Unveiling the Thrilling New Game Queen by Midnight: Exclusive Insights from Critical Role Producer Kyle Shire

Unveiling the Thrilling New Game Queen by Midnight: Exclusive Insights from Critical Role Producer Kyle Shire

Discover the captivating insights of Critical Role's producer, Kyle Shire, as he unveils the thrilling new game 'Queen By Midnight' Delve into the world of Queen By Midnight with Kyle Shire in this exclusive interview

Summary

Queen By Midnight, the latest game from Darrington Press, has sold out in less than an hour every day at GenCon, creating a buzz in the TTRPG space.

Kyle Shire, the creator and designer of the game, sought inspiration from powerful female characters and aimed to develop a game featuring impressive three-dimensional representations of princesses. Collaborating with Darrington Press, the development process included scouting talented artists, fine-tuning game mechanics, and working together to elevate the overall gaming experience.

Queen By Midnight, the latest game released by Darrington Press, Critical Role's game publishing company, has taken the TTRPG community by storm. This captivating battle royale deck-building card game has consistently sold out within an hour every day at GenCon. Players assume the roles of powerful princesses vying for the title of Queen of the Midnight Court, all before the stroke of midnight. Each princess possesses a rich backstory drawn from fairytales and folklore, as well as unique skills that can be strategically employed to secure victory.

Kyle Shire, a producer from Critical Role, has crafted Queen By Midnight as his debut game. The involvement of Darrington Press brought additional design contributions from Alex Uboldi. The visually stunning graphic design of Queen By Midnight was expertly handled by Matt Paquette & Co., accompanied by breathtaking artwork from Ameera Sheikh, Michal Ivan, and Mike Pape. This exhilarating game can be enjoyed by 3-6 players and is suitable for ages 12 and above.

Kyle Shire Talks Queen By Midnight

: Kyle Shire discussed his latest project, Queen By Midnight, in a recent interview with Screen Rant. During the conversation, he delved into the game's origins and provided insights into the process of creating unique princess characters for players. Shire detailed the collaborative efforts with Darrington Press to transform his vision into a tangible game. Additionally, he enthused about the invaluable experience gained from his time with Critical Role and expressed his enthusiasm for working on the comedic advertisements conceived by Sam Riegel that grace the beginning of every Critical Role episode.

Unveiling the Thrilling New Game Queen by Midnight: Exclusive Insights from Critical Role Producer Kyle Shire

Thank you for joining me today for this interview. I am thrilled to discuss Queen By Midnight with you as it appears to be an incredibly enjoyable game. It's worth highlighting that this game sold out within just 15 minutes every day at GenCon! How did it feel to have such a phenomenal response?

Kyle Shire expressed his amazement at the experience, finding it absolutely surreal. While he hadn't memorized all the specific times, he noted that the wait time on the first day was around 49 minutes, followed by approximately 20 minutes on subsequent days. On the final day, the wait time had reduced to about 14 minutes. Kyle had seen videos of people eagerly rushing to join the line, which only added to the surreal nature of the situation. As a first-time player, he couldn't believe that such a phenomenon was actually happening. Despite feeling overwhelmed, Kyle made a conscious effort to soak in the experience and enjoy it to the fullest, acknowledging that it was a strange but incredibly positive experience.

Moving on, Kyle inquired about the inspiration behind the game "Queen By Midnight." He showed admiration for the cool characters within the game and praised the intuitive gameplay.

Kyle Shire: Thank you. I firmly believe that whenever you create something, whether it's a game, screenplay, fashion design, or a Dungeons and Dragons game, you should always strive to make something that you would personally want to buy and engage with. If I were to come across this game on the shelves, I would immediately purchase it without hesitation. Growing up with a single mother and two older sisters, I naturally looked up to women and female characters. In fact, the Pink Ranger from Power Rangers was my favorite, and I used to passionately explain why Kimberly was the best Power Ranger. This admiration extended to X-Men characters like Storm, Emma Frost, Jubilee, and even Buffy the Vampire Slayer.

