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About the Story
In the middle of endless prairies, and dynamic mysteries that await you, you are a chieftain of a village you created. You control everything about the village from obtaining food, encounters with the unknowns of nature, and with interference with other communities in the game. The citizens of your village uphold your decisions with certainty and with loyalty, but it is up to you to make the right choices to sustain your village to strive on and respond to their trust in you. In this game, you will have to continue striving by obtaining necessary goods such as food, soldiers. Every day, you will be able to decide whether to go on a search, rest, or party, each option with their own pros and cons. You can also choose to do something for your town activity. It is important to realize your priorities and make your decisions based on that. You can also obtain luxurious good that has its unique characteristic. So the objective of the game? Survive.
81st Place - 25th Annual Interactive Fiction Competition (2019)
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Number of Reviews: 2
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One star may seem harsh for a game, but here are my five criteria:
Polish: This game has visible error messages every few screens. This is probably all the same error, but it could have been caught. Links to images are everywhere, but are deleted because of copyright. If the author is reading this, try Pexels! Plenty of free images in their public domain section.
Descriptiveness: Everything in this game is bare-bones, functional writing.
Emotion: I didn't really feel a connection to the chieftain or the tribe
Interactivity: The game is very slow in its accretion of resources, and bugs made my choices not work
Play again: Without more bug testing, I wouldn't play it again.
I had more fun with this game than most other players seem to have had, judging by its current ratings and its placement in IFComp. I suspect many players were turned off by some noticeable bugs (some cosmetic, some more serious that affect gameplay), as well as the bare-bones interface. Looking past those, I found The Chieftain to be a decent resource management game.
My sense is that writing a good resource management game is all about the mechanics. What makes the various resource levels go up or down? And, more importantly, how much of this is under the playerís control, and how much is random? Too much control for the player, and the game becomes less interesting: You just do the same thing over and over again until you hit the goal. On the other hand, too much randomness starts to feel either unfair or like youíre simply tossing dice to see what happens. A good game of this kind needs to strike the right balance.
And I think The Chieftain mostly does get this right. The major random activity is scouting the surrounding area, and this can lead to many different outcomes. Some of the resource-gathering activities also produce a variable amount of goods. And then several of the activities are deterministic: The game tells you, for instance, that throwing a party consumes 5 food and increases happiness by 3. It took me quite a while to settle on a strategy that was consistently effective; I had to try a lot of the different activities over multiple days to see what they led to. Yet this process didnít feel unfair, either; it was clear when I was taking a risk and that that risk was my choice. This seems to me to be what you want the player to experience.
There are also intermediate goals to keep the playerís attention. For instance, I saved up my coins and bought a longsword for display in the village. I also built a shrine and raised it a couple of levels so that it was generating more resources for me.
However, once I did finally settle on my strategy, it was mostly a matter of just doing the same things over and over until I hit the happiness level required to win. Some tweaks to the gameís mechanics could have improved this. It did take me a while to realize that this would be an effective strategy, though.
Overall, I think The Chieftain does most of what you want a resource management game to do correctly; that is, its mechanics are pretty sound. But there are places where those mechanics could be made better, and some more testing and changes to the presentation could have greatly improved the player experience as well.
This is version 4 of this page, edited by JTN on 11 December 2020 at 7:07pm. - View Update History - Edit This Page - Add a News Item