What with parenting a teething baby whose sleep schedule is as high-stakes as it is random, my life right now is not especially conducive to planning leisure activities, which made it a close-run thing whether I was going to get to play this multiplayer Twine game before the festival closed (I made a joke in the IntFic matchmaking thread that regardless of the merits of Ma Tiger’s Terrible Trip by Travis Moy, Trying to Play “Ma Tiger’s Terrible Trip by Travis Moy” by Travis Moy was unconventionally-paced yet incredibly suspenseful – and yes, I’m reduced to recycling my own jokes).
Happily, I was able to connect with another player and got to enjoy two run-throughs of the game, which isn’t like any other IF I’ve played. It has some similarities with the multiplayer game in last year’s IFComp, Last Night of Alexisgrad, true, including an asymmetric structure that gives you a choice of character up front – you pick which of the eponymous Ma Tiger’s foster children, dutiful son and EMT Jekusheke or prodigal daughter with dark secrets Ebiashe, tickles your fancy. But while that game required swapping codes with your partner after each choice, which could be a little cumbersome, Ma Tiger integrates everything smoothly, so that after one person pastes in a code to join the hosted game, play is seamless with only the occasional “waiting” prompt indicating that your partner needs to make a choice before you can proceed (I only saw these rarely, and just for a short time, indicating a lot of care went into minimizing any differences in length of text between the two perspectives). The game is also pitched cooperatively, which I enjoyed more than Alexisgrad’s competitive approach – sure, the two siblings haven’t seen each other in a long time so there’s the opportunity for some conflict, but mostly I was able to focus on playing my character collaboratively, rather than jockey for advantage.
There’s also a timed mechanic on offer – at the climax of the story, you’re thrust into a quick-moving situation where you only have thirty or sixty seconds to make a choice. This adds some nice pressure to proceedings and underlines the gravity of the situation, without being overly-taxing on the reflexes (I was usually able to pick a solid choice after four or five seconds, so even though I’m a fast reader I think most players should do fine).
For all its gameplay innovations, though – and to be clear, they’re real and they’re compelling – MTTT does play like a proof of concept. Don’t get me wrong, the writing is good, setting a fun cyberpunk-noir vibe from the get-go:
"Her car is ancient, one of the models from before electronics crept into every nook and cranny… She’s ditched her phone, too, left it with a friend back home. If she dozes off and wheels off the road, drives into a ditch or overturns herself on a rock, nobody will know and nobody will come. No. It’s not dangerous; the roads are straight and empty, and the terror of isolation only that, terror. Soon she’ll have real danger to deal with. The problems of running from your past. Or, perhaps, the problems of facing up to it."
There’s also some nicely understated world- and character-building, with moused-over phrases providing a bit of perspective or context from your chosen viewpoint character. And the initial segment of verbal jousting is well-realized; while it seems to more or less wind up in the same place every time, and you need to stick to the overall personality of the character you’re playing, there are interesting choices that feel impactful along the way, like how much to share when catching up with your long-lost sibling.
But after this sequence, you’re thrust into the timed bit, where it feels like the asymmetry between the two characters leaves one with much more interesting stuff to do, and more impactful choices to make, than the other (that character also has more going on in their backstory, and better insight into the mystery of what’s going on with Ma). The denouement also feels a bit rushed, with all the big plot revelations bottom-lined into two paragraphs rather than coming out in dialogue, and one of the big variables in that timed section (Spoiler - click to show)(whether or not you’re able to save Ma’s dog, King) not even mentioned in either of my playthroughs.
Those critiques boil down to saying I wanted more, though – per the author’s note, this was all pulled together in a month, which is seriously impressive for pioneering a brand-new model of IF and having some solid character and gameplay work in there besides. As it stands, MTTT’s formal innovations are its most engaging features, but I can see the technical and design framework it showcases becoming a launchpad for more robust, fleshed-out games to come, which is an exciting prospect indeed.