Apple Arcade has attracted an impressive array of game creators, from some very big names to ambitious indies and everything in between. One well-known name that has popped up a few times on the service is WayForward. Founded all the way back in 1990, WayForward has worked on games for everything from the SEGA Genesis to the Leapster to the Nintendo Switch. Naturally, WayForward is no stranger to mobile gaming, having done several games on the platform beginning almost ten years ago. While the company’s most famous original series is Shantae, its Apple Arcade output has seen a couple of other fresh properties join its stable.
One of those games is Marble Knights, a rather entertaining tale of adventurers who venture forth riding on giant marbles. A little bit hack-and-slash, a little bit Marble Madness, and a lot of the usual WayForward charm make it well worth checking out for Apple Arcade subscribers. It even has some great multiplayer modes to check out. Last month, the game received its last major content update. In commemoration of that update, we decided to chat with the game’s producer, Mo Sabawi. After working around each other’s summer vacations for a few weeks, we finally had a chance to chat about Marble Knights, Apple Arcade, and more. Roll that interview!
TouchArcade (TA): Could you tell us a little bit about yourself and your role on Marble Knights? Also: favorite pizza toppings?
Mo Sabawi (MS): My name is Mo Sabawi and I am the producer on Marble Knights and other titles here at WayForward. A nice, round meatball pizza always sounds good.
TA: Where did the idea for Marble Knights come from?
MS: The original idea goes back to 2014, when WayForward creative director (and Shantae series director) Matt Bozon came up with the concept as a multiplayer game using connected smartphones and smart TVs that was to feature a brand-new WayForward IP. The time wasn’t right for it back then, so it was shelved for several years, but we brought the idea back later when we pitched the game to Apple for Apple Arcade, and they were really supportive of it. It was going to be called Marble Quest: Knights of the Round, but was later renamed simply Marble Knights. After all that time, Marabelle and Orbin finally got their chance to shine!
TA: Now that the game is content complete, is there anything you can say that you wanted to get in there but just couldn’t for some reason?
MS: Fortunately, we had enough time to get almost everything we wanted into the game. Games can always be worked and improved on, but at some point you have to let your baby go and release it into the world. Luckily, since the content was rolled out over several months, we didn’t have to leave anything on the cutting room floor.
TA: Will we see the Marble Knights again in the future?
MS: Hopefully so! We love these characters and feel that the universe is deep and broad and well-rounded enough for more stories and gameplay to be used in the future.
TA: What is your favorite element of the game and why?
MS: Being a very competitive person, I love multiplayer games – specifically basketball. If there is any chance to compete and show off, I’ll take it. So if I have to pick a single mode or minigame, I’m going with ORB Jam. I also love that the story can be played single player or multiplayer without losing any game progress. That way if my kids want to play with me they can, or I can just keep going on my own to progress the story.
TA: Marble Knights is Wayforward’s third Apple Arcade game, making you one of the more prolific partners on the service. What is the appeal of Apple Arcade from your point of view?
MS: Apple Arcade gives us the chance to reach new audiences that we haven’t tapped into before, and gives us the opportunity to deliver new IPs and new ideas without worrying about monetization compromising the experience. I also love the idea that our games could be played on your big-screen TV or on a phone in your pocket, and the multiplayer aspect makes it ideal for families that have multiple Apple devices in the house.
TA: Who was responsible for all of the puns in the game? Fess up.
MS: I’ll have to circle back to you on that. Let’s just say our characters like to have fun in a roundabout way…. Just kidding! Credit for that mostly goes to our writer, Eric Stirpe. And not just the puns – he also wrote dialogue for 10 different playable characters, with each one having unique responses to these situations they encounter that match each one’s personality. Getting the right reactions and having it all flow, regardless of how many players or which characters are involved, was no small task, but he pulled it off!
TA: If someone hasn’t checked out Marble Knights since it launched, what would you say to them to get them to check it out now?
MS: This is a good family game that has plenty for everyone, and it’s much, much more expansive than it was when it launched last year. We now have eight multiplayer minigames, plus the Battle Arena and Quest Mode for 1-4 players to jump into. So whether you want a quick 2v2 bout or a long-format story mode, Marble Knights can deliver.
TA: Is there anything else you would like to say to our readers?
MS: Marble Knights was one of those games that was a lot of fun to make and a lot of fun to play, and we hope you enjoy it too.
And that’s the size and shape of it, friends. Do give Marble Knights a try if you haven’t already, as it’s very cute and full of awful puns that hurt in all the best ways. Thanks again to Mo Sabawi for taking time out of his busy schedule to answer our questions, and to Chris Hoffman at WayForward for facilitating.