First time poster - I grew up playing the Exile series. Just recently picked up Avernum & Avadon on the ipad.
I had a great time playing Avadon. The experience of being an authority figure able to act with near impunity, physically pathetic, but backed by a fearsome power, was a breath of fresh air in a well-worn genre. However my experience was dampened by this: I entered wide-eyed with a feeling that there were hundreds of subtle choices that really mattered. What should I report on my colleagues? Will I be able to foment opposition to Redbeard from within, should I choose wisely? Will I be found out and put on the scrying table should I fail? How am I going to get out of that pickle? As I progressed further, my hope sank, and I became resigned to realizing I could hardly make a significant decision, nor at times even minor ones. (Hand Gavin, I’m looking at you!) It picked up at the end with the surprise betrayals and attack on Avadon, but was clearly a different game than I’d led myself to expect.
The story was effective and powerful, and somewhat had the effect of reducing your hope of being a world-changing force into being but a grain of sand in a turbulent tide. It is difficult to reconcile whether this is the game’s grand statement or a weakness due to linearity.
My wish for Avadon sequels is simply this – Now that I’ve experienced the feeling of having the rug yanked out from under my careful plotting in Avadon 1, in the sequel I’d love to delve more richly into the politics, to make impactful decisions that make for a different story experience on multiple playthroughs.
I’d love to see a Shadow Beast investigation type quest where following Avadon’s strict orders of keeping your intents secret make a great difference in the outcome of later events.
Or a Shima type quest where helping him kill his enemies actually ruins a peace you could have made between two nations.
I’d love to see companion quests in opposition to each other (can’t make everyone happy… this presents gameplay issues surely, there might have to be new companions with somewhat more overlapping skills) – or companions that might eventually see reason in not undertaking their selfish ideals, and yet still remain loyal. Heck, less rigid, symmetrical quest-like ways to gain loyalty would be fantastic.
Anyway, truly overall I had a great time - thanks for another one. I’m looking forward to the sequel, whether or not it meets my lofty hopes for the possibilities this scenario presents. Wonderful work as always, Jeff!