Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Learn about the fascinating behind-the-scenes stories of Jackbox Party Pack 10 from the developers themselves Gain insights into the inception of each party game, the evolution of the franchise, and much more in this exclusive interview with Game Rant

Jackbox Games announced in February that the tenth installment of their Party Pack would be released in the fall, which is a significant milestone for the franchise. Reaching ten releases in any franchise is a noteworthy achievement, and Jackbox Party Pack 10 represents a decade of fun, laughter, and sometimes chaos, as it brings friends and family together for game nights. While the franchise has made great progress and still has more to offer, this release holds special significance for everyone involved, including the developers and fans.

Game Rant recently interviewed several developers from Jackbox Games (Tim Sniffen, director of Tee K.O. 2; Alina Constantin, director of FixyText; Warren Arnold, director of Hypnotorious; Brooke Breit, director of Dodo Re Mi; and Kyra McFarland, producer of Timejinx). They discussed the creative process behind each game, how they contribute to the party pack, their individual achievements, and the unique Jackbox culture that allows for the creation of excellent and hilarious games. The developers also shared insights into the journey towards Jackbox Party Pack 10 and explained why Jackbox Games will continue to do what they do best. The transcript below has been edited for clarity and brevity.

Q: It's been approximately a decade since the release of the first Jackbox Party Pack. Can you provide some insights on the journey from then to the creation of Jackbox Party Pack 10?

Warren Arnold: Absolutely, it's been quite a wild ride. Jackbox Games/Jellyvision has been in existence for a significant period of time. Initially, when we launched Jackbox Party Pack 1, we had some exciting game concepts and introduced the innovative use of smartphones as controllers. However, it was mainly an experimental phase where we tested out our ideas and observed the outcomes.

The smiling faces were quick to appear as soon as it was introduced. Some individuals were clearly enthusiastic about party games, seeking an alternative to board games that offered a similar experience. Each year, we strive to further challenge ourselves and explore new ideas and formulas for our games, constantly evolving and adapting to meet the demands of our audience. It has been a surreal experience witnessing the growing number of people discovering and enjoying our games.

Tim Sniffen: One significant aspect that highlights our progress is the transition from having to explain what Jackbox is and how our games function to now simply wearing a shirt with the Drawful Owl on it and having someone immediately recognize and express their love for Jackbox Games. More and more people are becoming familiar with our brand, saving me the time and effort of explaining it repeatedly. It's an amazing feeling knowing that people are discovering and recognizing our games independently.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Q: Whenever I play party games with my friends, there's always one person who wins more than anyone else, so among you, who is that (and what's your secret?)

Sniffen: It's Brooke.

Brooke Breit: It's Tim!...It's me?

Sniffen: Please go ahead.

Breit: I had a challenging experience recently, but it turned into a personal journey of redemption. What I appreciate about our games is their diverse content and the various ways to play them, ensuring there's something for everyone. While not every game within a pack may be everyone's favorite, we enjoy observing which games resonate with different players when a new pack is released. If each person has a different favorite, we consider it a successful outcome. There shouldn't be one game in the pack that stands out as the clear winner. Instead, it's exciting to see different individuals gravitating towards different games. If this diversity of preferences is evident across the board, we believe we've fulfilled our purpose. With that being said, I am always triumphant. I approach each game with determination and a competitive mindset.

If I fail to do so, it is possible that the game is flawed.

Sniffen: Our journey began with You Don't Know Jack, which quickly became one of our flagship properties. This hilarious game has become synonymous with Chicago's comedic DNA, as comedy is as abundant there as drinking water. The influence of You Don't Know Jack can be seen in our other Party Pack games too.

What I truly appreciate is the diverse approaches we take across our games. Not every title follows the same formula as You Don't Know Jack. If you have a knack for humor, Quiplash might be the perfect fit for you. On the other hand, if you're a bit more reserved, you could excel in Tee K.O.'s drawing challenges or something similar. We've made sure to accommodate people's varying levels of hilarity on any given day.

