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Thanks. The interchangeability of "I see" or "you are" is a personal preference in my book. I like the mixture, I don't really like the repetitive nature of "I see a woodland path" and then the object list starts with "I see:" etc . For me the game itself is an entity, so its kind of got its own personality. Its telling you about your surroundings and items, certainly in this particular game, the game is kind of self aware, as shown with response it gave in the picture to the help request. ;) 

Imagine you were writing a book and you intermixed first-person and third-person. No one would know what was going on. You MUST be consistent. Make a choice and stick to it.

Assuming you choose to use first-person, that doesn't mean that every room description has to start with 'I see'. In the example in your screen grab, it might say 'A path winds through the woodland...' This is where the art of the storyteller comes into play. However, the description must be consistent with the image. The description says the path goes to the west, but in the image, it clearly goes to the east, or maybe that's the north-east. So where's the west path? The line of lanterns only follows one path, presumably the north-east path. This is terribly confusing for the player.

All your images should be facing north. If they're not, you need to say so. Attention to detail is paramount.

(+1)

I don't think you need to be that rigid, especially with the orientation of the graphics. To be absolutely precise you'd need graphics for facing in each direction which is clearly not feasible. 

I think ultimately writing should be fun and not a chore. 

Like Adventuron says, I don't think you have to be rigidly set as all images should face North. My compromise is when its not facing north I put in a leading text of 'Looking South you see....' so unless it says differently you can assume it's facing North. Just in some locations the more interesting visual can be in alternate directions. Thanks for highlighting it though. I've made the adjustments ;)