I was introduced to the game by my main man Jon Jordan through the Pocket Gamer Podcast a few months later, after hearing about his love of the game, and the staggering amount of money hed ploughed into the freemium title.
Ive always been interested in freemium games, and Ive sunk more than my fair share of time in them. But by the time I played Clash of Clans Id become frustrated with the failing common to many freemium world-building titles: theres very little skill or strategy involved in success.
One small step for barbarian man
To me, Clash of Clans represents a tentative but significant step towards changing this, though its a step that few take the time to recognise. See, Clash of Clans asks you to be good at the game as well as patient, and for that it deserves recognition.
Clans asks you to build a village and populate it with everything the warring tribe youre leading might need. A town hall for leadership, a gold mine for money, an army camp to hold your warriors, an Elixir collector to gather up this additional resource from the ether - pretty soon youve got plenty of architectural work to be getting on with.
As you build and expand your small camp into a burgeoning fortress you unlock more building types, but never enough to weigh you down with choices. Hit a high enough level and you can take over the Clan Castle, allowing you to forge allegiances with other players, upgrade your barracks, and create different types of unit.
There are more than enough types of unit to unlock, but not enough for any of them to seem perfunctory on the battlefield.
Its in the battles that you first appreciate the necessity for skill. The first few battles with the AI are easy-peasy. Simply build enough Barbarians to overrun the Goblin hideout, and watch them take it apart.
Then youre given access to archer units, and youre thinking, "well, this is easy, Im storming through these."
Brick by brick
Then you run up against an enemy barricade with a few cannons and a big chunky wall, and youre done for. Your hand-to-hand units cant tear the wall down fast enough, and your archers are too busy plundering resources to notice that theyre being fired on by cannons.
So you upgrade your Barracks and after a while you have Giants and Wall Breakers. Now you can smash through those same walls with a well-placed bomb, and your Giants are dismantling cannons with ease.
The game builds like this, requiring more and more sophisticated units, asking you to strategise and really think about which elements you should focus on building within your camp.
Next youll find that having overwhelming numbers just isnt going to cut it - youll need to specifically think where and when youll deploy troops, and how theyre going to interact with the enemy camps.
Lots of cannons guarding an entrance? Youll want an aerial unit to rain fire from above. Bomb traps lying in wait around the back? Go through the walls at the side.
Theres even narrative justification for these systems of play, should you need it. Youre wrangling a riotous clan, of course you dont have complete control over all your troops, but you can give general orders as their chief.
This, of course, is all training for when you first get raided by another real-life player. The first time you see your base wiped out, youll watch the replay to see how it happened, rebuild, and perhaps shore up certain areas of your base. Then its time to train troops and go show them whos boss.
just love it so much!