Breit: The focus is also on ensuring that the players become the main attraction. Our goal is to create gameplay mechanics that empower you and your friends to take the game in any direction you desire, without imposing a specific comedic style. We provide you with the tools to discover your unique voice and what tickles you and your friends' funny bones, while also allowing you to reference and build upon previous game experiences.

My personal joy lies in observing groups of friends playing a game and witnessing how references from previous games resurface in entirely new contexts. It's like a springboard for exploring what you find amusing. While we do offer our own humorous content, we encourage you to take the lead and shape the experience according to your preferences.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

GR: I'm a little terrified, in the best of ways of course, to play FixyText with my friend group.

Alina Constantin: I have full confidence in you and your friend group. The most exciting part of working on FixyText is witnessing the diverse range of games that emerge from different individuals playing it. In this game, players are tasked with writing either the beginning or the end of an existing text, with the condition that they cannot delete anything. Surprisingly, we discovered that people's initial ideas are quickly transformed by the input of others in the room. It's incredibly entertaining to observe how every person's "great joke" is completely altered by someone adding an S or changing a word in the sentence. The responses people receive are absolutely hilarious. We've had an absolute blast playing FixyText and then transitioning to Tee K.O., experiencing the overlap between the two games. It's fascinating to see how people latch onto these random phrases that arise from typos. Watching it all unfold has been an incredibly enjoyable experience.

Q: Shifting our focus to each game in the upcoming Party Pack, could you perhaps guide me through the initial creation process of each game?

Kyra McFarland: Starting my involvement at the end of pre-production for Timejinx, this question has piqued my interest. The game was initially presented as a party experience centered around the concept of time, posing a challenge on how to create a trivia game revolving around time. Throughout the development process, we focused on striking a balance between the party element and the time element, aiming to infuse freshness into the trivia game.

To achieve this, we dedicated significant attention to the input methods. For the most part, players are required to input numbers, seeking the correct date and time to travel to. When it came to scoring, we opted for a golf-inspired approach that rewards players based on the degree of accuracy. As we sought to maintain the original concept while injecting enjoyment, we managed to craft something truly distinctive and entertaining. Adding a touch of meta to the experience, we situated the party within a virtual basement, creating a "party within a Party Party" for Jackbox.

Initially, the idea for Dodo Re Mi came from one of our exceptional software engineers, Chase McClure. He was contemplating how Jackbox could create a cooperative music game. Our team delved into this concept, exploring the combination of party games and music, and how players could engage in playing a song together while achieving certain objectives.

From the very start, there was a fundamental principle we adhered to: your controller is your instrument. It becomes a vehicle for playing the game, and the sounds of your instrument emanate from the controller as you perform along with the songs.

We also strived to ensure that both excelling and struggling in the game were equally enjoyable experiences. The objective is to play as accurately as possible to satisfy everyone's expectations. This approach makes sense within the game's context – you are a group of birds aiming to please a carnivorous plant that will devour you if you fail to meet its demands. With this understanding, we aimed to create an inclusive and entertaining environment. Consequently, as a player, you have the freedom to choose the difficulty level for the instrument you wish to play.

Everyone is welcomed and encouraged to join in and push themselves to their limits. Afterwards, we get the chance to listen to a playback of everyone's performance, which determines their success or failure.

Arnold: Although initially centered around bird-themed music rhythm, Hypnotorious soon took a different direction.

Breit: Whaaa...

Arnold: One of our writers, Rammel Chan, suggested a game centered around hidden identity. It involves adopting a character and immersing oneself in it, much like improvisation. The twist is that the players also have to find their group, creating a common bond. This adds an element of revealing some aspects of oneself while keeping others hidden, all while observing the dynamics within the group. We thoroughly enjoyed experimenting with this concept as we developed the game, and everything was performed during the process.

The team saw a resemblance to improv games and recognized its potential for a theater setting. Its performative nature and the artistic elements such as curtains and spotlights quickly fell into place.