Throughout my life, I have always been a devoted fan of strong, inspiring, and powerful women because they were the role models I had. This motivated me to create a game that reflects the kind of stories I would love to experience. Unfortunately, there is a lack of well-rounded and complex female characters in the gaming industry, which frustrates me. I can only imagine how disheartening this must be for women in that space. Therefore, my goal was not only to create something that I personally would purchase, but also something that would inspire my nieces. I wanted them to see that they can be both princesses and fighters, proving that they can be strong and fearless.

Rewriting:

It was incredibly important to me, particularly when working with these Princess fairy tales and folk tales that are well-known, to find a way to reimagine them in a fresh manner. Fairy tales, after all, are meant for everyone, and one should have the freedom to reimagine them as desired. So, how would many of these fairy tales appear in a fantasy matriarchal society as opposed to the oppressive patriarchal society we live in? Essentially, that's what I meant to say. Can you elaborate on the development process with Darrington Press?

Kyle Shire: Certainly. I developed this game in 2019, during a time when I had been let go from a company that sounds similar to Shmachinima. Feeling lost after the layoff, creating this game provided me with a sense of purpose and direction. When I joined CR, I decided to focus on my new job and put the game I had been working on for nearly a year on hold. Eventually, Darrington Press emerged and Ivan finally had a chance to review the game on Tabletop Simulator. Much of the work had already been completed at that point.

Ivan's comment reassured me as he expressed that the challenging part was already done, and now they could focus on the enjoyable aspects. This involved finding artists, developing a graphic design with Matt Paquette & Co., and ensuring the game mechanics were well-balanced. Personally, I'm more of an intuitive game designer rather than a numbers person, so it was helpful to have Alex Uboldi on board. He was able to analyze the win conditions for each princess, creating mathematical formulas to determine probabilities. This allowed us to achieve a balanced gameplay experience.

Basically, I was fully supportive of everything they brought to the table regarding the shift in mechanics and whatnot. Their approach effectively eliminated any unnecessary elements and highlighted the core aspects that make the game exceptional. Witnessing those notes come in and feeling a rush of excitement was incredibly gratifying. Not once did they present a suggestion to me that made me think, "That is the most absurd idea I've ever heard. You better not implement it." It was a truly remarkable process.

Unveiling the Thrilling New Game Queen by Midnight: Exclusive Insights from Critical Role Producer Kyle Shire

I love that the folklore and fairy tales are being adapted to a new setting. Can you discuss the process of creating the characters? They are all so fascinating.

Kyle Shire: For me, one of the most enjoyable parts was taking these well-known Princess archetypes and delving into their original source material. Understanding what made them captivating and enduring, and then figuring out how to give them a fresh twist while still preserving their core concepts. Some of these shifts ended up being more radical than others.

However, I believe Hephesta truly embodies the essence of the game as a portrayal of the Cinderella archetype. Instead of a glass slipper, she possesses a suit of armor crafted from glass, accompanied by a massive glass hammer. In contrast to attending a ball, she joins a fight, a battle. Additionally, rather than banishing her wicked stepmother and stepsisters, she triumphs over them in an honorable duel. This unique twist perfectly captures the essence of what I aimed to achieve with all these princesses. So, to me, that was the most enjoyable and fascinating aspect. I hesitate to call it a problem, but it presented the coolest kind of challenge that demanded solving.

Could you please discuss the playtesting process and how it influenced the game design?

Kyle Shire: Certainly. When I created this game in 2019, I would invite my close friends who also played d&d to come and test the game I had been developing. The game went through three distinct iterations before it reached its current form. I valued my friends' opinions and encouraged them to provide honest feedback without taking offense. After each playtesting session, I distributed surveys to gather their thoughts on various aspects of the game. I still keep those surveys in a commemorative binder at home.

