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 Post subject: Re: Anno 1700
PostPosted: Tue Oct 02, 2018 12:05 pm 
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Joined: Sat Jun 13, 2009 3:08 pm
Posts: 117
Location: Denmark
I'm so sorry for the inconvenience, guys.
I promise that if I ever see Campbell I'll whip his butt with a wet newspaper…

Hope you'll enjoy the game despite all the hassle...

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Work in progress: D-Day (Adrift V.5)


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 Post subject: Re: Anno 1700
PostPosted: Fri Oct 12, 2018 1:16 pm 
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Joined: Sat Jun 13, 2009 3:08 pm
Posts: 117
Location: Denmark
I've just uploaded a new version of Anno 1700.
A few minor typos has been fixed, plus a wrong description on a dark location.

P.s.
If you haven't already found out, Campbell has uploaded a "stand alone runner" for playing Adrift V.5 games.
Download it and run it and you'll be all set for playing Adrift V.5 games.

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 Post subject: Re: Anno 1700
PostPosted: Sat Oct 20, 2018 1:45 pm 
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Joined: Sat Dec 22, 2007 9:44 pm
Posts: 260
Played through this game; the game as a whole felt undirected and seemed to go more for length than depth.

Spoiler: show
There were a number of places where commands were dependent on the noun phrase used. For example "UNLOCK DOOR" gives a message that it isn't locked; "UNLOCK DOOR 101" works. "GET CANDLEHOLDER" triggers a side effect. "GET IT" (when "it" refers to the candleholder) does not. (Cause: The game uses General Tasks when it should be using Specific Tasks.)

My initial attempts to interact with my new employer stumbled. "TALK TO WOMAN" was not implemented. "ASK WOMAN ABOUT KEY" said she gave me a key, but didn't. "ASK WOMAN ABOUT JOB" gave a message that she didn't understand me. "ASK WOMAN ABOUT HOTEL" said I should drop my luggage first. Dropping my luggage there didn't work; trying to go to my room gave the message that I should announce my arrival. At this point, I went to the walkthrough and found that I needed to "SAY HELLO TO WOMAN" first.

There is also a significant amount of random searching of scenery.


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 Post subject: Re: Anno 1700
PostPosted: Thu Oct 25, 2018 4:59 am 
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Joined: Sat Jun 13, 2009 3:08 pm
Posts: 117
Location: Denmark
ralphmerridew wrote:
Played through this game; the game as a whole felt undirected and seemed to go more for length than depth.

Spoiler: show
There were a number of places where commands were dependent on the noun phrase used. For example "UNLOCK DOOR" gives a message that it isn't locked; "UNLOCK DOOR 101" works. "GET CANDLEHOLDER" triggers a side effect. "GET IT" (when "it" refers to the candleholder) does not. (Cause: The game uses General Tasks when it should be using Specific Tasks.)

My initial attempts to interact with my new employer stumbled. "TALK TO WOMAN" was not implemented. "ASK WOMAN ABOUT KEY" said she gave me a key, but didn't. "ASK WOMAN ABOUT JOB" gave a message that she didn't understand me. "ASK WOMAN ABOUT HOTEL" said I should drop my luggage first. Dropping my luggage there didn't work; trying to go to my room gave the message that I should announce my arrival. At this point, I went to the walkthrough and found that I needed to "SAY HELLO TO WOMAN" first.

There is also a significant amount of random searching of scenery.

Hi
Thanks for playing the game.
I've sent you a pm in the Adrift forum answering some of your comments.

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 Post subject: Re: Anno 1700
PostPosted: Mon Nov 12, 2018 2:05 am 
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Joined: Wed Aug 17, 2016 12:06 am
Posts: 50
The beginning gives a brief background for this ADRIFT game: I'm a young woman trying to find myself, basically: interest in history, college sabbatical, going to my new job as a receptionist at an old hotel in Mexico, in a gulf where pirates once roamed.

I arrive. I talk to my boss, get my room key. I change clothes in my room. Then my boss tells me to just, look around, make sure the guests are happy.

And I go around, and try talking to guests, who all don't respond much. Greeted the cook, tried greeting the maid, no other staff around. There's a framed newspaper article in the lobby, says this place used to be a brothel run by the current owner's great grandmother. I ask my boss about it, she tells me about secret tower that was closed off.

And that's about as far as got before I had to check the walkthrough, and from then on that was what I was basically following. Later on, there's some get some secret passages, lots of hidden objects and masked levers, with some guess-the-verb issues, like
Spoiler: show
put key in =/= insert key in
push/pull thing =/= turn thing


I stopped when the key I was using unceremoniously broke, and I looked at the walkthrough and it said that I just had to exit the room and go back, and I just had no clue where it might want me to go next. I didn't want to just follow a walkthrough step by step.

So the beginning is just straight prose. Bit boilerplate, some slightly unnatural phrasing, but it's fine, establishes a character. Then the game starts, and you turn back into Generic IF Adventuring Protagonist, and none of your character background really comes up.

I don't know if other people play this way, but if I'm told I'm a receptionist, I'm going to do my darn job, especially after the sincere slice-of-life intro. I'm not going to start poking around at trees, picking stuff up, or even wandering around the hotel; I looked for my boss, I did what she told me to do, then I tried to look around for guests to help. And there weren't any.
Spoiler: show
Would it have helped if a guest had told me there was a squirrel problem, or something? Maybe.


I just think this feels too undirected. I'd love if the protagonist imposed themselves a bit more, expressing interest in the newspaper article, showing surprise at the secret passage, and in general directing some motivations for me to follow. But if it isn't supposed to be that sort of game, it might still help if the description told me the candle holder looked suspicious, or the statue's hands look like they rotate. Things happen, things "rise", without really suggesting what action I might take next, and even important objects don't suggest what I might do with them.

If those things were fixed, and if more verbs were implemented for puzzle objects, I think the puzzle aspects of this would be fine. I think they'd work well to generate a sense of mystery, of delving into a secret/hidden past. The history and geography of the place is intriguing and decently established, and I really liked the setting. The backstory-focused descriptions were good; it's just the ones for interactable objects that were unhelpful, and generally it was just too hard to figure out what the game wanted me to do. (Also, it seems like this has been updated since I downloaded and played it, so some of this might be out-of-date!)


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 Post subject: Re: Anno 1700
PostPosted: Thu Nov 15, 2018 11:02 pm 
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Joined: Thu Jun 21, 2012 5:47 pm
Posts: 115
I've also posted a review of the game on my blog.


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