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February's ES: The Century Exhibition Messages in this topic - RSS

geremy
geremy
Posts: 70

1/27/2017
I enjoyed this story a lot. It wasn't one of my favorites, and the early portion when you're just wandering around the exhibition was somewhat of a let-down (I had expected more of a carnival atmosphere), but once the action heats up it's an entertaining romp. It was an action-oriented story, and I mostly prefer more mystery-oriented stories, but it's also good to have some variety. And yes, on an echo-per-action basis the rewards were weak, but not everything is about wealth or unique items. Sometimes you just have an adventure and come away with a good story to tell. (Also, there's every chance that the season conclusion will provide a rare or unique "Sunless Skies" item of some kind.)

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Wen Tan
Wen Tan
Posts: 15

1/27/2017
[spoiler]The glass tablet reminds me of a Nokia phone.[/spoiler]
edited by wenberder on 1/27/2017

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Diptych
Diptych
Administrator
Posts: 3493

1/27/2017
Wen Tan wrote:
[spoiler]The glass tablet reminds me of a Nokia phone.[/spoiler]


Well, they do claim their tablets have that scratch-resistant glass...

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wingedcatgirl
wingedcatgirl
Posts: 1

1/27/2017
Tokoz wrote:
Clearly I'm a dullard, but I can't seem to figure out how to actually progress. I started the story, it then returned me to my study, and I'm looking all over london to try and determine where precisely the hell it is.

I accidentally this also. I'm sure it mentioned it somewhere but now it's too late to check...

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Eglantine-Fox
Eglantine-Fox
Posts: 872

1/27/2017
Watchmaker's Hill, guys. smile

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surreyjack
surreyjack
Posts: 105

1/27/2017
Okay, so theory about the glass.

[spoiler]Given the dubious amount of knowledge that we who have not traveled North have about the high wilderness, and the weird nature of it. I'd be willing to consider that the glass is a piece of whatever makes up the high wilderness. It holds the correspondence without any issue and it is unbreakable by any human means, so it's definitely a possibility.[/spoiler]

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Silverias
Silverias
Posts: 123

1/27/2017
You know, I think I would have given this story a way higher rating if we got to keep some of the little things from the exhibits. Either what we picked to contain the wind, or what we didn't. It'd make sense, and it'd give the story a lot of character.

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PSGarak
PSGarak
Posts: 834

1/27/2017
I felt this story wasn't quite up to the standards set by the previous two, but I enjoyed it and felt it was a good use of my time.

I actually really like the way the Expo unfolded. The mechanics and story-telling very much matched the feeling I've had in person at such events: Wandering from place to place, encountering different things, wanting to partake, following one direction of interest and being pulled from another, having to double back and finding a place you've been and getting to see something you were forced to miss... It seemed like how you would go about trying to pursue an actual goal in such a situation. Wandering around, and seeing the sights, and being "led" in a fashion but not a linear fashion. Top-notch use of using game mechanics to establish setting and mood.

I agree with a previous comment about the lack of compelling characters. Also for something supposed to feel action-y, the second half was paced slow.

I think it suffers slightly from being the third story in this arc, and doesn't feel like it offers up as much new lore. This may be an unfair comparison. This may also be a point of ignorance--trains and industry seem to be a Big Deal in Sunless Skies, and establishing them is important, they're just not "mysteries" the way the subjects of the first two stories are.

Like I said at the top, overall enjoyed, and would recommend to others. Just not in my top 3.

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RageBoxAlice
RageBoxAlice
Posts: 9

1/27/2017
surreyjack wrote:
Okay, so theory about the glass.



I wonder if it might be [spoiler] what the Bazaar's Spires are made of?[/spoiler]
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Little Fran
Little Fran
Posts: 15

1/27/2017
PSGarak wrote:
I actually really like the way the Expo unfolded. The mechanics and story-telling very much matched the feeling I've had in person at such events: Wandering from place to place, encountering different things, wanting to partake, following one direction of interest and being pulled from another, having to double back and finding a place you've been and getting to see something you were forced to miss... It seemed like how you would go about trying to pursue an actual goal in such a situation. Wandering around, and seeing the sights, and being "led" in a fashion but not a linear fashion. Top-notch use of using game mechanics to establish setting and mood.

