Here’s Corey: For some time, I’ve wanted to create a modular board game that focuses on telling an immersive story in which everything happened for a reason. One of my main goals with Mansions of Madness was to create a game in which the story is not merely smoke and mirrors, but in which evil plots are actually happening behind the scenes. Also, I wanted a purpose behind each unique item that players discovered, rather than having them drawn out of a random deck.
At the same time, replayability and versatility were a must, so that players don’t always know what to expect. Every grand story arc would have many plausible outcomes, many possible side paths, and a depth of buried information. I wanted a game that made players feel like they were in a movie, with every clue uncovered helping them understand what is going on, and tension becoming tangible as they progressed towards the finale. My goal was to design a game in which every single element was about telling this story. A game that sucked players in and refused to let go. A game that hid reality behind a veil of theme, so thick that it could be an engrossing novel…
…and I think we’ve succeeded at this with Mansions of Madness.
Read the rest of Corey’s thought’s on the FFG preview page.
I’ m sure I’m not alone in looking forward to the game hitting shelves in time for Christmas as well as Elliott’s exclusive coverage of Arkham Nights later this month!
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