Hosting the event is Phil Ridarelli, known for his involvement in Quiplash, Bracketeering, and Patently Stupid. His strong stage presence made him the perfect choice for this role in the theater. Having him there adds to the sense of it being a performance, with everything laid out for the audience to see.

Constantin: FixyText has provided us with a remarkable opportunity to showcase our studio's strengths in a fresh and innovative way. The concept for FixyText was conceived by our talented writer, Liz Anderson, who wanted to recreate the feeling of composing a daring text message and seeking assistance from friends to navigate a flirty conversation. The idea was to have multiple people respond on your behalf, without the ability to delete or backtrack, forcing you to stand by your words.

We started by collaboratively writing witty one-liners in a Google Doc, taking only a short amount of time to gauge the responses and determine the funniest ones. From there, we expanded and developed FixyText into a fully-fledged Jackbox game. This process allowed us to explore and refine our technological capabilities in text editing, particularly in the context of a mobile device. The combination of the relaxed vibes from the musician and the eccentric graphic print visuals contributed to the unique world of FixyText. Ultimately, the game revolves around the challenge of fixing a conversation that you'd rather avoid. It provided us with ample opportunities to experiment and push boundaries.

As previously mentioned, the collaborative nature of creating jokes without knowing their origin, coupled with the amusement derived from a robot delivering them, has made for an exhilarating experience. Witnessing everything come together has been truly captivating.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Sniffen: Ah, Tee K.O. 2, where do we begin? As the sequel to Party Pack 10, we were given the green light pretty early on in production. I still remember when the design team gathered and had a discussion about what we wanted in a Tee K.O. sequel. We quickly agreed on incorporating elements that weren't possible in the original game. We also wanted to preserve everything that made Tee K.O. so enjoyable and simply enhance it. We didn't want to start from scratch because we genuinely love Tee K.O., but rather wanted to amplify its essence.

Since it was Party Pack 10, we wanted to truly honor its legacy since it felt like a significant milestone for us. That's when we came up with the idea of using avatars based on characters from all the Packs in the game. It was quite a fun process to decide on the number of avatars, considering we couldn't include an infinite amount. We even conducted company polls to gather opinions on which characters the players would like to see in Tee K.O. 2.

We discussed other impossible ideas, such as pants. Although there was a lot of enthusiasm for it, the main issue was where to place the design, mainly on the butt. This topic consumed a significant amount of our time, but ultimately, we decided to set it aside. As for Tee K.O. 3, I cannot make any guarantees.

However, there were also other concerns. One of the things that make Tee K.O. unique is the ability to purchase the shirts you create. We were uncertain if there were enough companies willing to feature the designs from our game on pants. To avoid making false promises, we instead opted for different garments like hoodies and tank tops. Furthermore, we love the concept of using different font styles for slogans. Personally, I was captivated by this idea from the start, and it has only grown on me. What may seem average in a block font becomes exceptional in the beautiful script font we have in the game. This aspect has been quite enjoyable.

Additionally, we have expanded the color options for the shirts, including the highly popular vibrant pink. We enhanced our drawing interface, drawing inspiration from the successful Champ'd Up game. You may notice some similarities there. In the final round, we ramped up the intensity, incorporating more button mashing. All of these improvements have resulted in a product that I'm genuinely pleased with. Tee K.O. 2 has its own unique essence that I believe will appeal to fans of the original Tee K.O. game. As for Tee K.O. 3, who knows? Maybe we'll even introduce pants.

Sniffen: We really tried, I tell you, we really did. And I mean, don't let that dream die.

McFarland: Pants K.O!

Q: Could you elaborate on the process of selecting games for sequels in each Party Pack? It seems to have become a tradition.

Breit: Each year, we have a greenlight committee consisting of consistent leadership at Jackbox. Additionally, we bring in individuals from different departments to provide fresh perspectives. Early discussions center around identifying games that haven't been released in a while, determining what the audience is craving, and exploring concepts that our company is passionate about.

