
By heightening what was already there, the playtests immediately proved that we had a winner. Through several play tests, they discovered that adding a round where neither player knew what title they were competing for made for some hilarious matchups and really raised the energy in the room. So, they took what was already working and made some slight adjustments. The team could’ve stopped there but they wanted to raise the stakes in the second round. So one is left to wonder what sort of title a fancy duck or a muscular robot might hold before they create a challenger. Playtesting was also huge for Champ’d Up, an energetic drawing game where players create characters who battle it out for titles like “The Champion of The Graveyard.” In the first round, one player knows the title and the other has to create a challenger by only seeing their opponent. While we were happy with older versions of Quiplash, opening up an old favorite to new ideas really helped us find a simple, yet elegant final round. Initially, the text appeared all at once, but a brilliant comment resulted in the text appearing one, two, three, which really helped the third part of the joke land. It playtested well, but we could tell it was missing one final piece: the reveal. On the surface, it seemed like a natural progression from asking players to create one joke for a prompt, to asking them for three. Many ideas were pitched and many were playtested before we landed on a classic tentpole of comedic structure: the rule of threes. We had company-wide meetings that focused on what we liked about earlier final rounds and what we thought we could do to take Quiplash’s final round in some new directions.

Once we decided that there would be a new entry in the Quiplash library, we quickly decided that we would try a new structure for the final round. Quiplash 3įirst, let’s take a look at Quiplash 3, which features a brand-new final round called Thriplash. While I have at least part of your attention, let me give three examples from The Jackbox Party Pack 7 of how ideation and playtesting helped elevate some already great game ideas.

You might not think that a game company built on fart jokes has fun, but we do! And the great thing about playtesting at Jackbox is that you trust everyone here to look at your idea and give creative and uplifting notes that hopefully gets a game across the finish line and into a Party Pack. In all seriousness, what drives our innovation is that we love to play games with each other. Hi, I’m Warren Arnold, a Director at Jackbox Games and in case you haven’t heard, we’re launching The Jackbox Party Pack 7 at PlayStation Store tomorrow! Seven Party Packs! How DO we do it? A lot of hard work, deep dedication and a spring of ideas.
