How Prince Quisborne the Feckless Shook His Title
TADS game. It reminds me in a way of early/mid 90s fare, when games were still large and ambitious in scope but had maybe backed off a bit on the cruelty scale. This has 300 potential points! This has a points system! I finally stopped at… 22 points.
Medieval fantasy setting, not overly serious. Very much an adventure. The king in unimpressed with his son, potential heir to the throne and the titular feckless prince. You are a mighty knight and renowned hero, and the king asks you to take on the boy as a squire, and you also take it upon yourself to prep the prince for his regal duties. Also the king has a rival you might have to deal with… and oh by the way, the king wants you to deliver his prized rutabagas to be entered at a festival.
So this has been lovingly worked on and pored over. I’m reminded of another parser game which had fairly long dialogue scenes which objectively could’ve been cut down. But it was evident that author really enjoyed writing them, and my thinking for that was, hey, these are almost all free, hobbyist passion projects anyways; how much could I really hate on that? If the author enjoys it, wants to put it in anyways, I can look past it a little bit, as long as the author knows and makes that choice, right? This game has evidently made similar verbosity choices.
The introduction has two versions the player can choose to read, a like 10-minute odyssey, and an abridged one. This has almost certainly gone through a ton of testing, and the author made the choice to keep the longer one as an option anyways but added the abridged one afterwards. I read through both; is the longer one superfluous? Um, yes. Ideally, the abridged version plus maybe two of the little side stories would’ve been good I think. But can I tell the author enjoyed writing the long version? Also, yes. In fact the longer intro has a more free-wheeling farcical tone that isn’t found quite as much in the game proper.
The in-game writing also shares the same verbosity. Paragraphs–at least one, perhaps more–for every single person place and thing within eyesight. I legitimately don’t recall examining ANYTHING that didn’t have a description for it. The favor that the king asks you to do at the start, in a “by the way” off-hand manner, is to pick up some rutabagas to bring to the festival you’re going to. So you head off with the prince in tow. And this seemingly breezy sidequest took me, I think, more than an hour, not because the puzzles were hard–they were quite standard ones: get past a dog, find a light source, find a key, etc–but because there’s so much text to process. The text is fine, well written; it’s more focused on either world-building or visually describing how things are laid out, though I’m not a very visual person so maybe not quite as effective for me.
Throughout this little quest, the prince is active: every single turn, the prince is examining something, singing something, doing something. Another one of the strengths of this game is how dynamic it feels, how things are always happening the background. What the prince doesn’t do, is… have anything to do on this sidequest. You order him to move some stuff around, that’s about it. Maybe if these were puzzles that blocked me off from the festival directly? Maybe if the prince had been tasked with bringing the rutabagas, and I was helping him instead of the other way around? But it’s a story about a prince where I’m doing stuff he isn’t really a part of.
And then after the sidequest is finally done, and there’s an author’s note thanking me as a judge, there’s another choice of either a long or abridged scene at the festival, and then the game map suddenly opens up. And you can just go ANYWHERE. There’s a fantastic illustrated map feelie that I had pulled up in another window to consult. There’s another quest, this one actually prince-centered. You’re told that your destination is somewhere north. and you start moving. There’s small towns, crossroads, fields, forests and mills along the way. It’s not just a straight shot north. Sometimes when you enter the village it’ll just tell you you spend some time there. Sometimes you’ll enter an inn and get another scene before it spits you back out. The prince keeps doing stuff in the background. Every once in a while, after travelling a while you’ll get a scene where you set up camp for the night. This is all structurally wildly different from the prologue (the ABOUT section tells me that the prologue puzzles are different from the rest of the game), and it’s more fascinating to me then the fairly normal puzzles + loads of reading that the prologue offered me. But then I got to my destination, a frozen lake is blocking my way, and I’m just told to keep exploring the countryside. I loaded up the game the next day, kept exploring. I think I have a few potential puzzle pieces at the end of that, but I did find all the description reading to be a bit exhausting after a while. Because I don’t know what I’m looking for, I really needed to concentrate on poring over all the words: room descs, everything mentioned IN the room descs, things happening in the background… I’m examining everything, and I’m also having to genuinely navigate with the map, in locations that will actually just splinter off in seven other potential directions (so I have to mentally remember which directions I’ve already gone)… So I did feel a bit tired by the end of that session and had to stop; I mostly explored without actually solving anything, and without necessarily knowing what else I would do next other than to KEEP exploring. I’m well over 2 hours at this point. The large map was very cool to explore, but I personally would’ve liked a slight bit more direction. The initial trip north was great. Purposefully planning where to go next would been cool considering the map. But I just trekked across half the countryside, and boy are my eyes tired!
Aside here about the passage of time in parser IF. I think in a lot of games time sort of just stand still, right, while you’re solving puzzles? Nothing actually proceeds, except maybe after solving a puzzle. This and Barcarolle in Yellow both acknowledge the passage of time (You’re told you’re late in Barcarolle at one point; you’re constantly automatically stopping and resting here so days are passing). But they also take place in large scale maps: respectively walking around Venice, and just walking around a whole kingdom. It… breaks the idea of the world for me a bit, because I’m imagining time passing when I’m inefficiently wandering around and criss-crossing the map.
I think what it comes down to is that this has a story, a detailed world, and puzzles that are all separately extremely solid and spit-shine polished. What I’m not sure is if they’re all working to fully complement each other as a whole. I like the potential story about the prince who is easy to like (but the puzzles I’ve seen don’t have much to do with the prince). I like the world descriptions (but they don’t aren’t necessarily contributing to the story or part of the puzzles). Because all the parts are good, the game is also still pretty good! Polish actually counts for a lot; the effort and love that’s gone into this shows.This is also extremely, thoughtfully implemented, and caught most every action I tried; I doubt this is ever going to have a guess-the-verb problem later on. The amount of unique things the prince does is incredible. It’s a fun world to be in, and it makes you feel the scale of it’s expansive and detailed world.
transcripts:
pq.log.txt (226.1 KB)
pq2.log.txt (86.0 KB)