Software:Anno 1701

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Short description: 2006 video game
Anno 1701
Developer(s)Related Designs
Publisher(s)Sunflowers Interactive
Deep Silver
Ubisoft (History Edition)
Director(s)Thomas Pottkämper
Designer(s)Dirk Riegert
Programmer(s)
  • Thomas Stein
  • Kevin Zellner
Artist(s)Sebastian Steinberg
Writer(s)Karin Trost
Composer(s)Dynamedion
SeriesAnno
Platform(s)Windows
Release
  • GER: October 26, 2006
  • NA: October 30, 2006
  • EU: November 3, 2006
Genre(s)Real-time strategy, city-building game
Mode(s)Single-player, multiplayer


It is the sequel to Anno 1602 and Anno 1503 and was followed by Anno 1404.[1][2]

Gameplay

Anno 1701, like the previous Anno games, is a game based mainly on the economics of the settlement created by the player.

There are two main game modes in Anno 1701: continuous play, representing an open-ended session,[3] and ten scenarios with certain tasks, which gradually increase in level of difficulty.[4] The continuous play offers free customization options for the start of the game. Similar to Civilization series, the players can decide on the size of the world in advance, determine the island types and toggle the advanced options such as "Disasters", "Plague", "Pirates", "Fire", and others.[4] All twelve computer controlled opponents have their own personalities, preferences and difficulty levels.[4]

At the beginning of a game, the player starts with accounts on any island or with an expedition ship. First, he tries to build a small settlement on an island and supply himself with basic goods and resources.[5] During those activities, other rivals are also strengthening and try to gain a foothold in the game world in the same way. As the player progresses through the game, players have access to lodge activities and troops which allow them to invade and ultimately to defeat other players. Now, players are settling the island world in the queen's name. Thus, she expects subservience and respect. Different opponents have different relationships with the queen, and they will react according to the player's choices.[5]

At the start of the game, all of a player's citizens are pioneers.[1] They pay little amounts of taxes, and require only food and a town center. And as the player manages the economy, settlements start attracting high tax paying settlers, citizen and finally merchants.[1] As a player's empire develops, so does their population. They begin upgrading (provided they have sufficient goods), paying more taxes, but also requiring more goods, such as tobacco products, perfume, lamp oil, and much more.

Players can trade with other opponents settling under the Queen's name, or with foreign cultures.[5] All foreign cultures are on small or medium islands, and cannot leave their island. Liang Wu and his Asians are found on islands in the north of the island world. They trade the colonial good Jade, and purchase food. Poxacoatl and his Aztecs live on islands in the southern zone, are few in number and believe in the infinite power of the gods. They trade the colonial goods Talismans, and purchase cloth and horses. Amin Sahir and his Indians have a small settlement on one of the islands in the southern end of the island world. Their Indian Ivory is a desirable colonial good. Tetonka and his Iroquois are situated in a dense forest on one of the islands in the northern zone of the island world. The Iroquois trade furs, and purchase tobacco products and weapons. Ramirez and his Pirates take refuge in expertly concealed hideouts in the southern zone of the island world. Due to their aggressive nature they take rich rewards from raids, therefore they can offer all colonial goods.

The Free Trader, a neutral merchant who sails his fleet around the world to trade, can offer players opportunities to assist him in matters. The assignments are optional, but the reward is immense, and sometimes crucial to financial success. In some assignments, players have to deliver select goods, while in others, players have to destroy ships. Traveling dignitaries can now visit your city and enhance the quality and power of a player's empire. For example, when the smith arrives, he replenishes tool supplies. The entertainers can brighten the moods of the populace, leading to increased tax revenue. Guests of honor come at random times during each social stage of the game, and can also be called to visit once the senate is unlocked.

All buildings, ships and troops cause running costs. To achieve a positive economic balance, the player is essentially open to two options. The main source of income is taxes. Unlike the previous game in the series, the players can choose how much to tax their people.[3][5] Low taxes are required for a social upgrade and please the people, while higher taxes lead to revolt and a lower population. The new goods available include chocolate, perfume, and colonial goods (Ivory, Jade, Talismans, Furs). Also, goods can now be purchased in a village center, instead of at individual stands that had to be built individually in previous Anno games.

Lodge activities are accessed at the beginning of the game, although only the spy is available for use. All the other lodge activities are researched throughout the game at either a school or a university. Some of the very powerful activities available to players include the deployment of the poisoner (who introduces the plague to an opponent's settlement) or the demagogue (who can rally workers to walk away from their jobs). Players are now subject to Mother Nature's wrath. Hurricanes, earthquakes, and volcanic eruptions all have the power to destroy settlements. Diseases are also rampant in the 1701 AD world, specifically the plague, which can wipe out hundreds, or even thousands, of people. The plague of rats can ruin tons of goods as well.

