Everyone knows that the worst part of parser-based IF is guess-the-verb puzzles. What Imperial Throne presupposes is – maybe it’s the best?
Admittedly, the setup here is fairly unique, and far afield from wrestling with medium dry-goods in an eccentric relative’s mansion. The game plops you down on the eponymous seat, placing you in command of a fantasy empire boasting rich provinces, inconsistently-competent generals, restive peasants, impious priests, and more rival powers than you can shake a stick at. From your exalted perch, you can examine all of the above and more, and ask your advisor to provide a bit of color commentary on them, but that’s about it in terms of traditional IF commands; trying to move about or take stuff just tells you that these things are unbecoming to and unnecessary for an emperor. There’s no ABOUT text to provide any direction, so what can you do? Just type stuff in and see if it’ll work.
And, thrillingly, there’s a lot of stuff that works. I cooed with happiness half a dozen times at seeing my ideas for governance accepted by the parser – I’m having to restrain myself from listing off half a dozen examples, but since this is a case where spoilers really do undercut the enjoyment the game offers, I’ll just note that one of my early priorities was establishing sumptuary taxes to support a shipbuilding program that I think made my foreign trade more lucrative. Yes, you can just type TAX SILK, and Imperial Throne will make that happen. At its best, the game manages to recapture the I-can-do-anything feeling experienced by the earliest players of parser games – I’m too young to have experienced that first-hand, but now I have a far greater appreciation for how impactful that must have been. Like, you can intervene in the capital’s culture, respond to crimes with punishments lenient and severe, balance class interests, and of course shuffle around troops to engage in great-power adventurism! And OK, I can’t help adding one more, though I’ll spoiler-block it: (Spoiler - click to show)BUILD BRIDGE ON LOCANUS will give a military advantage to your soldiers when they need to cross that river to retaliate against a neighboring kingdom’s raids!
The impact of all these decisions isn’t always clear – you’ll note that I only had a guess about what all those ships were accomplishing for me. While your emperor-o-vision lets you see the troops, leaders, and resources at your command, it provides only vague information about foreign policy or domestic unrest. Where a Civilization or Paradox strategy game would give you dials, charts, and numbers galore, Imperial Throne just gives you a sentence or two. This feels restrictive, but in a way that more authentically captures the experience of pre-modern rulership: this is a fantasy kingdom, but one without magic or other shortcuts that would allow a state to see or know things that historically required a significant bureaucracy and educational infrastructure. You get told that opening up the granaries to starving peasants softened a famine’s impacts and reduced unrest, but not that you lost 3 farmer populations and unrest notched own by 2, which helps keep the game’s mechanical underpinnings from showing through too baldly.
There are some rough edges and limitations, of course. The game’s opacity is a critical part of what makes it work, but it did lead to frustration when I couldn’t figure out the syntax to incorporate potatoes into my subsistence agriculture, and I was surprised that I couldn’t imprison a particular troublemaker, only execute him (all the more so when I saw that the walkthrough seemed to think that should have been possible, too). Keeping track of all the different made-up names of people, provinces, and kingdoms, is really difficult, since they’re all so much fantasy gobbledygook, and there are no built-in help features tracking this stuff, so you’d better have been taking good notes if you want to move a specific general to a specific place. And there are some minor bugs and a lack of polish; besides the aforementioned issues with imprisonment, X LABORERS got me a “runtime error: invalid comparison”, and a fair number of things just give the default “you see nothing unusual about them” response (even the potatoes, which had been brought back by an explorer returning from a far-off land!)
The biggest issue, though, is just that once the thrill of discovery wears off, there’s not much to keep the player engaged. After about 150 turns, I’d pretty much figured out what I could do, and while different events kept happening, they were mostly variations on what had come before, and the thing is playing a simple strategy game with a parser interface isn’t that intrinsically enjoyable. So when an ally I’d carefully cultivated suddenly turned on me after some domestic upheaval, I checked the walkthrough, saw that I’d uncovered like 90% of the possibility space, and decided I couldn’t be bothered laboriously shuffling troops around to fight off the invasion; I just hammered Z until the end game (joke’s on the betrayers, though, actually one of my generals took advantage of the chaos to get declared Emperor and toppled me after a brief civil war). But there’s no way to avoid that kind of come-down in a game built around experimentation – inevitably, you eventually run out of new stuff. But until that point arrives, Imperial Throne is a lovely little toy to mess around with, and I’m looking forward to reading other reviews to see what I might have missed.