Because many sequels require a justification for their existence. Many of those questions are asked to determine if there are any game concepts or content ideas that have been overlooked and could be explored further. These discussions take place early in the development process as a reference point for the team. Then, when the game is being developed, everything comes together cohesively. We strive to find different types of games that complement each other well, so determining the need for a sequel upfront also helps us identify what other fresh ideas we are seeking.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Q: Timejinx sets Party Packs apart with its unique trivia games. How does Timejinx distinguish itself from previous Jackbox trivia games?

McFarland: Timejinx stands out in several ways. Its main feature is its emphasis on time, with players using an old-style phone number pad to guess dates. Additionally, Timejinx incorporates time-related antics, as expected in any Jackbox game.

This fragment can be rewritten as follows:

The content explores the manipulation of time and the various ways to fix it. It raises questions about disguising ourselves and traveling to different time periods, or perhaps venturing into the future. However, it also emphasizes the importance of delving into the intricacies of trivia and having a hyper-focused mindset to find very specific and accurate answers. Unlike other trivia games that rely on random or trivial knowledge, this game aims to challenge even the most knowledgeable trivia enthusiasts.

Breit: I must stress once more the remarkable capabilities of the Timejinx controller. Inserting the dates is an incredibly satisfying experience, and it presents a unique strategy where the objective is to achieve a lower score by staying close to the actual answer. The contestant with the lowest score emerges victorious in this game.

GR: I understand, it's similar to golf scoring.

McFarland: In addition to what Brooke said, I must mention that the controller was created by the amazing software engineer, Allison Flom. Since the beginning, this controller has truly exceeded expectations. It is incredibly user-friendly and exceptional in every way.

Breit: Of course. Our decision to create Dodo Re Mi as the first rhythm game for a Jackbox Party Pack came from a simple thought - why not? And as for the bird-related presentation, we felt it added a unique and enjoyable touch to the game.

The rhythm music game aspect was an enjoyable challenge for us, seamlessly integrating with our expertise in creating remote or same-room gaming experiences. When it came to gamifying a music game for Jackbox, we naturally thought of incorporating birds. Birds have an inherent musicality, so we wanted to visually represent players and their ability to choose from a wide array of instruments.

Our philosophy was to have the bird open its mouth and produce the sound, rather than visually representing multiple instruments being played. It's you, the player, emitting these unique and unconventional noises. The instruments range from traditional ones like the saxophone to curated sounds like constant screaming. We even included a whimsical instrument called the Lip Flipper, among others. These unconventional instruments promise a lot of fun in this game. It's meant to be incredibly silly, highly interactive, and something that I'm truly excited about. Along with exploring music as a new frontier for us, we also experimented with using earwax for sound effects, which surprisingly turned out to be a cool and popular choice during testing.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

One interesting aspect for us is the concept of drop-in/drop-out gameplay. Instead of following a traditional round structure, you have the freedom to play as many songs as you prefer. Whether it's just one or five, you can continue until you're satisfied. Additionally, you have the option to easily skip a song if you wish. We enjoyed this feature because it still keeps track of scores for everyone, but it introduces a more flexible round structure to us.

We personally recorded all the instruments, ensuring that actual instruments were used for the recordings. Our audio team visited Central Michigan University for day-long recording sessions with college students playing instruments I had never come across before. One such instrument that amazed me was the contrabassoon. We have obtained some incredibly unique sounds that I am eagerly looking forward to players interacting with.

Q: Earlier, you mentioned that the game was enjoyable for both skilled and inexperienced players. How do you handle this kind of duality?

Breit: Without a doubt, players have the freedom to choose and their selection is not limited to just understanding the game's concept. Players may opt for an instrument based on their personal preference, whether it's because of a catchy name, a comfortable difficulty level, or simply the desire for an unconventional experience, like playing the kazoo. Ultimately, these choices are entirely up to the player.

Empowering players to play in their own unique way was a fundamental aspect for us. I always emphasize that the game is more about creating music rather than following a strict rhythm. The immense joy and humor lie in the ability to produce music through your controller. While skill does come into play for survival, it is possible to choose a super easy instrument and still attempt to endure.

