How Prince Quisborne the Feckless Shook His Title

by John Ziegler profile

Light pseudo-medieval fantasy
2023

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IFComp 2023: How Prince Quisborne the Feckless Shook His Title, October 24, 2023
by kaemi
Related reviews: IFComp 2023

Usually at IFComp there are several entries that laugh off the time limit and refuse to apologize for the scale of their ambitions. I like these entries! I wish there were more! How Prince Quisborne the Feckless Shook His Title partially qualifies as a representative of this trend: it certainly has laughed off the time limit with its ambitious scope, but it does take a moment to apologize, offering a two hour intro sequence to the judges as a sampler of things to come.

This ends up being a mistake, because much of what makes the larger game shine fizzles under pressure. In its opening setting, the game opts for the low road in its brow, stakes, and fantasy. In the rush to build rapport, each of these qualities gives off a poor first impression. The low brow humor, when it needs to come flying out of the gate for its two hour showpiece, jesters into the childish: “In times past there was Boldog the Corpulent, whose exceeding ponderousness caused the throne upon which he sat to crumple and give way under him, sending him rolling ingloriously down the steps of the dais in full view of the court and certain foreign emissaries. His retinue loudly blamed the carpenter responsible for the throne’s construction, and posited conditions of dry rot, but the people knew there was just too much man on that throne.” Likewise, the low stakes and low fantasy, which scurries us onto a fetchquest for rutabagas, charms no novelty from copypaste text adventure shenanigans. If you play this game through its first sequence, you may come away less impressed than a deeper dive affords you.

Because the size arises not out of epic bravado but rather out of a porous ludicity that overfills the playspace into a meandering creativity. When the game can sprawl out and relax, its spirit makes better use of its low aesthetics. The silly humor squiggles in many optional commands that paintbuckets color on every noun, like when we find a horse: “You perform an elegant bourée with the horse, bow to each other, exchange compliments, and resume your previous occupations.” Quisborne delights in finding little opportunities to wink at you with a same wavelength camaraderie, be it either a haystack which of course means you need to find a needle or a bucket that you just know has a quip hidden behind kicking it. The glib cartoonishness provides a reasonable peppering of jokes that keeps the mood lively when the puzzles slant too serious: “You look up at the clouds, and there is writing in them! It says: “The answers will not be written in the clouds.””

Serious puzzles which are indicative of the grounded fidelity that makes the most of the low fantasy, inviting us to engage more deeply with the process rich physicality of the medieval setting: we travel to a blacksmith to hammer a groover on a horseshoe; we woodwork a mattock on the lathe to dig up carrots for a horse. Through these craftsmanship simulators, Quisborne firms up the world you explore to prevent the silliness from loosening our engagement into superficiality. No matter what jokes lay in wait, the certainty of place is sustained through a finely textured verisimilitude: “From where you stand, a frozen lake stretches away north into the hazy distance, majestic and mournful. The lake is very narrow in proportion to its length, and steep, dark-treed slopes carpeted with snow rise to considerable heights directly from the water’s edge, making the lake into a deep and snaking valley. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast and disappear behind the rising slopes of the valley.” Combined with the low stakes, where you’re simply wandering around trying to figure out how to scavenge items that can overcome obstacles, like your horse’s low traction on the ice, Quisborne succeeds as a summery adventure that always has something else to do, somewhere else to go.

That voyaging about, however, starts to spiral the game out of its comfort zone, and before long we’ve sailed past the low fantasy to mile a minute hijinks. No longer are we trying to craft horseshoes, now we’re summoning a chimera skungaroo to stinkspray a gargontosaurus or using a hot air balloon to carry Rapunzel along far enough that you can climb up her hair. At one point, as we enter a wizard’s tower, the diegesis breaks down altogether, and the puzzles go entirely abstract, tasking us with binary arithmetic or a strange stairstep letter puzzle that even the game struggled to explain. Rather than work out how to block a cistern, now we have to solve a captcha and realize that the word it spells is a series of directions that guide us through a labyrinth. As the crossmap puzzlechains gnarl ever more elaborate, Quisborne skates off pure momentum, blowing its tone scattershot. While this can be fun, with characters like Dvakred sizzling off the page, unsurprisingly some of the pellets miss, with the characterizations of the Tuttarumbish or Azhgalothis leaving a little bit of a sour taste.

Perhaps unsurprisingly for a game this long, Quisborne manages to reverse the impression it makes on you several times. Does it manage to bring it all together in the end? Alas, it is not for me to say. My game broke down just after clearing the passage west across the landbridge, prompting this error message on every command: “We are truly sorry… we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It’s highly unlikely that what’s happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended.” At this point, my dominant impression was just tired, so I left it at that. One hopes, though, for Quisborne’s sake, that everything ends up more feckful.

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