Warchief Journal #1
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[/carousel][p][/p][p]So here we are: our first ever journal, for future Warchiefs like yourselves![/p][p][/p][p]Yep… this was originally meant to be a journal about the art style, but as I wrote it, we realized we needed to explain all the other changes first. So now, the art style journal will be the fourth one. It’ll be worth the wait, trust us![/p][h2]
The old premise[/h2][p]If you remember correctly, here’s what Don’t Kill Them All is all about: [/p][p][/p][p]"Don't Kill Them All is a turn-based strategy and base-building game in which you teach bloodthirsty Orcs to develop mindfulness by discovering passions, navigating emotions, and developing healthy relationships."[/p][p][/p][h3]Or is it?[/h3][p][/p][p]While mindfulness is a core mechanic of the game, we noticed it didn’t connect with some players in the way we’d hoped. Who would have thought that "finding solutions to emotional problems" might not sound fun? Of course, that’s not how we actually describe the game! But that’s how some players saw it, and first impressions really do matter.[/p][p][/p][p]To all the Sims fans, imagine if the game were pitched as "Enjoy going to work and cleaning your house!". Would you buy it? Probably not! Games should be an escape after a tough day, not a replay of it![/p][p][/p][p]Mindfulness is a key part of our gameplay, but making it the main focus just doesn’t work. That leads us to the big question: What’s the true premise of our game?[/p][p][/p][p]
[/p][h2]Synopsis[/h2][p]To better understand the new premise, here’s a little bit of DKTA's story.[/p][p][/p][p]"The Orcs have a mantra: 'Kill Them All!'. This battlecry strikes fear into the hearts of all who hear it, as what proceeds is a mindless rampage of destruction and mayhem which leaves nothing standing in its wake.[/p][p]Unfortunately, this has spelled ruin for the Orc clan, as any resource that could have been collected and used to enhance their camp during their rampage was destroyed. The current Warchief is unable to bring their Orcs in raids without triggering a 'Kill Them All!'. So Urdorok, the Orc Warlord, decides new blood is needed.[/p][p]He promotes the player, a simple Orc, to Warchief, and as their first task, they are given very clear instructions: rebuild the Warlord's Throne, which has been broken for ages, and remember: 'Don't Kill Them All!"[/p][p][/p][p]We believe players need to understand what they are doing and why they are doing it to truly resonate with a game. For us, the "What" is collecting resources, and the "Why" is rebuilding the Orc clan.[/p][p][/p][p]In fact, both the "What" and the "Why" are the heart of your main quest and are central to the core gameplay loop in Don’t Kill Them All![/p][p][/p][p]So, where does "developing mindfulness" fit into all of this? It’s actually a "How". Connecting with a "How" is often challenging, since everyone wants to bring their own unique perspective and methods to life. This is even more true in video games![/p][p][/p][p]Once we understood this, it was obvious that our premise needed to be clearer for players, especially when it came to our "Why".[/p][p][/p][p]
[/p][h2]"He promotes the player, a simple Orc, to Warchief"[/h2][p]Wait, did I read that right? Isn’t Olive supposed to be promoted to Warchief in this game?[/p][p][/p][p]Yes! But as development progressed, we realized just how much fun creating your own orc really is. We enjoyed it so much that we decided to let players step into the role of Warchief as themselves![/p][p][/p][p]Good news: If you’ve pledged at the Archaeologist tier or above, you’ll get to play as your orc-self! We’re really excited about the customization system and hope to make it possible for players to share their Orcs’ designs with friends and family in the future.[/p][p][/p][p]About Olive. To be honest, we were never completely convinced by the idea of her being an outsider, and calling her an official "Life coach" always made the story feel more complicated than it really is. The Orcs should be the ones to tackle their own problems, and that’s it. So we’ve decided she’s no longer a relevant part of the story.[/p][p][/p][p]Don’t worry, Olive isn’t entirely out of the picture! She’ll still play a role in the game and help you in her own unique way. How exactly? We haven’t fully decided yet, so feel free to share your wildest ideas![/p][p][/p][p]As for the Life coach outfits unlocked by backers, rest assured, they haven’t been forgotten. Since Warchiefs aren’t life coaches themselves, our aim is to enhance the Orcs’ customization system, so everyone can look forward to something exciting. We’ll share more details about this in the future![/p][p][/p][p]
[/p][h2]The new premise[/h2][p]Having covered what we’ve learned about the game, here’s the fresh new premise:[/p][p][/p][p]"The Orcs are broke! Embody their Warchief and lead them out of misery in this brutish strategy and base-building game, where whatever’s left standing gets looted. Forge bonds between units, shape their personalities and passions, and unleash their true potential both in and out of battle."[/p][p][/p][p]Here, we’re highlighting what players will actually do and feel in the game: Strategically questionable, yet undeniably satisfying destruction! The "Why" is leading the Orcs out of misery, while the "What" is looting everything that’s left standing.[/p][p][/p][h3]The "How" is up to you.[/h3][p][/p][p]This is where moving mindfulness out of the spotlight truly stands out. Previously, it was the only solution. Now, it’s just one among many, and the way you balance them will shape your Orc clan’s unique identity![/p]
The old premise[/h2][p]If you remember correctly, here’s what Don’t Kill Them All is all about: [/p][p][/p][p]"Don't Kill Them All is a turn-based strategy and base-building game in which you teach bloodthirsty Orcs to develop mindfulness by discovering passions, navigating emotions, and developing healthy relationships."[/p][p][/p][h3]Or is it?[/h3][p][/p][p]While mindfulness is a core mechanic of the game, we noticed it didn’t connect with some players in the way we’d hoped. Who would have thought that "finding solutions to emotional problems" might not sound fun? Of course, that’s not how we actually describe the game! But that’s how some players saw it, and first impressions really do matter.[/p][p][/p][p]To all the Sims fans, imagine if the game were pitched as "Enjoy going to work and cleaning your house!". Would you buy it? Probably not! Games should be an escape after a tough day, not a replay of it![/p][p][/p][p]Mindfulness is a key part of our gameplay, but making it the main focus just doesn’t work. That leads us to the big question: What’s the true premise of our game?[/p][p][/p][p]
- [p]Gurd’s constantly afraid when venturing into the dark and gloomy Forgotten Mines? Help him vanquish his fear of the dark![/p]
- [p]Don’t feel like connecting with your troops? That’s okay. After all, fear can be an effective motivator![/p]
- [p]Got a bunch of jealous Orcs that haven’t been on a raid in a long time? Spread the wealth among them to keep the peace![/p]
- [p]Got an Orc who’s wreaking havoc on the battlefield? Alter their loadout to favor precise destruction![/p]