How Clue: The Office Edition was developed
Because I am such a geek about all things Office, I had to ask a few questions about how Clue: The Office Edition was developed.
How did the idea for an Office Clue game come about?
In 2008, Hasbro “re-invented” the classic game of CLUE. It still is centers around the familiar “Who,” “What,” and “Where,” but some contemporary wrinkles and twists have been added. The usual suspects (Scarlet, Green, Mustard, Peacock, White and Plum) have been updated to exemplify particular personality archetypes. Upon exploring those, the characters from The Office mirrored those archetypes in a startling way. That was really the spark that set the project in motion.
How long did it take to design it?
Game development for a CLUE game is approximately 3 to 4 months.
Did you work closely with The Office staff and/or NBC?
NBC was instrumental in providing insight, fantastic assets and reference material to make this game possible.
How many people were on the development/design team?
There is a lead creative and a lead project manager responsible for the majority of the visual and internal content, with support coming from other members of the creative and product development departments as well as from hardcore fans of The Office.
Are the members of your team diehard Office fans?
Absolutely! We experienced what is probably a familiar pattern: Huge fans of the UK series, followed by nervous anticipation upon hearing about a U.S. series, followed by not being sure if this is going to work after the first episode, followed by watching the U.S. show find its legs and carving out its own identity to become one of the best and funniest shows of all time.
From the photos, it looks like the game has great attention to detail (weapons, photos, etc). Can you talk more about that?
The goal for CLUE: The Office Edition is to not only be a fun board game, but to celebrate the characters and humor from the show. We explore all of the components and look for subtle and sometimes less subtle ways to deliver. There is a lot to discover on the game board, Angela’s “babies playing saxophone,” a union jack on Michael’s desk and Pam’s painting of the building in reception are some of the obvious ones. Look closely on the carpet in Michael’s office for something less obvious. There are a lot more to find as well.
How did you decide on the different weapons? Were there any that ended up being axed?
We could have just used all the weapons that Dwight has had confiscated but where is the fun in that? The thinking behind the weapons was to have a mix of episode specific items (bicycle chain, grill, “Mr. A Knife”) and items that you would find on any given day at the Dunder Mifflin, Scranton office (Dundee Trophy, Michael’s World’s Best Boss Mug, a ream of paper).
As far as getting axed, most were from the above mentioned Dwight Schrute hidden arsenal, such as the blow gun in the toilet, sais and his samurai sword.
As the game centers around Michael Scott forcing the employees to play a real life version of CLUE, there seemed to be no other choice of victim than HR rep., Toby Flenderson. One of our favorite Michael quotes on the subject of Toby, “I hate … so much about the things that you choose to be.”
Anything else you would like Office fans to know about the game?
We hope fans get a sense of the respect and adoration we at USAopoly have for The Office when playing this edition of CLUE.
Thanks again to USAOPOLY for all the information about the game!
I’ve never played Clue, but this looks like fun. Hey Tallyheads, if you get this game, please comment with your feedback!