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We Talk To One Of The Jackbox Games Leads About Bringing Fun, Friends, & Family Together With The Power Of Trivia!
From You Don’t Know Jack in the 90s to the Jackbox Party Pack in the mid-2010s, to even the recent Jackbox Naughty Pack this year, it’s clear as day who has the stranglehold in the digital trivia games and party questionnaire market: Jackbox Games.
Many companies have tried their best, but it’s tough to beat Jackbox Games’ dedication to this one particular genre of party gaming: answering a ton of seemingly random trivia, adapting to many mechanics with the genre like lightning rounds, and coming up with oddball information to digest that you won’t find out on your own volition. It’s a niche Jackbox Games is fine and dandy with; tons of people from streamers to casuals are on-board.
KKP’s Australian correspondent Dhayana “MissDeusGeek” Sena asked the company’s Chief Creative Officer Allard Laban about the joys of making merry with questionnaires and trivia games, as well as going into analog gaming.
Dhayana: Jackbox Games has a special way of bringing friends and family together. Do you have any memorable stories from fans?
Allard Laban: We’ve seen quite a few over the years—marriage proposals, family reunions, you name it! What really resonates with us are the stories where our games bring families together, especially when things like politics or other differences can create divides. We hear stories where families, who might struggle to connect otherwise, have an unforgettable night of laughs together. It’s heartwarming and reminds us we’re making a real impact.
Dhayana: I love that! My husband and I actually had our first gaming night together through Jackbox Party Pack 3. We’ve been big fans ever since.
Allard Laban: That’s wonderful to hear! It’s amazing to know how our games become part of people’s memories. Trivia Murder Party was actually almost called Trivia or Die, but we had to change it because of a trademark issue. We ended up with Trivia Murder Party, though we sometimes joke about its long title.
Dhayana: It’s such a fun game! The trivia, the suspense—it’s all so engaging. Was it challenging to get games like this approved?
Allard Laban: It was! Trivia Murder Party, for example, wasn’t greenlit immediately. Many of our games go through cycles of revision, and some get shelved and then revisited later. Taking time with these games helps us refine them and make sure they’re truly ready.
Dhayana: Jackbox has done an incredible job of keeping things fresh over the years. Do you have a process for choosing themes and game mechanics?
Allard Laban: Definitely! Anyone at the company can pitch a game idea. We even do these “Game Jams” where small teams develop and prototype games based on unique prompts. We look for that spark—the human connection that makes an idea click. I believe there’s an endless well of game ideas because they’re all rooted in exploring the human condition and our relationships.
Dhayana: The creative energy at Jackbox is contagious! How do you foster that sense of fun and creativity within your team?
Allard Laban: We let people be themselves. Our artists and writers put a bit of their own style and personality into every game, so each one feels unique. I want our creative team to feel inspired and not just like they’re filling orders. My job is to set up the problem or context and let them find the solution, which often leads to fresh and exciting results.
Dhayana: With the release of the Jackbox Naughty Pack, you’ve explored more mature themes. How did you make it accessible without alienating new players?
Allard Laban: We wanted to keep it true to the Jackbox brand—fun, positive, and inclusive. Unlike something like Cards Against Humanity, which can be brash, we aimed for a more sex-positive, open approach while still being playful. It’s probably best played among close friends, though I’ve seen people playing it on stream, so it seems to be going over well!
Dhayana: Have any memorable in-studio play sessions got a bit out of hand?
Allard Laban: Oh, absolutely. If our playtests get rowdy, that’s usually a great sign. One of my favourite memories was during a play session for Fakin’ It. I was laughing so hard that I couldn’t even speak and had to step away —it was a good kind of embarrassment. Those moments of uncontrollable laughter are what we strive for.
Dhayana: And now you’re entering the board game market with a Fakin’ It board game. What inspired this shift?
Allard Laban: I love board games, and I kept hearing from people, “Why isn’t Jackbox in board game stores?” So, this is our way of filling that gap. It allows people to enjoy Jackbox even if they don’t have access to screens, like if they’re at a cabin. We’re excited to see how it’s received!
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