Warfare

The warfare in Anno 1701 is divided into two areas, the war at sea and the war on land. At sea, players are fighting with warships who can disturb the enemy economic cycle by attacking enemy ships.[5]

On land, players fight with a limited range of troops, which includes artillery, infantry, and cavalry. Troops are transported by means of ships to enemy islands and dropped off there. They can then gradually gain control of the area and the enemy's buildings through the destruction of enemy market buildings.[5]

Development

In December 2003, a spin-off of the Anno franchise was announced under the title of Anno War. Unlike previous entries in the series, it was developed by Mainz-based Related Designs, and the idea was to make the game more combat based. The team increased their number of employees from 10 to 25, with an active support from Sunflowers Interactive.[6][7] The game was put on hold. Related Designs instead focused their efforts on a sequel to Anno 1503.

The new installment was initially codenamed Anno 3.[8] Due to a dispute between Sunflowers and the developer of the first Anno games, Max Design, Related Designs was not able to access the program code for Anno 1503, and thus had no technical basis. Therefore, the studio had to develop the new title from scratch.[9] During the development, Anno's creator and one of the Max Design's founders, Wilfried Reiter, joined the team in an advisory capacity.[9]

In September 2004, a first prototype of the game was shown. The focus of the presentation was on the new 3D graphics, partly based on an earlier title of Related Designs, No Man's Land, with which the game separated itself from its predecessors. The graphic artists were inspired by the architecture and art of medieval epochs, such as Gothic or Renaissance.[10] Sunflowers instructed all developers to play previous Anno games, and commissioned an "annolysis"; a survey spanning more than 5,000 players. The results were used to develop the game with the players and their wishes in mind, which prompted the return of the tax system, and introduced camera align and a look behind the buildings.[10]

On May 9, 2005, Sunflowers officially made the game's title as Anno 1701 and released in late 2006.[11] The game was presented along with ParaWorld on the Sunflowers' booth at E3 2006.[12] In August, the release date was marked as October 26, 2006 for the Germany,[13] while the game went gold in early October.[14]

A multi-core processors support was added to the engine's implementation to improve the efficiency. In addition, numerous shaders were built into the game in order to achieve a better performance on as many hardware configurations as possible.[15]

Anno 1701 was the most expensive German game ever made at the time of its release, with a budget of €10 million.[16]

Soundtrack

After using music samples in the two predecessors, Anno 1701 is the first to use specially composed orchestral music. Tilman Sillescu from Dynamedion was responsible for the game's soundtrack and produced it in 5.1 surround with the Brandenburg State Orchestra in Frankfurt (Oder) under the direction of Bernd Ruf.[17]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic79/100[18]
Review scores
PublicationScore
1Up.comB+[20]
4Players88%[4]
Eurogamer7/10[19]
GameSpot7.6/10[3]
GameSpyStarStarStarStar[21]
IGN8.2[5]
Jeuxvideo.com16/20[22]

Anno 1701 received "generally favorable reviews" according to the aggregate review site Metacritic.[18]

Sales

As Anno 1602 and Anno 1503 had been commercial hits, together totaling 4.5 million units sold worldwide, pre-release sales estimates for Anno 1701 were high. Retailers purchased 450,000 units in Germany in preparation for the game's launch; worldwide pre-orders from stores reached roughly 1 million copies.[23] According to Der Spiegel, the game and its predecessors were aimed at mainstream casual players who "buy a game once a year and spend weeks with it", a goal reflected in the new title's pre-release television advertising. Publisher Sunflowers Interactive noted a high percentage of female players among the Anno series' fanbase, and they were a target demographic for Anno 1701.[24]

Upon release, Anno 1701 broke sales records to become the fastest-selling German computer game ever, with more than 200,000 units sold in German-speaking countries during its debut two weeks. In response, Sunflowers forecast 500,000 sales by the end of 2006.[25][26] It ultimately finished the year with sales of 320,000 copies in the German market alone, for revenues of €12.7 million. This placed it second for 2006, behind World of Warcraft at 345,000 units.[27]

The Sunken Dragon

In March 2007, Sunflowers released an add-on called Anno 1701: The Sunken Dragon. It includes new features, new missions, and a map editor. The add-on has an Asiatic look, as well as a campaign with 11 missions centered on the new player profiles.[28]