I am just at the beginning of the story, wandering the Exhibition, and this is my sentiment exactly! I love the feeling of actually being at this crowded, a bit chaotic place, having so many different choices and trying to see everything there is at once; the pace of the story feels very realistic so far )

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Zeug
Zeug
Posts: 8

1/27/2017
A few people mentioned the "hidden counter" at the beginning - could you please tell me where it is? I've been wandering the exhibits, and seem to have visited them all, but can't progress.

Update: Ah, after many repeat visits to various exhibit I seem to have triggered something. Phew!

(By the way, I am open for pretty much any social interaction invitations, as are my siblings Flug, Spiel and Silber - invite away!)
edited by Zeug on 1/27/2017

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Catherine Raymond
Catherine Raymond
Posts: 2518

1/27/2017
RageBoxAlice wrote:
surreyjack wrote:
Okay, so theory about the glass.



I wonder if it might be ...
<cut to allow my own spoiler tag>

That seems to be a good guess to me, except [spoiler] the spires of the Bazaar are heavily inscribed with the Correspondence. In the ES, an expert could not manage to even dent the surface of the glass with a rune that usually causes an intense fire when even lightly inscribed. Of course, being what the Bazaar is, it likely has means of making inscriptions that are not within the ken of ordinary mortals.[/spoiler]

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darV
darV
Posts: 20

1/27/2017
A hard disappointment this month, not good at all. No 'story' in this story somehow... But this kinda balances out with last mont's superior piece to form an overall mediocre experience.
Started out decent albeit a bit obscure about means to progress, but quickly spiraled downwards.

This one made me think deeply about keeping my Exceptional subscription.
edited by darV on 1/27/2017

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Little Fran
Little Fran
Posts: 15

1/27/2017
People seem to either love it, or hate it. Interesting.

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Plynkes
Plynkes
Posts: 631

1/27/2017
dov wrote:
Plynkes wrote:
Dammit, I thought I had unlocked the Moloch Street story by starting off the first bit and it moving to my study. Now the game wants me to fork out 45 fate to play it. Well sod that.

You really could make it a bit clearer when something has actually unlocked or not. Maybe I'm just stupid, but it does seem a little confusing.

Moving it into your Study is something all players can do - this is not limited to Exceptional Friends. When you do it, the game tells you:
Visit your Study to unlock an exclusive story for Exceptional Friends: <story name>

Then, inside your Study, you can start (i.e. unlock) the relevant story - it's highlighted differently, and only Exceptional Friends can do it. Once you play this in your study, the game explicitly tells you that you've unlocked the story and can play it at your leisure.

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edited by dov on 1/26/2017


I'd just like to thank the boffins at Failbetter for giving me a "one-time only" second chance at playing this story without having to pay any more fate. I promise to read things properly in future!

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Mr Sables
Mr Sables
Posts: 597

1/27/2017
Little Fran wrote:
People seem to either love it, or hate it. Interesting.



Maybe it's down to the type of narrative?

It's like when the forum discusses certain issues, like mayoral candidates, and you'll find a sharp divide between whether certain groups could be mayor or couldn't be mayor . . . a part of me feels it's less what 'makes sense' and more 'what I enjoy about the game overall'. If you prefer fantasy/characterisation, you might like a Rubbery mayor, whereas if you like the gritty realism and exploration mechanics, you may not.

This story wasn't really a 'story' in a typical sense . . .

There were no characters at all . . . this made it impossible for me to invest, even though I started off quite excited and enjoying the writing very early on, because I had no one to really interact with or care about or even dislike . . . we were supposed to catch a thief; I didn't know who he was, what he was after, or even found anyone particularly interested/memorable that wanted him caught (my motivation was non-existent). It felt - on that front - that I was just being forced to wander aimlessly without any actual story.

That being said, some people love exploration and lore more over characters and a progression of plot. They were able to explore various different exhibits, a new setting, and meet a variety of characters - a few even said "it felt like I was really in an exhibit". If you love quirky mechanics (thankfully fixed with some explanations, it seems) and gameplay over plot? It's perfect.

I think - personally - the best stories often combine the two.

It's like the Festive Tale with Jenny; it had a strong story, extremely strong characters, but you also had exploration of various areas, new/interesting mechanics, and choices that strongly impacted the story and your actions. There was lore, too. It catered to all crowds, because - regardless of what type of player you were - there was something for you. I think it was pretty much unanimously loved.

