Time Barons: From Spelunky to Card Games

Most creative people know what it’s like to have a project that just falls to the back-burner. Side projects never evolve to the next level, time constraints stop your afterhours dabbling, or life just gets in the way. When Jon Perry and Aaron Pickering were high school kids, cutting out index cards and testing their idea for The God Game, they didn’t think anything would ever happen with it. In a unique series of events, their one-day project evolved into Time Barons, a game that became a critical and sales success.
Jon Perry and Aaron Pickering didn’t run in an ordinary group of friends. Their Pasadena, California high school was an incubator for game design talent. Derek Yu, creator of the indie megahit Spelunky, has been a friend since the second grade. Pickering, Yu and Perry played and designed games together from a young age. As Yu says, “I remember I’d go over to Jon’s parent’s place when we were kids and play Hero Quest. We’d collect those Marvel Comics cards pretty hardcore. I’ve still got an entire Series 4 of them somewhere. The Garbage Pail Kids cards, as well.” The friendship explains how Yu came across The God Game. Perry says, “It sat in this little tin that Aaron had. I think it came along with Aaron on a camping trip that we were on as adults. It was on this reunion of old friends. I think that’s where Derek first saw it. It turned out to be pretty fun, even though I hadn’t thought about it or looked at it for years at that point.” The camping trip play sessions piqued Yu’s interest and began the process of refining The God Game prototype into Time Barons as we know it today.
The God Game didn’t languish in the obscurity of a tin box forever, in large part because it was a fun project for Perry and Yu to tinker on and an excuse to stay in touch. Before any of their recent projects, Yu and Perry made freeware games like Eternal Daughter under the name Blackeye Software. They’d design the games together, with Yu handling the art and Perry the testing and logistics. The process on Time Barons worked similarly to those older collaborations, as Perry explains it: “Derek and I kinda took it over. We were working at a pretty slow pace. Just once a year we’d tweak it a little bit. That sped up a lot within the last two years. We actually worked on it for a year and art finally got done.”
Making the jump from videogames to card games presented some unique challenges. They were both familiar with the digital markets to release a videogame, but there are other barriers to physically producing and shipping a finished card game. Wisconsin based company The Game Crafter was the solution they needed. As Yu says, “I heard about The Game Crafter through another videogame developer friend of mine, Sarah Northway. She published a game called Laws and Disorder on there and told me about it. I think the fact that they’re print on demand is very attractive to someone who’s just starting to make a card game or a board game. You don’t have to worry about buying inventory or the distribution.” With the card game logistics handled by The Game Crafter, they released the first version of Time Barons in February of 2014.
The premise of Time Barons is intentionally vague. A central mechanic of the game involves moving your “followers” around from protective site to site. The game ends when one player wipes out all of the opponents’ followers. The Time Barons website explains, “You are one of the TIME BARONS, shadowy figures who have shaped mankind’s destiny since the dawn of time. People are simply pawns in your quest to defeat the other barons and become the ruler of a unified human race.” When asked for additional explanation Yu reveals a bit more, saying “we left it purposefully ambiguous what a ‘Time Baron’ is since they’re supposed to be mysterious, behind-the-scenes manipulators. It’s very possible that a Time Baron could be a single, immortal person or simply a title that’s passed down from generation to generation along a lineage. It could even be a cabal. The player can decide what it means for themselves!” The open-ended narrative frame allows for a wide range of fun and experimental cards.