We talk to Elfhame author Holly Black about her new card game, Enemies & Lovers (Exclusive)
As a seasoned author with a knack for weaving enchanting tales, it is truly a delight to witness Holly Black‘s creative genius extend beyond the realm of literature and into the world of card games. The intricate details, the clever gameplay mechanics, and the nostalgic nods to her beloved characters make Enemies & Lovers an absolute treat for any fan of the Faerie Realm.
We had the opportunity to chat with none other than Holly Black, the globally adored and highly praised author of the Elfhame series, regarding her latest creation – the Enemies & Lovers: The Crown of Elfhame card game. This game, suitable for 2-4 players, offers a swift and strategic experience that caters to those who crave power and are enamored with the realm of Faerie.
This conversation covers the unusual pathway from authors to game creators, Holly’s passion for video games, her experience using Kickstarter (getting fully funded in just 30 minutes), and what it was like collaborating with the renowned Frostbite Studios, along with other points.
JIMMY SMITH: You’re familiar with me as a writer primarily, but it’s also common knowledge that I’m versed in tabletop role-playing games (TTRPGs) and other types of games. What prompted me to give game creation a try?
HOLLY BLACK: Earlier, I had been considering licensing my Elfhame universe for someone to develop into a game. During this time, I was on tour and found myself with plenty of idle moments in airports and hotel rooms. This gave me ample opportunity to ponder. I began to consider reaching out to some friends who had previously created games, perhaps collaborating with one of them. But then the idea of doing it myself started to cross my mind. I wasn’t entirely sure if I possessed the necessary skillset, but ideas began to flow. Despite my awareness that I was stepping into unfamiliar territory, more and more ideas and refinements of those ideas kept coming. At this point, I felt compelled to see the project through to completion.
RC: Were there specific games that you turned to for inspiration, card based or otherwise?
In my mind, I considered the enjoyable aspects of card games that my family enjoys, particularly those with elements of surprise and changes in fortune. Games such as Guillotine, Love Letters, Coup, even Go Fish, and more recently Exploding Kittens, not only in the gameplay but also the unique way its rules were presented to match its theme.
Could you describe how the playtesting process went for us? It seems there might be some similarities with the revision of a manuscript, at least to a certain extent.
One way to rephrase the given text in a natural and easy-to-read manner is: Playtesting a game shares many similarities with attending a workshop. You receive feedback, then strive to address issues with the game without disrupting its current working aspects. The earliest enjoyable phase was playing the game with people (often my partner, our child, and sometimes friends), during the period that lies between refining and brainstorming phases. During this time, we’d add a rule or new card and experiment with them for a while. Books are simply too large and complex to allow for the “let’s just give it a try” approach you can take with games.
Approximately, how many times did the rules or game system undergo changes before we arrived at the version that’s accessible to everyone currently?
HB: So, so, so many. We were iterating even as we were getting ready to send the final file to the printer. That’s a lot like writing a book too!
Was there any professional from the gaming sector, whether card-based or not, that you sought guidance from during this period?
In simpler terms, I’d like to highlight my friends Jedediah Berry and Hamish Young, both exceptional individuals. Hamish is a mastermind in video game design, offering me priceless advice on the frequency of the crown card returning in the deck and how it would influence the game duration. On the other hand, Jed, fresh from winning an ENNIE for his work “The Valley of Flowers“, played an early version and shared valuable insights with me.
Friends who regularly game together offer a wealth of insightful recommendations, having both personal experience and a knack for clear communication. They frequently propose thoughtful ideas for refining language and enhancing game mechanics.
RC: Does it ever cross your mind if the characters from the Folk of Air series, whom readers have come to cherish, might have played this game [Enemies & Lovers] at some point in their world?
HB: Absolutely! I’d love to have some art of that.
Could you imagine any specific character that would shine in this role? The one that instantly popped into my head is Kaye.
HB: I feel like Madoc would enjoy this game a little too much.
Speaking about the cards, they’re truly stunning. Can you tell me about your experience collaborating with Frostbite Studios? How did the opportunity to work together on this project first arise?
In another wording: I stumbled upon Frostbite’s artwork online and was instantly captivated by its suitability. She is an exceptionally talented artist and a fantastic collaborator. Her illustrations for each character are nothing short of flawless. Upon seeing her depiction of Kaye, tears welled up in my eyes – the attention to detail, from her plastic crown to the extra knuckle on her fingers, was astounding. And every time I gaze upon her noble riding toad, it brings a smile to my face.
Did you give the artist a detailed explanation of what should be depicted on each card, then allow them to interpret and execute your vision independently?
HB: Yes, occasionally with some extra notes, if relevant.
AL: Who ended up being showcased on each card, and was that decision made at the start or did it change during the game’s creation process?
It was challenging at first to determine which character or item each card represented. However, we occasionally changed the functions of some cards for strategic game purposes. Additionally, it was fortunate that some of our stretch goals included new cards, allowing us to incorporate fresh rules and characters into the game. My husband was particularly keen on including Ravus and Val from Valiant, so we managed to fit them in somehow.
RC: Do you have a favorite card? Or is that a bit like asking to pick a favorite child?
In terms of illustrations, The Roach could be seen as a captivating goblin character, while the Riding Toad holds its own in terms of appeal. If we’re considering both aesthetics and functionality, I’d choose the Tail card; it showcases Cardan’s tail and allows you to draw from the discard pile, which can be quite advantageous if your opponent was forced to discard the Crown.
Would there be any characters from the books that weren’t featured, or were removed from the roster, that you think should have remained instead?
In a different phrasing, it would be: I regretted that I didn’t manage to incorporate more details or elements from both “The Darkest Part of the Forest” and the series of modern fairy tales.
RC: Are there any easter eggs or small details on the cards that fans should keep an eye out for?
I took pleasure in crafting descriptive lines for each card, either drawing directly from the books or providing insights into the artwork. I hope these tidbits will bring enjoyment to both fans of the series and newcomers.
When exactly did you choose Kickstarter as your funding platform for the project? Was it your plan from the start to go this route?
Upon discovering my intention to create a game, I opted to utilize Kickstarter as a platform. It’s where many games originate, and it appeared to be an ideal method for me to design the game to my liking (Tarot-sized, with a shiny foil finish!) and reach its intended audience.
RC: How does it feel to have one of the top ten most funded playing card kickstarters of all time?
I’m truly touched by the gracious responses from those who dared to explore “Enemies & Lovers.” The journey of crafting this game, along with its associated Kickstarter campaign, was challenging, and your understanding and kindness during this learning process has meant far more to me than words can express.
R: Now that you’ve been bitten by the game crafting bug, would you ever entertain the idea again?
Absolutely! At present, we’re wrapping up production for Enemies & Lovers and are currently focusing on licensing matters. As such, this card game is not completely off my plate just yet. However, I have gained valuable experience from creating it and I eagerly look forward to the opportunity to apply that knowledge towards a distinctly different kind of game in the future.
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2024-11-27 22:42