ATITD2 Early Impressions 129
Darniaq writes "While a relatively small game as defined by player count, A Tale in the Desert was a rather robust experiment into just how much crafting a massive online gamer would like to do. The game is also more evocative of a massive online real-time strategy game than a roleplaying one ala Everquest or City of Heroes. And now there's a sequel. The staff at Grimwell.com has temporarily relocated to Egypt, and provides a live report."
Torrents -Windows Client (Score:5, Informative)
Re:Torrents -Linux Client (Score:5, Informative)
Re:Torrents -MacOS X Client (Score:1, Informative)
Damn Acronyms! (Score:3, Funny)
Re:Damn Acronyms! (Score:1, Insightful)
Re:Damn Acronyms! (Score:1, Funny)
"Home Alone in the Dark" does have a ring to it....
Re:Damn Acronyms! (Score:1, Offtopic)
On the subject of dyslexia:
/. , but you think they could at least get the grammar right in the stories, no?
The staff at Grimwell.com has temporarily relocated to Egypt, and provides a live report.
HAVE!
The staff at grimwell.com HAVE temporarily relocated to Egypt, and provides a live report.
Staff is plural! So it's have, not has!
I know it's
-- james
Re:Damn Acronyms! (Score:2)
I admit, it has a somewhat artificial feel, though.
Re:Damn Acronyms! (Score:2)
'Staff' is a collective noun, and neither a plural nor a singular noun. Check out your Strunk & White or your Chicago Manual of Style.
As a collective noun, it is used in plural when referring to its constituents and in singular otherwise.
The staff are at each other's throats. but
The staff is loyal.
The usage "The staff has temporarily relocated" is absolutely correct, by virtually every news editorial style guide in North America.
In
Re:Damn Acronyms! (Score:2)
It doesn't work like that for the rest of the English-speaking world. Though I accept that this is a US server.
-- james
PS: See here [getitwriteonline.com]:
Committee is a collective noun, just like jury, flock, herd, class, choir, team, family, and other words that refer to a single unit consisting of more than one person or thing. In American English (British Englis
Re:Damn Acronyms! (Score:2)
Re:Damn Acronyms! (Score:1)
Not at all, moderation only reflects on the post, not the poster. If I worried about karma I wouldn't be myself. Posting crap anonymously gives people the wrong impression of you , should they read your posting history.
I prefer the honesty, honestly.
Re:Damn Acronyms! (Score:1)
Who would pay for this? (Score:5, Insightful)
Re:Who would pay for this? (Score:3, Interesting)
Re:Who would pay for this? (Score:4, Interesting)
I will be paying for it. Typically, I can't stand MMORPGs that are all about grind, but ATITD2 has been an absolute blast to play in the last week, and I find myself spending all my free time playing it. I'm not sure that "grind" is the right word. You do stuff to progress, but I don't find it particularly monotinous. Unlike other games, where you kill and kill and kill and do little else, in ATITD2, you build, make items in many different ways, explore, farm, raise animals, trade, and there's a great variety throughout all of it. The game strikes me as much more social than other games as well. And you'd think the lack of combat (aside from duels) would make the game completely boring and uninteresting, but I quite like it. It's a very different and enjoyable MMO experience, and in my case, doesn't have the feeling of grind that most others do.
The monthly cost is a bit much ($13.95), but with much fewer players than the vast majority of MMORPGs, I can understand the cost. In addition, you don't need to pay anything to play except for the monthly cost, and there is a free trial if you don't get a chance to play the beta.
Re:Who would pay for this? (Score:2)
A Machiavellian fantasy? (Score:5, Interesting)
"For example the first test of Art requires that you build a statue, and get 20 players to look at it and judge it interesting."
"ATITD is a very social game, supporting both individual and collective achievement. It is possible for everyone to just playing for himself, but not very effective. To advance your personal path through the tech tree, you often need tools that are quite expensive to build but infrequently used. So forming a guild which shares its tools makes a lot of sense. Public-spirited individuals or guilds can even make their tools available for use to everybody else.
