able to make them appear. Theyre impressive achievements I imagine the ones built to satisfy Wahims challenges will be just as majestic.
The game isnt afraid to take chances with content.
- Telanoc, a veteran player
First One to Climb the Mountain
Kaayru summons two players, Telanoc and Alexandriall, to join the discussion. Both of them cite ATITDs social aspects as a major reason for playing. Telanoc explains: I have never seen a place where the people are so involved with each other on so many levels. What hooked me and keeps me coming back is the way the game is played. When something is done here, it is done. There can only be one person to climb the mountain first. It gives a history that other games lack.
Part of that history involves the players creating unique tests that are carved into the monuments for their respective disciplines and incorporated into the next Telling. They guarantee that at least seven of ATITD IVs 49 tests will be new, but Tepper keeps all other changes secret until hes ready to reveal them. As veterans of previous Tellings know, there are always surprises in store.
Telanoc, who has been a regular player since Tale II, elaborates: The game isnt afraid to take chances with content. In Tale III, there was a plague that was really controversial to many people, and it was interesting how we dealt with it: some people buckled down to look for a cure, some people tried to keep on going as if nothing had happened, and others hid in their homes.
He adds: The plague started because we found crates washed up on the shore. When we went to open them, they gave a big warning that to do so might be dangerous, but we opened them anyway. That last part is interesting to me, the balance between the temptation for profit versus danger. In ATITD, all players are free to take those risks. Or not.
The Wow Factor
The plagues effects on Egypt and its eventual cure were under the players control; they guide the course of each Telling by proposing and voting on laws. Telanoc also points out that the community self-polices behavior: We set much of what is acceptable and what is not.
That desire for self-regulation arises from the pride he and Alexandriall see in many players. I have seen people take their real-life knowledge and apply amazing results to their buildings and homes, Alexandriall observes. She adds: I love the construction aspect. I have played The Sims and this game has similar building qualities.
Our discussion complete, Kaayru treats us to a display of some of his favorite fireworks created by players as part of the Test of Pyrotechnics, which will almost certainly return in Tale IV because of its popularity. I think this is one of the biggest wow things in the game, Telanoc remarks as shells burst into trails of dazzling colors overhead. And yet it only scratches the surface of what is in store.
Game Hardware
Check out our systems for your best gaming experience.
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System Requirements:
- Mac OS X version 10.4
- 1GHz PowerPC G4 processor or higher (2GHz G5 or later recommended)
- 768MB of RAM (1GB recommended)
- Video card: GeForce 4 MX (GeForce FX 5600/Radeon 9600 or higher recommended)
- Additional monthly fees required
Something Old, Something New
As in previous Tellings, you tackle seven disciplines Architecture, Art and Music, Harmony, Human Body, Leadership, Thought, and Worship with seven tests of increasing difficulty found in each. The ultimate goal is to work together with other players to build the monuments that symbolize those disciplines. The amount of work and resources required are large, however, so teamwork is key, especially in light of the time limit involved. During ATITDs first and third Tellings, the people of Egypt built all seven, but by the end of the second Telling, they had only completed four. Your effort could be the difference between success and failure this time.
While Tepper, speaking through Wahim, Sami, and yet-to-be-introduced characters, has not taken the wraps off every change to the game, Telanoc reveals that the ecology system has been improved. We can tell it will be much more important in this Telling than in previous ones, he says. One of the first things weve seen is that we cant grow flax in some places. Of course, we dont know why yet, so that will be one of the mysteries for us to figure out.
He adds: We have had different mining systems for each Telling, and this one is new too. We have barely scratched the surface of it, but we have seen so far that each type of ore will have a different sequence or pattern we need to use. Thats a big change, because before, iron, copper, gold, whatever we dug up, it was all the same. We can only speculate on what impact this will have, but it might present an opportunity for different people to be better at mining some types of ore than others, depending on the nature of the pattern.
That Was Neat
A new avatar customization system, complete with the ability to make clothing and accessories, is also planned for ATITD IV. Will it be revealed as part of a test? We dont know yet, Kaayru responds. In the third Telling, one big change was the ability to swim, and that came from a test. Another was the ability to fly, and it came from an event.
As you explore Egypt and participate in tests and events, a new Achievements list automatically populates itself with your accomplishments. When you compare your Achievements list with another players, it will also fill with accomplishments that youve heard about from them. For example, if you meet a player who has Lit a Firework on her list of Achievements, you will have heard of that accomplishment, even if you havent done it, allowing you to pass it on to others you meet.
As we socialize and compare, explains Telanoc, the list grows. The more you compare, the more accomplishments you have heard of. And as the Telling goes on, who knows how long the list could be.
Like everything else in ATITD, all changes in the fourth Telling will be subject to player input. The players have a huge impact on what goes on here in terms of content, says Telanoc. If we have ideas, and Tepper likes them, they often get tried out. Sometimes we all go Oops, but more often it is That was neat!