A Tale in the Desert is a rare breed of MMO for which the "end game" is the game ending and beginning anew. This review is for Tale 7, which is under new management from Pluribus Games, who are doing a great job of updating some of the legacy systems and tuning the speed of advancement and updating decade-old settings.
ATitD takes place in ancient Egypt where after a short tutorial,A Tale in the Desert is a rare breed of MMO for which the "end game" is the game ending and beginning anew. This review is for Tale 7, which is under new management from Pluribus Games, who are doing a great job of updating some of the legacy systems and tuning the speed of advancement and updating decade-old settings.
ATitD takes place in ancient Egypt where after a short tutorial, you are a freshly-minted Citizen of Egypt. There is very little direction to point you on your way, but there is a rich and necessary wiki to help you understand the world you find yourself in. You will gather resources, and learn skills, and grind crafting, and gain levels, and pass tests, and help raise pyramids and complete monuments for the 7 disciplines found in Egypt.
You can choose to focus on a narrow thread of skill, or you can choose to try to do it all. It's entirely up to you and how dedicated you can be to the advancement of Egypt. There is no combat, but there is definitely conflict, as people vie for limited resources, and compete for limited test passes. You can attempt to play the game solo, but to really prosper, you have to make friends, forge alliances, take advantage of public resources provided by other players, and become an active member of the community. Also, you will probably need to make substantial use of the wiki and a plethora of player-created helper pages. Macroing is also perfectly legitimate (and a must for those who suffer RSI-related issues), provided you are at the keys at all times.
The graphics aren't stunning, but they're effective. The audio is vital to several tests and skills, and headphones are recommended. There is situational music that is beautiful but repetitive. The interface takes quite some getting used to, but after a while you'll realize why it is designed the way that it is. Travel is initially very tedious, but gets marginally less so as you advance and more options become available, both to individual players and to Egypt as a whole.
There are guilds. There are personal guilds and public guilds and guilds in multiple parts because there are more members than a guild can hold. You can belong to as many guilds as will have you and as you can handle being a part of, each with it's own individual chat tab. Guilds can be for resource sharing, or for socializing, or for managing advancement of research, or four resource management, or for focusing on a particular discipline, or for even an individual test or skill. Once you have paid the tuition to learn the skill, you can create your own guilds simply by building a guild house and giving it a name.
The client is lightweight and the vast majority of patches are done on the fly without requiring that the game go offline. The developer is invested and approachable and cares about making it a worthwhile experience.
Pros: An amazing community. Varied and robust crafting systems. More to do than you could ever manage on your own.
Cons: Advancement can be tedious and/or grindy. The wiki is essentially required reading. There is more to do than you could ever manage on your own. The game requires significant time investment to do more than dabble. The interface can be arcane and inscrutable.
I highly recommend that people try this game. The game has a 24-hour of play time as a trial, about 25-50% of which will be taken up with going through the tutorial and figuring out how the interface works. Once you're a citizen, you can find a mentor to help you get settled in Egypt proper and start your new life. It's not for everyone, however, particularly those that like dynamic battles and epic encounters over exploration and creation and conflict without combat.… Expand