So while there is no combat, there is most certainly the possibility of conflict. Sharing property in a group is not always easy. And everything you do, affects the other players. Build a house in which to place your tools, and at the very least you prevent somebody else from placing a house at the same spot, or block somebody else's view. Build and operate a mine, and you will cause pollution, making somebody else's sheep sick and flax wither. You are changing the world all the time, and that can have positive or negative consequences."
My prediction: This game is absolutely ripe for the picking by people who are good at backstabbing and sycophantry. People who are highly skilled and socially unskilled will be reduced to workerbees, while the PHB types will wind up cliquing their way to the top and lording it over the rest. I can't wait to see this...
MUSH (Score:5, Insightful)
This is exactly the pattern of old MUSHes and MOOs -- the 'nerd' type will sit and create, and the 'social networker' type will form a overclass that ultimately decides the atmosphere and direction of the community.
There will always be 2 approaches to getting 20 people to say your statue is interesting:
1 -- Build an interesting statue.
2 -- Flirt.
Still, it's interesting to watch the patterns develop... I might even try playing in fact.
Re:MUSH (Score:5, Interesting)
In real life the upper class pits the Union worker against the migrant farm worker.
In a MUSH Joanne pits her flirtees against Lisa's.
In ATITD2, I am assuming that the workerbees will be led to vote for and against things by the designated popular person (maybe even a former workerbee, but also likely to be a vapid uberflirter). They'll naturally form cliques as a result (I think it's called a "cult or personality"?), and opposing cliques will duke it out with words and votes. Of course, the people at the bottom who support the survival of the ones on top will be fighting amongst themselves and will not see the big picture.
I'm not saying the upper class will be running a conspiracy; this is just how they get when they're elevated to that position. The danger is in that no one really realizes the box that they're in, and that they're being played.
The danger is that pollution will run rampant in this virtual world, and other tangibly, measurably bad things will happen, as cliques use their popularity muscle to get their way on things.
Depending on how well ATITD2 is implemented, you could be looking at an accurate representation of Earth in a digital petri dish...
Re:MUSH (Score:1)
besides, it's beta, we're not even sure the mines pollute this time 'round. it's on the list of things to check, but we're too busy trying to figure out the new mining system x.x
Re:MUSH (Score:2, Insightful)
Just like real life.
Re:MUSH (Score:2, Interesting)
I found both parent comments interesting and even more so because of a very important factor NOT present in the game: PHYSICAL INTERACTION.
You see, while it may be true that nerd-types may often look "uncool" and while it may also be true that "flirting" can help achieve some goals without effort, in this game these factors are modified. As always, in the net, it's not what you look like it's what you write like.
I wonder, will players of the game go as far as actually meet in the real world and discuss
Re:A Machiavellian fantasy? (Score:1)
Re:A Machiavellian fantasy? (Score:2)
Two players pretending to be foes maneuvered people into passing a number of laws which basically segregated society within the game. It was masterfully pulled off.
I can't wait to hear what the next big coup in the game will be.
Re:A Machiavellian fantasy? (Score:1)
Building a huge pyramid, one that requires some 200 participants, and accomplishing it in a single weekend, is no small managerial feat.
ATITD is very much a social game, but it's no tea party.
Re:A Machiavellian fantasy? (Score:2)
It's got a Linux client--what else ya gonna play? (Score:1)
"My prediction: This game is absolutely ripe for the picking by people who are good at backstabbing and sycophantry. People who are highly skilled and socially unskilled will be reduced to workerbees, while the PHB types will wind up cliquing their way to the top and lording it over the rest. I can't wait to see this..."
I've played Telling 1 for the last year and exactly the opposite has happened. A friendlier online game does not exist--it is sometimes too frie
Massive online gamers (Score:5, Funny)
Perhaps they should craft themselves some running shoes, and lose some of that mass?
Quote (Score:1, Funny)
"MMOGs are like treadmills that make you fatter."
How very ironic... (Score:5, Insightful)
I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!
I assure you: it has far more surprises, and is far more difficult than anything you ever tried on your computer.