Q: FixyText arrives during a time when various word games, such as Wordle, the New York Times crossword, Connections, and others, have gained popularity. Is there any influence from these word games on FixyText?

Constantin: That's an excellent question. Well, I do understand the concept of altering words as you progress, such as starting with a word and seeing what results from changing a letter. However, the biggest influence for us has been the consideration of time. What happens when you have a limited time to compose something? Additionally, not knowing who will write what and where, we provide a text field where players can begin writing from any point they choose. It was fascinating to observe the balance between the amount of existing text and the amount of empty space we offer to players.

Imagine Mikey, the pizza guy, asking, "Fancy some pepperoni on your pizza?" As a player, you have a prepared comeback. Initially, the writers came up with clever and humorous three-to-ten-word responses, which players could then alter, expand upon, or play around with. By strategically leaving blank spaces, many players were able to create various amusing outcomes. It was truly entertaining to witness the emergence of a word game through player interactions, including typos.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Players will creatively play around with those typos. Just like in music, when a mistake is made with an instrument, it can be turned into something amusing and enjoyable. This allows players to have different approaches, such as going off on a tangent or creating a silly joke, at the end. It's like stepping into someone else's world and gaining points for incorporating and transforming their words. For example, someone might say "honk" and another player might turn it into "honkle," which the group then builds upon in the next exchange. It's exciting to see which words initially bring amusement and how we continue to make them funny as we progress.

Breit: FixyText also excels in making the stream of consciousness feel like a game. It truly delves into the depths of what's on our mind and whether it resonates with our friends. It's a fine balance we're aiming for. It's incredibly enjoyable and the epitome of an exhilarating writing frenzy.

The community aspect is always a significant aspect of any Jackbox Party Pack. However, in this particular game, it also has a strong resemblance to gamer group chats like Discord, where players can set up tabletop games and more. How did this element contribute to the enjoyment and gamification process of FixyText?

Constantin: You're absolutely right about that. Our design team has a couple of go-to phrases, and one of them is "It's pure chaos in the group chat." We really aimed to capture that feeling. While a specific topic may be introduced, the group chat often takes over and goes wherever they please.

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No matter the topic we assign them, be it serious or whimsical like a caller claiming to be a wizard with a magical orb, it doesn't matter. The players have the freedom to go on a passionate rant about whatever they choose, because ultimately it is the other players who will determine what is truly amusing. The flow of the conversation doesn't matter; what truly matters is the central role of the group chat in the game. This aspect has been crucial to our focus and success.

Q: In Hypnotorious, players embody various personas within a social deduction game. Could you please provide some examples of these personas and how they impact the dynamics of the group playing?

Arnold: The game we're playing is like a puzzle, with everyone trying to solve it. When you receive your persona, let's say you get Gandalf, there are many aspects to his character. It can be as simple as the fact that Gandalf is from Lord of the Rings, or that he has a beard and wears a robe. There are different scenarios to consider. As you play your character, you're not only trying to figure out how you fit into the group, but also how you relate to others. This is where the fun of social deduction comes into play.

For example, you might see Frodo Baggins and wonder if you should align with him, or with someone like Papa Smurf who also has a beard. Your decisions might change based on observing a third person who connects different clues in your mind. If we've designed the game correctly, you should be switching sides multiple times, rationalizing your choices based on different elements like being from a certain book or a specific era like the 1940s. Throughout the game, it's crucial to discuss your thoughts openly. As you reach the final round, you'll discover that one person is isolated from the rest. If you've given away too much information, you might find yourself trapped with no allies by the end.

That's a slightly unconventional approach we've taken when it comes to concealing our identity. Instead of pretending or taking a simple shortcut, we understand our role and strive to uncover the truth alongside others. When things become clearer, it's akin to hurrying to secure points if possible.

Unveiling the Fabulous Jackbox Party Pack 10: Catch Our Exclusive Interview with the Game Developers!

