This post is Part 2 of a Designer Diary for With a Smile & a Gun, currently on Kickstarter! In this section, I talk about the thematic evolution of the game, and the thought process behind it.
Once I started work on what would become this game, the mechanisms had created some requirements for the theme:
• I needed a setting that would support and suggest the theme of intrigue and underhandedness;
• I needed the players to have a third entity to compete with, but one which worked under different rules and therefore couldn’t just be a third of whatever role the players would fill;
• I needed a thematic explanation for the bonus of the player who took the lowest sum of action dice.
The first theme I went for was the discovery of Atlantis: the players were rival researchers, trying to be known as the world’s leading expert, and would stop at nothing to discredit their opponent. There was also a capitalist mogul who had sent a ship to find those relics, and that acted as the third player.
That theme didn’t really last. It only took a few tests before I realized how clunky it made everything, and as much as I liked the more original theme, I defaulted to a gangster theme—which checked all the boxes, but was a bit bland—, covered everything in GTA screencaps, and told myself I’d figure theme out later.
I developed the game around that gangster theme: the police as the third player, the thematic explanation for needing to lay low, the brawn-vs-brain decisions. I always saw it as a placeholder though. I wanted to avoid making yet another game about generic organized crime: while I was working on this game, three Godfather-themed games came out, and I wanted my game to stand out. If I could set the game anywhere, why not go for a more unique theme?
Every time I’d try out a new theme though, it added expectations that I never intended to meet: I made the game about a mutiny on a pirate ship, and people asked “when do we go out and plunder?”; I made it about sorcerers and people asked “why can’t I just shoot fireballs at them; modern politics led to “when do we get to the debate?”; Caesar’s assassination to “what if people stay loyal to the Emperor?”
By then, what I realized is that a game’s theme is not just about fitting the game’s mechanisms, but also setting up what the players expect to do. Sure, the game is a perfect representation of a mutiny, but this is not the game people want when they hear a title about pirates. However, it all makes so much sense when you apply it to a game about gangsters—which, of course it does, that’s the theme I developed the game around!
I think that, rationally, I knew the gangster theme was the way to go, but I couldn’t convince myself it was the right call, kind of like when you know you should go to bed but instead browse Netflix until 3 am. That is, until I found the Al Capone quote. I don’t remember exactly how I fell on it, but it was love at first sight:
“You can get pretty far in life with a smile, but you can get a helluva lot farther with a smile and a gun.”
I love this line, but I also thought it was such a perfect representation of the game’s tone: it starts all nice and kind-hearted, but then gets darker. The abrupt change of direction makes it funny, not laugh-out-loud funny, but the kind of funny where you smile and exhale from your nose. There’s a threat in that sentence, but there’s also the smile. It’s the bravado of those who know they’re in control of the situation.
That was the time where I committed to the mobster theme. If the theme wasn’t the most unique, I could find an art style that would make the game stand out.
That was last December. Over the holiday period, I was at my parents’ house, scrolling through Twitter, and I fell on this tweet:
That barn illustration blew me away. Black-and-white, the cross-hatching, the pop of colour, the atmosphere that was somehow both peaceful and spooky. I wanted to see more of that art. I wanted my game to take place in this universe, in this palette. I contacted Justin that day, and I was overwhelmed with joy when he accepted to join the project.
And just like his Christmas cards, the game devolved into a spooky flavour. He is who he is.
I grew up on D&D and Lord of the Rings, and I’ve started loving those fantastical aspects into non-medieval settings, be it Westerns like in the Dark Tower, modern times like in Dresden Files, or sci-fi stuff like in Shadowrun. Fantasy Noir sounded like a fascinating universe, and Justin rolled with it.
The fantastical aspect is subtle: I don’t with to overshadow the noir. I don’t want to fall into creating expectations I can’t meet again: if you’re looking, you’ll see the easter eggs. You’ll see the signs.
And when the surprise happens, you’ll think “oh, I should have seen that one coming”.
In the next entry, I’ll talk about the mechanical evolution, the real nuts and bolts stuff. Again, hopefully a few of those lessons I learned throughout the development will be helpful to others.
If this game sounds interesting, you can go look it up at withasmileandagun.com