Re:How very ironic... (Score:5, Insightful)
it has far more surprises, and is far more difficult
Yes. That must be why it's generally more relaxing to play computer games.
See, it all makes sense if you think about it.
Re:How very ironic... (Score:5, Interesting)
Gamespot reviewed "Real Life" [gamespot.com] once. It got a 9.6, but that's a really subjective opinion....
Re:How very ironic... (Score:2)
It got a 9.6, but that's a really subjective opinion.... [emphasis added]
It is a complementary system (Score:2, Interesting)
In other words, everyone wants to feel special.
Fortunately, in real life there are multiple 'tops' (fastest 100m runner, richest person, sexiest babe) and multiple 'heaps' (local, regional, or global; money or power [although correlated]; skinny or curvy).
This allows for much more special
Re:How very ironic... (Score:4, Insightful)
I don't mean to flame, but I can't see why or how you got modded +5 insightful.
I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!
I wonder why one doesn't just go outside and experience that free-for-ever massive online game called REAL LIFE!
So a pilot wouldn't play a flight sim? A management drone such as I wouldn't play something like Railroad Tycoon? All of these because the meatspace equivalent is more fulfilling?
Look, it's a game. That is the keyword. It is not an inadequate substitute for real life. There's got to be a million reasons to play those things. See? Another keyword: play.
You can't get killed in a flight sim and you can't get thrown out on the street if you bankrupt yourself in a management sim.
And that's just one reason.
But you already know all of this; you just made that post because it's a tried and tested slashdot cliche for karma points.
I'm sorr, I really don't mean to flame. Your comment history just indicates you truly can be insightful, and this comment doesn't reflect that.
Re:How very ironic... (Score:2, Insightful)
Re:How very ironic... (Score:3, Insightful)
But this game... take it to its ultimate conclusion. It simply becomes a more and more accurate rendition of real life.
It's ironic because people play games to escape real life and here we are with something that actually teac
Re:How very ironic... (Score:5, Interesting)
<snip>
But this game... take it to its ultimate conclusion. It simply becomes a more and more accurate rendition of real life.
But ... as this is a game I can be somebody else. I can even try being several different people.
All without ruining my real life, of which there's only one.
M.
Re:How very ironic... (Score:1)
The distinction you've made here is totally arbitary. The only limitations on you being several 'different' people in your real life are purely self imposed. You can acquire the rudiments of many of the skills people enjoy exercising in these games in a surprisingly short ratio to the time they spend playing them. Just find someone that knows how to
Re:How very ironic... (Score:2, Insightful)
The thing is, in this game, the goal isn't to just be. It's about the evolution of the in-game world and a social experiment to determine whether the people involved can band together to build the "wonders" of the world.
Growing carrots is one thing. You don't need the carrots to eat, though. It's all part of building something else. It contributes to the richness of the world.
From what I can tell, the endgame requires construction of obelisk's and pyramids. It takes A LOT of resources to accom
Answer to all who advocate "Real Life" (Score:5, Insightful)
While you advocate a return to "real life", which you find to be fun, challenging and difficult; there are others who couldn't care two figs and a rolling boll weevil for your opinion of the grandiosity of the real world. That we are paid in the real world for performing the same real activities as imagined activities makes those activities the provenance of work, even if all we are paid in is satisfaction of a job well done. We wish to have fun and at great expense we pay others to give us fun. That is our choice and it is the right one for us.
So, I propose a solution: you have your fun on the cheap, as it were, in real life and let those of us who can afford to have our fun at great expense to do so. Our chosen activity injures you not at all and complaining because our form of entertainment is not your chosen form of entertainment is not only useless, but massively condescending. I don't remember inviting you to condescend to me.
Re:Answer to all who advocate "Real Life" (Score:2)
Re:Answer to all who advocate "Real Life" (Score:2)
That we are paid in the real world for performing the same real activities as imagined activities makes those activities the provenance of work, even if all we are paid in is satisfaction of a job well done. We wish to have fun and at great expense we pay others to give us fun.
