By Brad Cook

You’ve heard the story from your great-grandparents: a mysterious Stranger arrived in Egypt and challenged the people to build a world outside the Pharaoh’s decrees. He asked them to pass 49 tests and work together as a nation to build seven Great Monuments.

The first time the Stranger made his demands, the people of Egypt succeeded in building all of the monuments. During a second visit by a new Stranger, however, their grandchildren only completed four of the seven structures before time ran out. Now the great-grandchildren of the original Egyptians strive to exceed their forebears’ achievements after a third Stranger appears.

Leaving a Legacy

As we explained in our article detailing A Tale in the Desert II, this massively multiplayer online role-playing game differs from many of its kin by emphasizing cooperation, building construction, and rule-making, with nary a violent action to be found. Each iteration of the game is known as a Telling, with the third one now in progress.

As before, you tackle seven disciplines — Architecture, Art and Music, Harmony, Human Body, Leadership, Thought, and Worship — with seven tests of increasing difficulty found in each. Those aforementioned monuments correspond to the disciplines, and each one requires 127 Egyptians who have passed at least one test in the required discipline. Those who build each Great Monument also get to design a new test in that discipline, thus leaving a legacy for the next generation.

The 12 Great Monuments (more than one can be constructed for each discipline) built during the past two Tellings still stand in Egypt, serving as inspiration to those who wish to meet the Stranger’s latest challenge. Remember: the Stranger has been known to come up with unexpected demands as the time draws near for Egypt to complete a Telling, so stay alert for last-second changes in your game plan.

Making Your Mark

After passing your initial citizenship test, which is more complex than the tests found in previous Tellings, you begin your life on the Egyptian mainland. As in the previous two iterations of the game, you build your own compound where you store your excess inventory (you can only carry so much slate, wood, and so forth) and work on projects.

Your compound also serves as your mark on the landscape, a notice to other players that you’ve accomplished tasks and passed tests. Customize it with sculptures and other pieces of art to make it unique.

Once you’ve established a home base, you can invite other characters to help you with projects or travel to their compounds and assist with their work. Cooperation is a major part of the game, since Egyptians can’t possibly meet the Strangers’ demands if they don’t play nice. While some characters may achieve great things, and even become Demi-Pharaohs with the ability to ban unruly characters, Egypt as a whole suffers if everyone thinks only of themselves.

And if you’re unhappy with any aspect of the game, simply devise a law to change it. If enough other players vote for it, your law will become the rule of the land.

Mysteries Abound

Each Telling has so far offered odd events that only make sense as time passes and related incidents occur. The third Telling, which started at the end of May, 2006, is no different. With previous Tellings lasting approximately 20 months, you can expect plenty more strange happenings to take place.

So far, people in the Qatara region have, on three consecutive days, noticed a desert wind blowing from a specific direction. Heading that way led to an altar that allowed them to meditate. Each altar also turned out to be a puzzle that provided the password needed to meditate at the next one indicated by the desert wind.

In addition, several players have reported being teleported from their current location to a place with an image of a pyramid on the ground. Then, just as suddenly, they were sent back to the original spot, as if nothing had happened. One of them asked: “What does it all mean? What caused this strange vision? Was I chosen? Or simply plucked at random from the god’s hat?”

Those mysteries, as well as others, will be revealed in due time. And you can bet a handful of flax seeds that they will tie into as-yet-unannounced challenges from the new Stranger. Join the fun to find out more.

A Tale in the Desert II
A Tale in the Desert II
Learn more about A Tale in the Desert by reading our previous feature which covers the second version of the game.
 
 

New Telling, New Features

Gameplay highlights.

The development team at eGenesis has made several changes for the third Telling, starting with a new discipline, Harmony, that replaces the Conflict discipline found in the two previous stories. It focuses on creating the perfect society. Initiation into Harmony requires meeting 10 different people, including the grandson and granddaughter of characters who achieved the Oracle rank in a previous Telling, which means they completed all seven tests in one discipline.

Harmony tests include the test of marriage, which allows you to “marry” another character and share in the fruits of your collective labors, as well as allowing you to log into the game as each other (minus the ability to access personal information, such as credit card numbers, of course). There is also a test of souls, which involves predicting which marriages will last.

The games-in-a-game found in the original Conflict discipline, such as Reflection, will likely reappear in new contexts in A Tale in the Desert III. To learn more about the other six disciplines in the game, read the sidebar in our original article.

While previous Tellings eschewed the level concept found in such role-playing games as World of Warcraft, a similar system has appeared in the third version. You begin the game as a level zero character tasked with completing the basic citizenship test before you can attain first level. You can reach as high as 64th level, which requires passing citizenship, the seven discipline initiations, all 49 test principles, and the seven tests that mean you have become an Oracle in one of the disciplines.

Test principles, which are also new to the third Telling, are different from the tests required to complete a discipline. Each test features a series of principles that allow you to understand the basics and see if you want to proceed further. You can complete them without tackling the tests, which are much harder. As you can see, the principles help you attain higher levels, which in turn unlocks more paths for your character to take.

Other changes in A Tale in the Desert III include a better prospecting and mining system, regional chatting, and more. For more information about the game, see A Wiki in the Desert, which features an atlas, guides to various aspects of gameplay, and histories of what happened during the previous two Tellings.