How Sunderfolk reflects broader trends in the games industry: board game hybrids and accessibility challenges

In recent years, the gaming industry has seen a blurring of boundaries between traditional tabletop gaming and digital experiences. Sunderfolk, a new game from Secret Door, founded by ex-Blizzard CEO Mike Morhaime under the Dreamhaven umbrella, is the latest attempt to merge the depth of tabletop RPGs with the accessibility and fun of digital gaming. The game’s premise—combining the strategic richness of board games like Gloomhaven with the party-style accessibility of Jackbox—highlights both the opportunities and challenges that the industry faces as it seeks to expand the appeal of more complex game genres.

While Sunderfolk shows great promise, its struggle to make board games more accessible reflects larger trends in the industry. The game’s ambitions are significant, but the issues it faces point to ongoing challenges in how to make intricate gaming experiences more approachable for casual players.

One of the most exciting aspects of Sunderfolk is its attempt to bring tabletop RPGs into the digital space without losing the communal essence that makes them special. The game aims to lower the barriers that keep many players from diving into board games, such as the steep learning curve, the long setup time, and the time commitment needed for each session.

This hybrid approach is increasingly popular in the games industry, as developers look to merge traditional gameplay mechanics with the advantages of digital gaming. For instance, recent titles like Wingspan and Tabletop Simulator have successfully digitized board games, while retaining their strategic depth. However, Sunderfolk differs by trying to create a wholly new experience that blends RPG combat mechanics with an easy-to-understand, party-game format.

The game’s integration of mobile devices as secondary screens to manage inventory, skills, and player decisions mirrors the trend of using companion apps in modern board games. Titles like Mansions of Madness and XCOM: The Board Game have already experimented with this, using digital apps to reduce setup times and streamline rule enforcement. By further integrating mobile technology and real-time strategy, Sunderfolk pushes this concept forward.

However, despite these advancements, Sunderfolk also exposes one of the persistent challenges in making complex games more accessible: balancing simplicity with depth. While the game borrows from Jackbox’s ease of use, its RPG elements, such as turn-based tactical combat and complex character classes, still demand a certain level of commitment and understanding from players. 

This is a recurring issue within the gaming industry—creating games that are both approachable for newcomers but satisfying for veterans. The game’s “fate card” system, a mechanic designed to replace the randomness of dice rolls with a customizable deck, is an example of this balancing act. For experienced players, it offers a layer of strategic depth, but for new players, it might feel like just another rule to learn.

Ultimately, this reflects the broader challenge that many game developers face when trying to bring niche genres—such as tactical RPGs or tabletop simulations—into the mainstream. The more simplified a game becomes, the more it risks losing the complexity that makes it appealing to hardcore fans. Conversely, retaining too much complexity risks alienating casual players, a dilemma that Sunderfolk seems to be grappling with.

Another interesting facet of Sunderfolk is its development pedigree. With former Blizzard developers at the helm, the game benefits from industry veterans who understand how to create polished, cooperative experiences. Blizzard’s history of developing successful, community-driven games like World of Warcraft, StarCraft II, and Heroes of the Storm is evident in Sunderfolk’s focus on cooperative play and teamwork.

This trend of high-profile developers leaving large studios to create indie or mid-tier titles is shaping the modern games industry. Figures like Mike Morhaime, and others such as the co-founders of Respawn Entertainment or Riot Games, bring with them years of AAA experience while enjoying the creative freedom that smaller teams allow. The result is often highly polished, innovative games that might not otherwise have seen the light of day at a major publisher.

However, this transition is not without its own challenges. While the experience of ex-Blizzard developers can lead to innovative and ambitious projects, these smaller-scale studios often face limitations in terms of resources, time, and the ability to fine-tune the player experience. As Sunderfolk shows, even a well-crafted game can struggle to meet its lofty goals of accessibility.

Secret Door’s vision for Sunderfolk as a couch co-op experience is reflective of a growing trend within the games industry to revive local multiplayer experiences. While online multiplayer dominates the market, many developers are re-emphasizing the value of in-person social gaming. Games like Overcooked and Gang Beasts have proven the demand for cooperative, local multiplayer games that focus on teamwork and shared experiences.

Sunderfolk’s encouragement of in-person, four-player sessions with mobile companion apps makes it a compelling case study for the future of party games. By allowing players to interact with both a shared main screen and individual devices, Sunderfolk takes advantage of mobile technology in a way that could influence future party games. The accessibility of scanning a QR code to join a session makes it easier for casual players to jump into the action, aligning with the trend of games being played more casually, without cumbersome setups.

Ex-Blizzard CEO’s new game, Sunderfolk, represents an exciting attempt to merge tabletop RPG mechanics with digital accessibility, combining the strategic depth of games like Gloomhaven with the simplicity of party games like Jackbox. While the game shows great promise, its efforts to bring newcomers into the world of tabletop RPGs may be hampered by the inherent complexity of the genre.

For the games industry, Sunderfolk serves as a reminder of the challenges developers face when attempting to create games that appeal to both casual players and dedicated fans. As board game hybrids continue to emerge, the industry will need to balance simplicity with depth to reach a broader audience. Nevertheless, Sunderfolk reflects a broader trend in game development, where legacy developers are breaking new ground in the indie space, pushing forward the boundaries of what gaming experiences can offer.


Leave a comment