[quote=Owen Wulf]I must also admit my disappointment in the Silver Tree. While enjoyable at times it never gave me the same grasp of control and exploration that I felt in Fallen London. The most I got out of the project was the permanent invitation to join the Temple Club here in Fallen London. Between the interface and the repetition , I never felt quite at home on the streets of the soon-to-be Fourth City.
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- Add in a map of Karakorum for travel instead of the usual click a card and see your options kind of thing. Our home would be in the Palace and hold detailed information instead of more storylets.
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Something I’ve heard Fallen London praised on is its sense of place. That is, you really feel like you are surrounded by the world. To me, Silver Tree seemed strangely… flat. Sterile. There was plenty of interesting lore, and some nice conversations, but it never felt quite like I was actually there. Maybe because the interface and gameplay was too frugal with details. You needed lots of opportunity cards to proceed, but there weren’t very many different cards, so it just got rather tedious, like you were going through the same events over and over. I seem to remember a lot of hunting through all the cards to find where the option I wanted was, too.
Another thing is, yes, the map. Having an interactive map seems like a small detail, but I feel it really contributes to the feeling that you can actually travel around and be in different places, rather than just accessing everything from a single page. In Fallen London, if you’re tired of digging things up in the Forgotten Quarter, you can stroll down to Veilgarden and you get a new banner and set of storylets, etc.
Then there is the lack of customization, although I’m not surprised about that. The player character has a rather more defined personality because they are, in fact, a specific person. This defines their origin, and most of their purpose. Even if it is left vague, you cannot help but be The Papal Emissary to Karakorum. There is no equipment to wear, and very few qualities to raise. Maybe this is just due to being a small game, but it seemed like there wasn’t much flexibility. In FL, there are all sorts of minor qualities that aren’t necessarily needed to progress, but can pop up unexpectedly when they’re relevant, like being able to use your Tale of the Future to help design your Zubmarine, or using your Newspaper at the end of the Affair of the Box.
Along the same vein, perhaps part of the problem was that the story was already predestined, as well as short. There are many ending options, yes, but (as far as I know) all the major points are fixed. Karakorum still falls. The Princess becomes the Widow. The very existence of Fallen London precludes anything too big from happening.
To conclude: I know I have been rather negative in this post, just saying what went wrong, and what could have been done better, so I’d like to point out that I actually enjoyed the game. It was tedious at times, but I think the writing itself was superb. I especially liked the look at all the Neathy stuff we take for granted, through the eyes of someone who’s seeing it for the first time.