Today, we head far far outside the mainstream to a game that many of you know little about. A Tale in the Desert is often cited as a niche game, usually serving a population of 1000-2000. eGenesis’s Egypt is certainly an unusual place, where the head developer might respond to your bonfire problems and Pharaoh himself could pop in to for a glass of wine or a puff on your hookah. It is an Egypt knowingly in continual beta, where citizens work out the bugs in new technology as it is implemented on a daily or weekly basis.
It may or may not make sense to speak of A Tale in the Desert, as the third telling of the tale approaches. ATitD is designed to work in cycles: the tale starts, it winds to its conclusion, and it ends. After the end of the world, the world is reborn again. You bring into the new Egypt your experiences and your connections but not your previous wealth. It is a land where knowledge and networks are worth more than gold or blood.
Continue reading Some Things A Tale in the Desert Did/Does Right