My focus was always on what felt the most enjoyable and provided a fulfilling power fantasy for the players. Winning was not the main concern; rather, I wanted to ensure that players had a fun and satisfying experience with their chosen characters. This principle guided me in fine-tuning the game, similar to adjusting a weathervane or navigating a ship towards the right direction.

After gaining confidence in the mechanics, I conducted approximately 10 play tests in which there were minimal adjustments needed. It was at this point that I became more comfortable and decided to expand the pool of play testers. I began including acquaintances who were part of the LA Gayming Society (LAGS), a social group for LGBTQ individuals who enjoy gaming and attend events at Akbar. Some of my friends and acquaintances from this group participated in the play testing process.

Once I felt at ease with testing among acquaintances, I took a step further and approached strangers I had met during Friday Night Magic. It is worth noting that seeking feedback from these individuals required a high level of confidence in my game's mechanics. This is because these strangers do not hold back their opinions and are quick to identify any flaws or weaknesses in the game. This aspect added a unique element to the play testing experience.

What has been the most surprising aspect of this entire process?

Kyle Shire: The reception has been incredibly surprising. I had confidence in my game's quality and Darreington Press's ability to do a great job with it. However, I did not anticipate it selling out so quickly at GenCon. Furthermore, I didn't expect the numerous Darrington Press Guild Stores to organize such fantastic events to promote the game. The level of enthusiasm people have shown for it has far surpassed my expectations. I anticipated it doing well, with maybe a C or C+ performance at worst, and possibly a B+ at best. I never expected it to achieve A performances, which it has been doing so far. I am genuinely shocked in a positive way.

Unveiling the Thrilling New Game Queen by Midnight: Exclusive Insights from Critical Role Producer Kyle Shire

Well earned. Was there anything that you learned from working on Critical Role that helped you in those final stages of the game development?

Kyle Shire believes that a fundamental characteristic of a good producer is the ability to set people up for success and then step back. This approach is particularly relevant at CR, where it applies to producing in general. When working with a highly skilled team who are experienced and capable, there is no need for micromanagement. However, it is important to know when and how to collaborate with others.

Additionally, embracing the satisfaction that comes from separating one's personal ego from a project is crucial. Recognizing that placing trust in others and collaborating with them can enhance the quality of what you genuinely care about. Kyle acknowledges that clinging to excessive ownership over a project can actually harm its outcome. He did not want this negativity to impact the final product.

I acknowledge that I am not a homogeneous entity and I do not pretend to be one. I am immensely grateful for the opportunity to collaborate with exceptional individuals who have contributed to this achievement. Understanding the significance of collaboration, recognizing the value of divergent ideas, and effectively empowering others have all played pivotal roles in the process. Moreover, witnessing the expansion of Critical Role to include additional shows such as Candela Obscura, as well as the establishment of Darrington Press with its diverse range of games, has been an incredible experience.

Kyle Shire: It is truly amazing. Watching this company expand into various sectors and launch numerous new IPs is truly remarkable. I am thrilled to be a part of its early stages. The excitement of keeping company secrets is indescribable. You just can't wait for people to witness the incredible things that have been kept hidden for so long. It's an incredible feeling when something you've been eagerly awaiting finally gets released, especially after being kept under wraps for such a long time.

Sam's ads are mind-blowing. I can't fathom how you guys manage to create such experiences.

I absolutely love Sam's ads; they are one of the highlights of my job. I used to do comedy, focusing on stand-up, for a long time before I moved here. However, for various reasons, I don't perform stand-up anymore. Thankfully, working with Sam allows me to tap into that enjoyable and fast-paced sketch comedy vibe that I used to experience at UCB or Second City. It feels like we both understand and speak the same language when it comes to absurd 90s Conan-style comedy. Collaborating with him on these ads is truly a delight for me.

You can find Queen By Midnight at the Critical Role online store and Darrington Press Guild Stores.

Source: Screen Rant Plus