This -? This made me actually angry. I can see others loved it, and good for them with absolute sincerity, but I do feel cheated and I did desperately want a cop-out "sort it yourselves, I quit" option midway in (especially during the action-sink at the end) . . . if I hadn't played some amazing EF stories in the past, I would also be one who seriously reconsidered my EF subscription, because this was the antithesis to everything I've enjoyed about FL so far . . . I'm actually going to keep a very close eye on the writers and next few stories, as I may just stop subscribing if they're anything like this. I just . . . can't. I really can't endure another one of these.
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Hattington
Hattington
Posts: 210

1/27/2017
Robin Alexander wrote:
*bangs head on wall*

I'll refrain from further grumbling, but . . .

What rewards did people get? I got a 'personal recommendation', which felt like a huge slap on the face for all I've suffered and the massive action-sinks toward the end . . . I wouldn't have minded as much not getting a great item/reward, but I felt like there was no real story and infuriating mechanics, and this was time I could have spent grinding my connections for the next conversion.

Did anyone else get any half-decent rewards?

Edit: Prepares to get downvoted for not liking the story :P Oh well :P
edited by Robin Alexander on 1/26/2017


That's FAR more than what I got. Couple of making waves.

Bloody cheapstake Traitor Empress. That'll learn me to break a honest deal with Hell in the future.

Edit: I forgot-I did keep the brass skull, actually.


  • edited by Hattington on 1/27/2017

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    Insatiably Yours
    Insatiably Yours
    Posts: 14

    1/27/2017
    I applaud the writer(s) for the slightly different convention used in this story. Yes, as many people have pointed out and are apparently extremely frustrated by, the beginning of the story did not follow the typical linear progression that many are used to. However, I found this convention more accurately reflected the feeling of an actual exhibition. I could actually meander through the crowds and selectively choose the exhibits I wanted to experience. While the linear model is a perfectly fine format, it strikes me as odd that the pitfall of this story for many people is that the open exhibition was not linear enough. I can see how the Type A personality or those seeking to most efficiently grind good items would be frustrated by this story (or rather, the first half of the story). But, I thoroughly appreciated the autonomy that the author provided, even at the sacrifice of some guidance, because it truly made me feel much more submersed into the exhibition.

    While I recognize that the exhibition convention can be slightly confusing, I was surprised by some of the comments in this thread. Setting aside the exhibits part of the story (which appears to house the bulk of the complaints), I found the tale of the wind to be one of the most captivating and creative pieces I have read in my years of playing this game. I do not often post in these forums, but after seeing some of the negative comments about this story, I felt compelled to write if not simply to say that any hang-ups about the story because of the exhibition's convention are vastly overshadowed by the compelling literature that followed. It pains me to see comments that summarily dismiss the story because of its mechanics. The writing was terrific!

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    Felicity Anne Stratford
    Felicity Anne Stratford
    Posts: 63

    1/27/2017
    Insatiably Yours wrote:
    While the linear model is a perfectly fine format, it strikes me as odd that the pitfall of this story for many people is that the open exhibition was not linear enough. I can see how the Type A personality or those seeking to most efficiently grind good items would be frustrated by this story (or rather, the first half of the story).

    While I recognize that the exhibition convention can be slightly confusing, I was surprised by some of the comments in this thread.


    Hello. For me it was not the desire to 'grind' that bothered me, but the worry that I was missing something that I needed to do. Without any kind of counter or progress indicator, all I could do was keep going to the same places and see the same text over and over. Maybe I had bad rolls for airs? But really, the mechanics of the game are where I feel the least confident - I want to concentrate on the story. I had trouble doing that. Not that I disliked the ES overall - just expressing my confusion at the start of it.

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    PSGarak
    PSGarak
    Posts: 834

    1/27/2017
    Although I wrote about liking the experience of the Expo, I can see how it took the lack of clear direction a bit too far. Objectively, the player had very little control over the progress of their character. You are presented with actions, you select, one, and occasionally progress happens. If I wasn't enjoying the immersion as much as I did, I can see how it would be frustrating that there wasn't much signage towards which actions were progress and which were purely exploration. Picking a button at random and sometimes getting a rewards is a different experience than trying to decide which is the best button to press, regardless of whether that decision comes from running numbers, or reading text, or putting together clues from previous button-presses.

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