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Eric M. Lang has basically seen it all when it comes to board game design.

With literal decades of experience and countless projects under his belt, the Canadian defines ‘prolific.’

Life in Reterra box and instructions on a wooden table

“It changed my life.

It gave me the idea of ‘oh my God, games can be so much more.’

They can be bigger than the box they’re a lifestyle.”

Life in Reterra board, tokens, cards, and box on a wooden surface

Lang thinks he may finally have cracked that ambition… and with a game he always thought was impossible.

“What do you got?”

If Lang had an origin story, it’d start with what he describes as “bad” games.

Eric M. Lang smiling in front of board game shelves

So naturally, he tried to fix them.

“I’d modify them,” Lang tells me.

“And I just caught the bug already back then.

Life in Reterra board and cards laid out on a wooden surface

I designed, like, 20 roleplaying games [as a child].

I discovered Magic: The Gathering, and that changed my life.

[I decided] I wanted to be a game designer right then.

Life in Reterra box back, instructions, board, and tokens on a wooden surface against a white wall

So I basically got all my bad stuff out of the way!”

The moral of the story?

Keep busy, clearly.

Life in Reterra

But also, don’t close doors.

From there, he went to CMON and started making “big box games beyond my wildest dreams.”

Lang has created over 100 board and card games in the past two decades.

Hasbro Pulse

it’s possible for you to find him on Twitter@eric_lang.

However, there was still something Lang hadn’t tackled yet something that niggled at him.

“I needed to get back to my roots a little bit,” he says.

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I felt like the last game in my trilogy, that was a good stopping point for now.

I was like, I’m not going to do better than this, at least now.

So then I was excited to reconnect with my roots, all the games I grew up with.

Malediction miniatures on a gray surface in front of dice, with a hand moving one whilst holding cards

I still love those games.

So I worked with Exploding Kittens for three years, doing nothing but party games.

It’s been life changing, amazing, and refreshing."

Screenshots from the Legend in the Mist TRPG

As countless movies have taught us, though, grizzled veterans can never ride off into the sunset.

Not fully; it’s only a matter of time until they get drawn back in.

What do you got?'"

Shots of Arydia: The Paths We Dare Tread in play

What he had was a little game called Life in Reterra.

Yes, civilization ended but it’s not a miserable ode to how much everything sucks.

Instead, nature has reclaimed the landscape and folks are working together to rebuild society.

Screenshots from the Fame & Fable Kickstarter

“The seed was planted 10, 15 years ago.

But it was always nebulous,” he tells me.

“I thought it was impossible.

A knight on a griffin fights with a skeleton on an undead horse, with sweeping castles in the background

Because I know a lot about the broad market, and they’re price sensitive, right?

Funnily enough, Hasbro didn’t either.

But to Lang’s surprise, it refused to compromise on that vision as well.

A player in space, firing a weapon at alien creatures in a pre-alpha screenshot of Stars Reach.

In fact, a lot about Life in Reterra can be put down to Hasbro Games.

The ‘cozy-pocalypse’ vibe was a major change to the original pitch, for instance.

(“They poured so much passion into it,” Lang notes.)

Three Pokemon Journey Together cards leaning against the Elite Trainer Box from the set

“Believe it or not, after a year of development, we upscoped it.

Hasbro went, ‘oh, you could do more than that,'” Lang says.

This means that Lang and Gruhl “designed way too much stuff” for the game.

Articulate! box, board, tokens, and timer on a wooden table, against a black background

Still, the central concept of respecting a player’s intelligence remained.

Indeed, Lang wanted to treat the audience “with respect rather than design down to them.

You don’t have to dumb down to design for mass market.

King of Tokyo components, box, and cards on a wooden table against a black background

Most people are open to a deep, rich, discoverable experience.

Video games prove that.

Fortnite, Minecraft, are the biggest video games out there.

Space Wolves Logan Grimnar and Arjac Rockfist models against a slightly blurred photo of the Space Wolves Army Set

They’re incredibly deep video games.

So the idea of mass market ‘being simple’ is bullshit.

“If this is the game that gives you your D&D moment, welcome.

Dorfromantik and Creature Comforts cozy city building games

It’s a lifestyle, and it’s the best hobby you’re ever gonna have.

I’m humbled to be able to bring that to you.”

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