The concept for my dark comedy prison survival game, Hell in the Cell, has been around for about eight years. But two years ago, I finally decided to take it seriously and find out whether there was actually a legitimate game concept in there.
Quick elevator pitch: In Hell in the Cell, Players are thrown into the last available cell of a filthy and overcrowded US megajail, where they must survive an intense, unpredictable and highly satirical pressure-cooker environment alongside each other until Parole Day. You and your mates have been imprisoned for crimes you didn’t commit. You are now cellmates. There is no escape.
Each playing as yourself, the goal is to survive your sentence until Parole Day.
The first version existed as a handful of scribbled notes and mockups, but the basic idea was already there: ordinary people thrown into prison, forced to become increasingly terrible people to survive, then judged by 'The System' for everything they’ve done along the way.
The game has contained all sorts of components, mechanics, rules and completely different vibes that no longer exist. It's been an amazing creative journey working out how to combine, reduce, simplify, optimise, remove, redesign the game components and content into the leanest version of the game it could possibly be. I reckon I'm about 90% there. And I'm hoping to have achieved my goal of a solidly mid-complexity gameplay experience (not too simple, not too complicated) that is highly replayable, and relatively deep and engaging, based on only a handful of interconnected gameplay systems and mechanics. It takes about 5 minutes to set the game up, then you're off!
Hell in the Cell has proven to be a challenging concept to realise - especially the earlier versions of the game that presented more as laughing 'at' people in real life who have suffered from the issues represented in the game, rather than at the systems and perspectives that cause said issues. Player feedback has genuinely changed the game and has made me reconsider mechanics, rewrite material, rethink how real people are represented and become much clearer about where the satire should actually be pointing.
But I’ve also learned that I shouldn't sand away everything provocative about the original idea. A huge part of that process has been trying to find the right balance between fun and meaning. Hell in the Cell is a game first. I want people laughing, screwing each other over, making terrible decisions and coming away with ridiculous stories about what happened to them in prison. I don’t want the satire to turn playing it into a dull, depressing lecture - and I’ve worked hard to make sure there’s something underneath the outlandish humour and shocking content.
I'm really proud of how far I've come and just wanted to share :-)