The example in the parent post was about growing carrots. Now, I don't know anyone who grows carrots for a living, who gets paid for it. However, I do know people who garden and grow carrots, and other veg, as a hobby. Not for pa
Re:Answer to all who advocate "Real Life" (Score:1)
Re:How very ironic... (Score:5, Funny)
Because there's a chance in the Sims that my characters will have sex, whereas in the real world...
Re:How very ironic... (Score:1)
Re:How very ironic... (Score:3, Insightful)
You could have at least posted a link.
KFG
Re:How very ironic... (Score:2)
Re:How very ironic... (Score:2)
Yes, but the difficulty to respawn should be what makes it less fps oriented, and yet, there still are huge amounts of noobs to try to win it that way.
Poetic license (Score:3, Funny)
Cool. Now we (yes, I live there) can get to vote on our laws in a computer game, at least
Re:Poetic license (Score:3, Interesting)
Can they use a 2/3 majority to pass a law that requires future laws to be passed by a 100 person Senate and xx person Congress?
If so, can players then bribe voters or these new 'politicians' with in-game resources?
Re:Poetic license (Score:1)
Re:Poetic license (Score:1)
The people running the game, of course, might panic and decide to declare such a change would break the game... one could only hope...
Anachronox, anyone? (Score:2)
On the othe
Re:Anachronox, anyone? (Score:2)
There is life outside of video games, and things called "Books" that can tell you more about it.
Re:Anachronox, anyone? (Score:1)
Re:Poetic license (Score:2)
Re:Poetic license (Score:3, Insightful)
Re:Poetic license (Score:2)
(Hurries off to go submit his patent application for a method of bricks from mud and grass.)
Re:what's this doing on the FP? (Score:2, Funny)
All they got is a bunch of nerds hooked on it. And I think they forgot to implement H&S.
Fun fun fun! (Score:5, Funny)
Collecting wood is a simple as clicking on a tree, then waiting 60 seconds for the wood to respawn.
What fun! That's definitely worth $13.95/month. I can't wait for the "paint drying" mod.
Re:Fun fun fun! (Score:1)
Re:Fun fun fun! (Score:2, Funny)
I want to be a lumberjack all my youth, you insensitive clod!
Re:Fun fun fun! (Score:2, Funny)
As opposed to what? (Score:2)
Oh yeah, and better go solo at the end of nowhere. You wouldn't want to share that precioussss xp with other players. No time to lose! Gotta race to the next level, where you'll be allowed to beat slightly larger rats with a slightly larger stick.
And be sure to delude yourself that everyone will envy your über-levelled up character. Be sure to attach a list of characters a
Re:As opposed to what? (Score:2)
Someone should invent a reverse-Turing test for games - if it's impossible to distinguish between a human player and a macro in the game, the game's no good.
Re:Fun fun fun! (Score:3, Interesting)
Obviously, the game isn't for everyone, but it's more complicated than you try to make it out to be.
Re:Fun fun fun! (Score:2)
massive online gamers (Score:3, Funny)
Impressions of the first (Score:5, Informative)
First the good. You could download the game and play for free to see if you liked it. This is a very, very good thing. That the Star Wars Galaxies & others don't do this says a lot. There is also a Linux client.
The free period has some restrictions on what you can do, but it gives a good taster for the game. So I paid for an extra month and played during that period.
Additionally the play world is truly massive. You can wander around, find a spot by the river and start building a little village. Join a guild and everyone can start communal factories specialising in one thing or another. In theory therefore you have a little community and you could barter with another community, specialise in one particular thing and so forth. Still, you have to good at doing something and that means a lot of time is spent producing 'things' to trade with.
If you become bored by the constant grind of producing items you can become an artist or a politician. For example a politician can have laws enacted into the game (e.g. rotten flax becomes public property after 20 minutes). An artist can make sculptures that others can rate. There is also points to be had for leading newbies through their initial tests, so you'll find yourself being helped as soon as you enter the game.
As the world as a whole advances you can contribute surplus items to advance the world's technology. For example give enough of one thing and oil suddenly becomes available and with it items that require oil as a component.
