MythTale by Temari Seikaiha [Comp02]

IFDB page: MythTale
Final placement: 11th place (of 38) in the 2002 Interactive Fiction Competition

MythTale is a mixed bag, with weaknesses alongside its strengths in every area. The writing, for instance, can be effective — the opening scene, of a PC struggling up a freezing cold mountainside, works well, involving the senses and evoking the feeling of numbed exhaustion. There are a number of good jokes, and several places where well-chosen words made me smile in appreciation.

In other areas, the prose is far worse. Punctuation seems to be a particular problem, with comma splices rampant and periods frequently missing from the ends of sentences. There are plenty of other mechanical errors, too. Then there are those troubles that may be cultural, but are quite confusing nonetheless. Foremost in my mind among these is this sequence, found outside the PC’s house in a vegetable patch.:

You can see a bonfire and a metal barrel here.

>x bonfire
A tumbled pile of hawthorn branches. Odd though, in the middle of the
bonfire is something that appears to be your coolbox!

Now, for me, a bonfire is a big, raging fire, used to burn lots of items or to light up the night in a celebration of some sort. Consequently, I was quite surprised that the PC left a huge fire burning just outside his house. Then I read the description, and figured that the “coolbox” was either a freezer or an air-conditioner of some sort, and that it had shorted out and set fire to the pile of branches. Strangely, though, even though the metal barrel is full of water, pouring water on the fire doesn’t seem to put it out, just dampen the branches.

After a while, I finally figured out that when the game says “bonfire”, what it actually means is “pile of fuel for a bonfire, not actually burning.” For me, it was one of those instances when a game’s language is so opaque that figuring out what the heck the words meant became a puzzle in itself. I don’t really enjoy those sorts of puzzles too much.

The coding was similarly uneven. For one thing, the game is full of cats, but it doesn’t understand the command PET. This may be another cultural difference, because it does understand STROKE. Nevertheless, I hereby serve notice that I am officially sick of games that offer dogs and cats that can’t be petted. Game authors, if you’re going to give us a cute, fuzzy animal, let us pet the animal. Thank you.

Also, just a little reminder here to Inform authors: turn off the debugging verbs. To do this, compile with -~S -~X -~D set. Otherwise, your game will do things like this:

What do you want to tie?

[game lists out every single fricking object it contains]

Speaking of tying, if you implement a rope that you want me to use to tie something to something else, please implement the syntax “TIE <object> TO <object>.” This seems only sensible, especially compared to MythTale‘s method, “TIE ROPE TO <object>. TIE ROPE TO <other object>.”

Glitches like this aside, the game seemed pretty well-tested, and there was a good hint system for the inevitable times I got stuck. I didn’t find anything that was just broken, and lots of nicely judged custom responses were present, especially when dealing with the cats.

Those cats provided some of the game’s best design moments. There were a couple of puzzles that were both logical and entertaining, and the entire conceit of searching the house for items hidden by the cats was one I enjoyed quite a bit. Also, some of the re-enactments of Greek myths were good IF vignettes, bringing the stories to life in an exciting way. I liked the concept of the multiple endings, too, though the game’s implementation underwhelmed me enough that I wasn’t interested in exploring them.

Predictably, alongside these good design choices, there were some pretty bad ones too. One puzzle is just excruciating, a fiddly device whose workings are not only boring to test and extremely tedious to solve, but which also requires some pretty farfetched guesswork to even arrive at the correct answer. You’ll know the one I mean when you get to it — I recommend turning to the hints without hesitation. Also, some of the puzzles require fairly unmotivated actions, forcing the player to get in a text-adventurey frame of mind rather than acting in character. Overall, despite the fact that it has some fun moments, MythTale is pretty much hit or (must… resist… cheesy… pun…) miss.

Rating: 6.3