References

  1. 1.0 1.1 1.2 Williamson, Steven (2006-10-24). "Anno 1701 - PC". https://hexus.net/gaming/reviews/pc/6947-anno-1701-pc/. 
  2. Purchese, Robert (2009-06-18). "Anno 1404 demo released" (in en). https://www.eurogamer.net/anno-1404-demo-released. 
  3. 3.0 3.1 3.2 "1701 A.D. Review". https://www.gamespot.com/reviews/1701-ad-review/1900-6161273/. 
  4. 4.0 4.1 4.2 4.3 Kleffman, Marcel (November 2, 2006). "Test: ANNO 1701 (Taktik & Strategie)". http://www.4players.de/4players.php/dispbericht/PC-CDROM/Test/4619/4961/0/ANNO_1701.html. Retrieved June 6, 2020. 
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Adams, Dan (October 30, 2006). "1701 A.D. Review" (in English). IGN. https://www.ign.com/articles/2006/10/31/1701-ad-review. Retrieved December 6, 2018. 
  6. Burnes, Andrew (December 8, 2003). "Anno War Announced". https://www.ign.com/articles/2003/12/08/anno-war-announced. Retrieved June 6, 2020. 
  7. Kolokytha, Panagiotis (December 1, 2003). "Anno War: Sunflower startet neues "Anno"-Projekt" (in German). https://www.pcwelt.de/news/Anno-War-Sunflower-startet-neues-Anno-Projekt-243845.html. Retrieved June 6, 2020. 
  8. Stolzenberg, Justin (April 27, 2004). "Anno 3: Neues Team beauftragt" (in German). https://www.pcgames.de/Anno-1701-Spiel-18003/News/Anno-3-Neues-Team-beauftragt-307540/. Retrieved June 6, 2020. 
  9. 9.0 9.1 Klinge, Heiko (December 1, 2011). "Seite 2: Anno-Historie - Die Geschichte der Aufbau-Reihe" (in German). https://www.gamestar.de/artikel/anno_historie_die_geschichte_der_aufbau_reihe,2562562,seite2.html#auftritt-related-designs. Retrieved June 6, 2020. 
  10. 10.0 10.1 Fröhlich, Petra (September 22, 2004). "Anno 3" (in German). https://www.pcgames.de/Anno-1701-Spiel-18003/News/Anno-3-332560/. Retrieved June 6, 2020. 
  11. Adams, David (May 9, 2005). "Sunflowers Reveals Next ANNO". https://www.ign.com/articles/2005/05/09/sunflowers-reveals-next-anno. Retrieved June 6, 2020. 
  12. Bramwell, Tom (April 28, 2006). "ParaWorld and ANNO 1701 at E3". https://www.eurogamer.net/articles/news200406sunflowerse3. Retrieved June 6, 2020. 
  13. Thöing, Sebastian (August 7, 2006). "Ich weiß, was du diesen Oktober tun wirst..." (in German). https://www.pcgames.de/Anno-1701-Spiel-18003/News/Ich-weiss-was-du-diesen-Oktober-tun-wirst-494666/. Retrieved June 6, 2020. 
  14. Thöing, Sebastian (October 6, 2006). "Es ist vollbracht - Goldmeldung!" (in German). https://www.pcgames.de/Anno-1701-Spiel-18003/News/Es-ist-vollbracht-Goldmeldung-511740/. Retrieved June 6, 2020. 
  15. Weiß, Stefan (April 24, 2006). "Anno 1701" (in German). https://www.pcgames.de/Anno-1701-Spiel-18003/News/Anno-1701-464846/. Retrieved June 6, 2020. 
  16. "Deutsche Spiele im Ausland" (in German). July 19, 2006. Archived from the original on December 3, 2018. https://web.archive.org/web/20181203004848/https://www.gamestar.de/artikel/deutsche-spiele-im-ausland,1462953.html. 
  17. Ubisoft. "Entwicklertagebuch". http://anno.de.ubi.com/devdiary.php?diary=devdiary_1701_9. 
  18. 18.0 18.1 "1701 A.D.". Metacritic. https://www.metacritic.com/game/1701-a-d/critic-reviews/?platform=pc. Retrieved December 6, 2018. 
  19. "Anno 1701". 30 October 2006. https://www.eurogamer.net/articles/r_anno1701_pc. 
  20. "1701 A.D. Review for PC from 1UP.com". http://www.1up.com/reviews/1701-ad. 
  21. "GameSpy: 1701 A.D. - Page 1". http://pc.gamespy.com/pc/anno-war/745174p1.html. 
  22. superpanda (November 10, 2006). "Test : Anno 1701". Jeuxvideo.com. http://www.jeuxvideo.com/articles/0000/00007028_test.htm. Retrieved June 6, 2020. 
  23. "Teuerstes Spiel aus Deutschland" (in German). n-tv. October 23, 2006. Archived from the original on January 1, 2010. https://web.archive.org/web/20100101213836/https://www.n-tv.de/technik/Teuerstes-Spiel-aus-Deutschland-article337536.html. 
  24. Görig, Carsten (October 27, 2006). "Sky Du Mont wird Hardcoregamer" (in German). Der Spiegel. Archived from the original on December 3, 2018. https://archive.today/20181203004331/http://www.spiegel.de/netzwelt/web/spiel-anno-1701-sky-du-mont-wird-hardcoregamer-a-444903.html. 
  25. Thöing, Sebastian (November 17, 2006). "200.000 verkaufte Exemplare" (in German). PC Games. Archived from the original on December 3, 2018. https://archive.today/20181203004450/http://www.pcgames.de/Anno-1701-Spiel-18003/News/200000-verkaufte-Exemplare-525660/. 
  26. ""Anno 1701" legt Traumstart hin" (in German). GamesMarkt. November 17, 2006. Archived from the original on December 3, 2018. https://web.archive.org/web/20181203004728/http://www.mediabiz.de/games/news/anno-1701-legt-traumstart-hin/221145/2093. 
  27. "ANALYSIS: Territory report: Germany". MCV. August 20, 2007. Archived from the original on July 18, 2018. https://web.archive.org/web/20180718061054/https://www.mcvuk.com/business/analysis-territory-report-germany. 
  28. "Anno 1701: Der Fluch des Drachen | Teaser Webseite | Ubisoft". http://www.anno1701.de/. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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