Huw Williams sent this update:
Just wanted to mention that Eamon is now available on the iPhone via "iBasic", a simple little app by Akeysoft Group that lets users play a few different Apple II games. No frills, but still kinda neat. :)
The Eamon Adventurer's Guild Online website is designed to be a comprehensive information source and archive for Eamon adventures. This blog consists of both news about Eamon and my random thoughts about Eamon and the Eamon website.
Just wanted to mention that Eamon is now available on the iPhone via "iBasic", a simple little app by Akeysoft Group that lets users play a few different Apple II games. No frills, but still kinda neat. :)
"Thanks for showing me your EAG article about Leadlight. You covered a good cross-section of opinions in your links to reviews.
I think ultimately that Eamon, or at least my game, is not as archaic compared to modern IF as it may seem at a glance. For instance, the ability to type more than two words often adds little to a game, and a recent survey at intfiction.org demonstrated that in modern games, people only need to type two words 80% of the time anyway. Another point of interest is that even a straight Eamon 7 can take punts at abbreviated words, something Inform cannot do at all (unless the programmer specifies every abbreviation manually).
Combat with random elements is a design choice that has fallen out of favour rather than something which is actually invalid, and I noticed there wasn't a single reviewer who admitted they might simply be bad at this game :) … they just blamed the invisible die rolls and spammed their save games, rather than think about how they were playing. Like in a console survival horror game, you can definitely become a better player by making judicious choices based on experience.
I think the most valid criticism of the game was that some people felt the heroine did not react enough to all the horror. And I realised in retrospect this is a function of the fact that no description can be longer than 255 characters, so some emotional reactions which would have required longer pieces of prose to pull off successfully, had to be dispensed with within a sentence, and looked glib as a result. But this only bothered a minority of players, so I figure it's an okay trade-off considering the fact that I managed to keep paying off all the interactive scenery in room descriptions of 255 characters or less. And that I had to manually justify them for the 40 column screen as well!
I just received my copy of Juiced GS today, and I like your quote about building a ship in a bottle. That is certainly how I feel about the game."
This would have been a pretty damn good game twentysomething years ago. It has a coherent setting, it's good at gestural, tell-you-as-you-need-it information-delivery, it has hints of a plot that is, if not particularly striking, at least somewhat considered. (It seems highly likely that we're either hallucinating or caused all the horrors with our BRAIN.) The trouble is that IF has improved rather a lot over the past twentysomething years.Since you're here, reading this blog, I can only imagine that you've played Eamon and are familiar with it. In a way, these complaints are similar to the old complaints about the older v4 Eamons when v7 was widely available.
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