RWP 2024 — Teamfight Tactics (Jasmine Steele)

I’ve played some games with autochess components before, but none as focused on that mechanic as Teamfight Tactics. At first glance, and after playing it for a short time, it seems to play more or less the same as games with autochess modes I’ve played in the past (AFK Journey, and to a less complex extent Cookie Run: Kingdom and Monster Never Cry), and watching some gameplay footage from others on YouTube as well as a breakdown of the game to ensure I understood it beyond the beginner-most stages has confirmed this. The main elements that seem to set it apart are its Hunger Games Cornucopia-esque first-come-first-serve champion choice system, its system of spending gold and collecting interest, and its aesthetic design.

My first instinct is to dislike the Cornucopia system, as it introduces a level of zero-sum twitch skill-based competition into a game which is otherwise about strategy and, in a way, resource management; I worry that having slow reflexes or otherwise performing badly in the champion-claiming round may put me at a perpetual disadvantage even if my actual team-building strategies are sound. This is an extremely minor complaint, and I doubt it makes a large difference in the long run— I only mention it because half the appeal of autochess for me is the lack of twitch input needed, and this undermines that appeal.

I really like the minor resource management component that the gold introduces; I have not played long enough to get a feel for this element, but it seems as though it would create interesting decisions to be made in terms of whether to prioritize immediate team progression at the cost of interest or faster gold collection at the cost of building up your team.

All in all, I like the premise and gameplay of Teamfight Tactics. However, because it feels so similar to other autochess games, I don’t think I would choose it over others in the genre simply because I don’t personally like its aesthetic direction or character designs very much (I think they’re well executed, just not to my preference). I also find the heavy focus on online PvP to be a deterrent as I prefer games with a larger PvE component, but again, that’s entirely personal preference, and I appreciate the catchup mechanics TFT has incorporated to help less skilled players stay in the game while they improve their strategies.

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Comments

  1. Hi Jasmine,
    I haven’t been able to play many of the other autochess games out there, but its good to know that after playing TFT, other games wouldn’t be too terrible to pick up. I agree that the carousel is somewhat frustrating and stressful at times. The resource management of the game is one aspect I also appreciates since it is what determines when you start “winning”. Some strategies require you to spend early on while at other times its best to collect interest and spend bigger later in the game.

  2. Jasmine, your review of Teamfight Tactics is thorough and insightful. You’ve highlighted some key aspects that set it apart from other autochess games, like the Cornucopia-esque champion choice system and the gold management mechanics. I can understand your hesitation about the twitch-based element in the champion selection phase; it does introduce a layer of reflex-based competition that might not appeal to everyone, especially those who enjoy the strategic and resource management aspects of autochess games.

    Your appreciation for the gold management component is well-founded, as it does add an interesting layer of decision-making to the gameplay. It’s these kinds of mechanics that often deepen the strategic possibilities and keep the game engaging in the long run.

    It’s also valuable that you pointed out the aesthetic design and its influence on your enjoyment of the game. Personal preferences in character design and visual style can significantly impact one’s gaming experience, and it’s great that you acknowledged this subjective element.

    Lastly, your preference for PvE over PvP is an important note for others with similar tastes. While TFT is heavily focused on online PvP, the catchup mechanics for newer or less skilled players are indeed a thoughtful inclusion to balance the playing field.

    Overall, your review provides a balanced perspective, noting both the strengths and personal drawbacks you experienced with Teamfight Tactics. Great job!

  3. I kind of laughed when I read your slight distaste (what I interpreted as a wrinkled nose) towards the Cornucopia-like section of the game. You’re not wrong, and it also doesn’t end up being a huge deal I think? But it is funny that this random minor grab-and-go section is thrust in between phases of an otherwise, hands-off strategy-managing autobattler. I think your lack of resonance towards the aesthetics is also accurate but perhaps not totally unfounded–I certainly think TFT could have a stronger newcomer appeal with different aesthetics, but I imagine it is easier for them to pull existing game assets and that partly informed the decision.

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