![]() ![]() ALL of your interaction is with other players. Of course that plays into and is enhanced by the lack of NPCs in the game. Additionally, there are player elected positions (Demi-Pharaoh), player proposed and passed laws, and the general social nature of the game that creates plenty of opportunity for debate and. ATitD has a lot of competitive tests, and a lot of other issues (Pollution, resource availability, etc.) that can create conflict and drama between people. I've seen as much if not more conflict and drama in ATitD than I have in some purely PvP MMOs. Just because I say that there's no combat in ATitD, don't make the mistake of thinking that there's no conflict. ![]() (* - Note - there can be 'NPCs' but only in that the developers may spawn characters for story reasons, but such characters are being controlled by a Dev or GM at a keyboard, not interacting on their own via AI.) Finally, and probably the biggest thing, is that it is designed to have an ending. Secondly there are NO NPCs* to interact with, you don't go out and get your loot and sell it to the vender for in game coin. There is no 'threat' that your character is trying to overcome (There's a challenge, but I'll get into that more later) and you are not a 'hero' that is some how better than everyone else. A Tale in the Desert (ATitD for short) differs from most MMOs in a couple or ways. ![]() Since then it's a game that we've returned to several times over the years and as such I've decided that it deserves some attention again.Ī Tale in the Desert is a persistent MMO with a focus on social interaction, building and puzzle solving. A Tale in the Desert is a game my wife and I first encountered back in early 2003 when it launched. Those that have known me for a while may remember that I wrote about this game a loooong time ago (well a long time ago in computer/game terms at least) on a forum for another game entirely. ![]()
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