By Brad Cook

Builder Island is a kind of fantasy island, except no one is yelling about a plane. It’s off-limits to players of A Tale in the Desert (ATITD), but gamer master Kaayru teleported us there so we could discuss what’s new in the game’s 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.

A Tale in the Desert IV

Sami’s 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. They’re impressive achievements — I imagine the ones built to satisfy Wahim’s challenges will be just as majestic.

“The game isn’t 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 ATITD’s 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 IV’s 49 tests will be new, but Tepper keeps all other changes secret until he’s 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 isn’t 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 plague’s 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.

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Large buildings on sand.

Stand the Test of Time. Some of the majestic monuments built during Tale III.

Water fountains in front of large building.

Egypt Comes Alive. Those fountains are part of the game’s enhanced graphics.

Man standing near a hole.

Once More to the Well. A new altar for rituals and a new mine for digging up some important metals.

A statue holding an hourglass.

By Royal Design. These buildings, which are new to Tale IV, are used in the Survivor-like Test of the Covered Cartouche.

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Something Old, Something New…

Waterfront property.

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 ATITD’s 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 we’ve seen is that we can’t grow flax in some places. Of course, we don’t 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. That’s 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 don’t 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 player’s, it will also fill with accomplishments that you’ve 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 haven’t 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!’”

 
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