It’s incredible that hectic management sims like Greenheart Games’ new Tavern Keeper use game loops that can make even dastardly procrastinators like me excited to do chores. It might be a miracle, or just a terrifying act of psychology, but it’s definitely not easy to turn dread into comfort, says Greenheart co-founder Patrick Klug.
Klug tells PC Gamer that cutesy medieval fantasy Tavern Keeper wasn’t really enjoyable to play in “at least” its first seven years of development. It wasn’t until 11-and-a-half years had passed and Greenheart had cycled through six different versions of the game that it could be considered “fun.”
But, uh. It wasn’t. Things like Tavern Keeper’s random storybook events “always felt like they took you out of the game, […], and that hurts because I was always very adamant that I wanted this storytelling in the game,” Klug says. It took “dozens” of tries just to make Tavern Keeper’s storybook moments what they are now – role-playing opportunities that enhance the game’s magic rather than kill it.