Did I mention there was no killing? Yup the whole game is communally based, although there was a ritualised combat game (think Yuh-gi-oh) you could play, though I never did.
Now the bad. The intent of the game is that you wander the desert and set up shop where you start weaving, baking bricks etc. This becomes exceptionally tedious. Making anything is extremely long winded. Collect straw and mud to make bricks, dry bricks on a rack (made from wood you gathered and planed), make a kiln, pour water on mud to get clay, spin clay into pots, fire pots, use pots to collect water to make more pots. Look forward to this because this is your life. If you're not doing that you're growing flax, collecting thorns to make a flax comb etc. Did I mention it is tedious? If you're lucky, you find some generous soul has donated some equipment such as kilns and forges to the community. If you're unlucky you'll have to make them from scratch too. The tedium can be broken by creating works of art, or fishing or other pursuits, but this game is one long Skinner box. That's not to say other MMPORGs are any different, but ATITD turns it into an artform.
Now the world is massive, but it looks the same. The graphics are pretty sucky too. I'm sure the real Egypt is grass and sand too, but it could still be made more interesting than it is. Wandering from one end of the world to the other to collect seeds or fungus, takes ages and is also very tedious even when you gain waypoints
So all in all, ATITD feels more like a brave but failed attempt to produce a communal game.
It's hard to tell what the second version is like without downloading it (the screenshots are postage stamp size), but my opinion is that ATITD2 would be better if it included:
Re:Impressions of the first (Score:2, Insightful)
I think that the game basics are *very* interesting. The graphics are not so bad, I think that it is the interface that could be improved, namely character control and inventory management (that's the 2 things I remember that didn't impress me).
Well, in fact, probably that if I played that game when I wasn't soo busy in my life with other things, I would still play. The grinding didn't bother me that much.
Re:Impressions of the first (Score:2, Interesting)
Re:Impressions of the first (Score:1)
Actually you can download a 14 day free trial [sony.com] of Galaxies which I did and its pretty cool
Re:Impressions of the first (Score:2)
Re:Impressions of the first (Score:1)
Re:Impressions of the first (Score:5, Insightful)
As distasteful as that might be to the sensitivities of some of the programmers and players fleeing the kill-everything gaming world, the fact is that the idea of killing & death - either the fear of it or the causing of it (and no, you can't respawn or get another account) is INTEGRAL to the behavior of people, cultures, religions, everything that makes us human.
Earlier posts above referred to the typical pattern of these games, where there are nerdy types that end up as workerbee crafters, and there are social-types that invariably end up running things. However, the ultimate governor to all this is the fact that in the Real World (tm) if someone is exploited enough, they may just kill their exploiter.
It has laws? Well, the funny thing is that in a game, laws are mandatory while in Real Life (tm) they are simply consensual. Perhaps enforced strictly, but still consensual. If the law is passed that says "houses can't be built within 100 feet of each other", in a game, the game engine simply prevents this from ever happening.
IRL (tm), someone could STILL build their house 50' from yours. The question is: what are you going to do about it? Is it worth fighting about? How about if we pool a little of each of our money, and have a group that their JOB is to make sure they have more force to keep our rules in place than someone could muster to break them.
Of course then your problem is, who watches the watchers?
Read the Story of the Jesse Wall (by Wagner James Au, IIRC) in the Second Life website. Linden Labs created a killable zone, and the example was far closer to a Hobbesian state of nature (and, IMO, more like early societies) than the idyllic crafter communities that some people like to imagine that 'noble savages' lived in.
Ironically, the results were positively medieval. On the one hand, some of each group were thrashing it out with violence which was really only escalating things (and eventually, the WW2OLers *would* have either been wiped out, or reduced to a pathetic rump state which enough of the majority pitied enough to leave extant).
On the other hand, a large number of people appealed to the admins to "FIX SOMETHING!" (ie. religion). Ultimately, it was only resolved in a gamey fashion: the intervention of Linden Labs, the cordoning off of people into certain zones, and game-enforced bans. Too bad, we could have really had an interesting experiement.