Arnold explains that in Hyponotorious, the Outlier is unaware that they are the exception, which is a unique feature compared to other social deduction games. The decision to include this element happened organically during the puzzle development process. It adds an interesting dynamic to the game as players who realize they don't belong in a certain group may attempt to convince others otherwise. Surprisingly, when players wrongly convince everyone that they are the outlier, it creates unpredictable and fluid moments where the group's understanding fluctuates between being confident and completely mistaken.

Everyone begins to rush around, creating a controlled chaos. It's like I feel grounded and stable. It was hilarious when it was revealed that someone who was certain they didn't belong was actually part of the group all along.

Breit: Warren is amazing at leading a room. That's what I really admire about our playtesting work at the company. We witness the beginnings of things, make small adjustments, and observe how it impacts the atmosphere. I distinctly remember with Hypnotorious, making a slight tweak that suddenly sparked more discussion and attention. This is exactly what we want. We want people to be somewhat concealed, advocating strongly but not revealing too much or too little, and then a sudden burst of energy happens in the room. Warren is exceptional at recognizing that and encouraging us to explore that direction further.

Arnold: Well, in response to you and the rest of the group, everyone was quickly sharing ideas, which is just the way we do things. There's no "It's your game, figure it out." It's a collaborative effort where we all support and help each other. Even if someone is working independently, they can still approach others for ideas and input. We simply work together. But yes, I appreciate the compliment. Thank you.

Sniffen: I just realized... Warren, you directed Poll Mine for Party Pack 8, didn't you?

Arnold: Yeah.

Sniffen: I'm realizing if people are shouting at each other, Warren's probably involved and pushed the button. Fighting and shouting, he's involved in it all.

McFarland: Warren wants to drive people apart!

Sniffen: And bring them together at the end.

McFarland: This is an intervention!

GR: So he's the outlier right?

Arnold: Pretty much, yes.

McFarland: It was never me. It was all a red herring!

Q: In conclusion, would anyone like to share their thoughts on Jackbox Party Pack 10, the future of Jackbox Games, the games they've directed, or a message for our readers?

McFarland: As I mentioned earlier, I joined this team at the end of February, but I've been playing Jackbox games for about ten years. It has truly exceeded my expectations. The community here is amazing, and my team has been exceptional. The creations we've been able to produce are absolutely incredible, with attention to even the smallest details. Being able to witness the creativity of others and contribute to this collaborative environment is a producer's dream. As Warren mentioned earlier, the culture here is truly collaborative, and it's incredibly thrilling to create these fantastic games and share them with players. I can't wait for my first game to be released.

Breit: Starting my journey as a writer for Jackbox Party Pack 5 has truly been an incredible experience for me. From that point onwards, I've had the privilege of being involved in various capacities, up until Party Pack 10. It has been amazing to direct Job, Job and Roomerang, which are completely different from my recent work on Dodo Re Mi. The fact that we can come together and explore these unique and special ideas is truly a gift. Ultimately, our aim is to bring people together and create fun experiences. The best part is that we can approach this goal in so many different ways, which is incredibly fulfilling.

Sniffen: I've been a part of the Jackbox world for quite some time now. One of my early contributions was animating the segues between question numbers for You Don't Know Jack, including the memorable question number four, known as the question that cares too much. If someone had told me back then that we would have the opportunity to create so many of these amazing games, all the way up to Party Pack 10, my mind would have been blown. Even today, the thought of it still overwhelms me, but in the best possible way. It's as if my mind would be filled with confetti and candy, ready for a joyous celebration.

Arnold expresses that the reason they are able to create games is due to the passion and enjoyment people have for their games. The dedicated fanbase and the way people incorporate their creations into their own lives are both amazing to witness.

Constantin finds it beautiful that Jackbox and Party Pack 10 draw from their team and community. The special aspect of Jackbox lies in the diverse skills and interests of their team members, including engineers, writers, stand-up comedians, and those with various talents. They aim to showcase these different personalities for the enjoyment of the players. By bringing together a variety of people, they create an atmosphere where everyone can have a good time. This approach has brought their games to their current success and they will continue to follow this path.

[END]

Jackbox Party Pack 10 releases on all major platforms this Fall.