Skybridge | Designer's Diary Part 2

Today we continue with the second part of the Skybridge Designer Diaries by Franz Vohwinkel and Michael Rieneck!

Francis:
After presenting the first prototype to various publishers, it became clear to us that we still had a long way to go with the second prototype. The most important steps were separating the personal card displays from the game board to create player boards, and separating the bridge and card display into separate game boards. In this new version, Skybridge now also fits standard table sizes.
For the second prototype, we reduced the gameplay and its essential mechanics to make Skybridge simpler and more accessible.

michael:
Instead of communicating across the Atlantic, we unexpectedly had the opportunity to work together at the same table on a game and try out new ideas in small steps. But which game, exactly? Our "old" Skybridge was too cumbersome, too overloaded, too confusing, too long-winded for many publishers. I don't remember exactly what else wasn't right, but there was certainly plenty of criticism. But we wanted to use the luxury of being able to meet every week to give it one last try. To do this, we subjected our prototype to a radical overhaul. Gone were the game board, event cards, 3D bridge, development tracks, and much more. We streamlined the game considerably. And then we were truly lucky—perhaps it was the luck of the hardworking, but we were lucky. Because we immediately liked the new version much better than the previous version, which we really liked. It's actually quite rare for such drastic changes to work well immediately.
But that's how it was. The flow of the game was better, the playing time was significantly reduced, somehow everything seemed more precisely focused. Hope was suddenly back, and we – now in Eckernförde – got to work with renewed energy. We now had player boards and smaller, more functional game boards. This also made handling much more pleasant and less rigid. We played countless games to further balance the new game and continually tested new individual faction abilities that we were determined to expand upon to give the game the greatest possible variety.

Francis:
The large card format had been planned for a long time, but it was easier to stick with the regular trading card format for the prototypes. The time had come to convert the prototypes to the large format. At the same time, the map placeholders were abandoned in favor of placeholder sketches.

michael:
When we finally unveiled the new version, it seemed like we were actually on the right track. But despite intensive work on the game, this ultimately proved to be a false assumption. And so, by the end of 2022, we had reached the point for the second time where, with a heavy heart, we had to relegate Skybridge to the failed projects drawer. By then, we had become too mentally attached to our game to flip the switch for a complete reboot—especially since we remained convinced of our game.


Francis:
The second version of Skybridge also didn't meet with approval from the editors. Our Skybridge board game project was thus over for the time being. Looking back, I can't say whether I felt more disappointment or relief.
In my free time, I concentrated with all my strength on the novel, which had already grown to a considerable size.


michael:
And then we were lucky again. This time, it didn't originate within ourselves, but was presented to us from outside. I can't remember the context or the occasion, but in early 2023, Peter Eggert asked me what had actually become of the game I wanted to make with Franz Vohwinkel. In the years before, Peter had seen the various prototypes at Inka and Markus Brand's games meeting in Lieberhausen, where I always brought the different versions with me for testing. "Unfortunately, nothing," I had to tell him. "Then bring it back to Lieberhausen," he suggested. I did that, in consultation with Franz, and played the game there several times with Peter and his team. And it was actually well received. Or as Peter likes to say: "That's good, but it can be even better." And he could actually imagine making the game at Deep Print Games after editorial work. Suddenly
Hope and enthusiasm for the project were back, and we got to work with our editor, Moritz. One thing was particularly important to Peter. He wanted the game to be a bit more complex again. In addition to bridge building and paying homage to the gods, he wanted a third strategic layer. Resistance against the rebels and the simultaneous expansion of one's own military power would become significantly more important. Implementing this third strategic branch was once again a lengthy process, not least because it also entailed fundamental changes to the faction cards. The rebel game board with garrisons and a new card function were created. Other elements had to be sacrificed for this. Once again, thematic and gameplay adjustments to many of the faction cards were necessary, but it was worth it.

Francis:
When Peter Eggert from Deep Print Games appeared out of nowhere and expressed interest in Skybridge to Michael, I was extremely skeptical. I simply couldn't imagine that a solution for us and our game would suddenly and easily appear.
The moment I signed the contract, my hobby of Skybridge turned into a huge pile of work. It suddenly became clear that my self-imagined worlds would finally be released after so long. I immediately began, with great enthusiasm, to transform the images in my head into images for the game.
In order to really immerse myself in the project, I stopped taking on any further commissions and focused solely on Skybridge.


michael:
While Franz devoted himself to his artistic work around the clock, the best part of the time began for me. I was still working with Moritz on the final touches to the content. A few details here and there – there wasn't much more for me to do. I don't know about other authors, but for me, these are the most beautiful moments in the course of a project. The moments when you see with your own eyes for the first time how your game idea takes shape and its full creative power unfolds. And every week I saw new pictures of Franz, each one more beautiful than the last. Places and people that had only existed in my imagination suddenly became visible, as if a thick veil of fog had lifted step by step. It felt a bit like meeting old friends again after a long time and traveling to forgotten places of longing...
Whatever happens next with the game, it holds a very special place in my heart and I'm incredibly happy and grateful that I don't have to take it out of a "drawer" when I want to play it.

We thank Michael and Franz for their insights and trust, and we're very excited that Skybridge will soon be landing on your tables! At the end of the week, there's a special highlight for anyone who wants to fully immerse themselves in the world of Skybridge.