Unfortunately, we don't HAVE an admin@universe.net IRL that can set the rules to no-PK in this world, no matter how much we appeal to them, so we're better off studying models that realistically represent behavior than these stilted artificialities.
Re:Impressions of the first (Score:1)
Re:Impressions of the first (Score:3, Insightful)
What all games lack by their nature is true accountability. The worst that can possibly happen to you is you can't play that one game anymore, but there are always hundreds of other games, plus real life, waiting for you. Everyone quits a game eventually, and w
Except For One Thing... (Score:1)
SWG doesn't have a free trial? Sure, if you discount the "14 Day Free Trial".
http://starwarsgalaxies.station.sony.com/ [sony.com]
Re:Impressions of the first (Score:1)
Another similar MMO (Score:5, Informative)
It mixes some features of ATiTD with a much wider array of customisability (mostly through the in-world C-like scripting language 'LSL'), and can in turn be more interesting purely from creative possibilities. (Since there is no 'levels', 'skill points', it's entirely based on your own prior experience as to what you are capable of), ignoring the incredibly poor choice of name, it actually is more like a proper 3DVR platform mixed with some MMO elements, that what the name implies. (also see ActiveWorlds for a much more primitive similar design). If your interested, there's a 7 day trial availible (with refferal [secondlife.com] / without refferal [secondlife.com] link). Worth checking out as well as ATiTD.
-Adam
Don't knock it til' you've tried it (Score:5, Informative)
All I can say is don't knock it until you've tried it.
A (good) Half Of A Game (Score:3, Interesting)
ATITD has the right idea, and I think it is an excellent example of how MMORPGs can progress past the stupider the fuck AD&D mentality. Now what we need is that takes what ATITD does right, and puts it in an interesting world with a little excitement and adventure. Bonus points if this hypothetical world can utterly ignore levels like the way that ATITD does.
ATITD is not for everyone. In fact, it is not for most people. What it is, is some original thinking that should jar the some creativity into the future generation of MMORPGs. Obviously the next generation of MMORPGs hasn't gotten a clue. World of War Craft, The Matrix, and the other up coming MMORPGs clearly are still stuck with a AD&D mentality, but hopefully the generation after the next round of Everquest and UO clones come out we will see some REAL innovation like what is show in ATITD. Here is hoping.
Re:Confused. (Score:1)
Re:Confused. (Score:4, Funny)
While (a relatively small game as defined by player count), ([A Tale in the Desert] was a rather robust experiment into (just how much crafting [a massive online gamer] would like to do).
In other words,
1) A Tale in the Desert is a small game, yet
2) It is a rather robost experiment into:
3) Just how much crafting a massive online gamer is willing to do.
The only stupid part about the sentence is the term 'massive online gamer', which implies a massive guy sitting around playing a game. Now, this may be true in many cases, but certainly not all.
It is the game itself that is massively multiplayer ... not the gamers.
Re:Confused. (Score:5, Informative)
ATITD has a small user base compared to massively multiplayer games like EverQuest or DAoC. Of course player count is only one way to define a game's size, you could also refer to depth or amount of content.
"A Tale in the Desert was a rather robust experiment into just how much crafting a massive online gamer would like to do"
Crafting is one of the things nearly all MMRPGs have - a crafter refines resources and builds new items from them. The amount of crafting an MMRPG has varies, in ATITD it was basically the focus of the gameplay (along with social interaction). In other MMRPGs that would be combat.
The wording "a massive online gamer" should probably be "a gamer of massively multiplayer online games", although that's a fairly obvious mistake.
So in conclusion, due to the focus on crafting, ATITD was in a way an experiment if players would be content with this gameplay style. Since it was a very thorough experiment, it was also robust. It was an experiment because nobody tried that before, at least not to the extremes ATITD did.
HTH.
Re:Confused. (Score:3, Insightful)
Thus, while the total subscriber count may be less, the few thousand players all sharing the same world, and all having a noticeable affect on it, still qualifies it as "massively" multiplayer, instead of just being a MORPG.
The diffe