José Chaves discusses the collaboration between Netflix and the creators of the board game “Les Loups Garous de Thiercelieux,” which was adapted into a film. The project, evolving over four years, combines cinematic storytelling with the board game’s themes, engaging both the original authors and audiences. Renewed interest in werewolf games reflects a societal desire for narrative-driven entertainment post-pandemic. The film aims to enhance international visibility for the game, with successful global sales already established.
AlloCiné: How did your partnership with Netflix for this project come about?
José Chaves: This initiative has been in the works for around four years. Netflix sought a unique concept that would resonate with fans of fables and folklore, much like La Bête du Gévaudan. The themes within Les Loups Garous de Thiercelieux align closely with that sentiment.
The original creators, Philippe des Pallières and Hervé Marly, were impressed with Netflix’s respectful approach towards the game while incorporating cinematic elements. Director François Uzan aimed to craft a modern version that captures contemporary audiences.
Was there a true partnership in the creative process?
Absolutely, there was genuine collaboration. Some of our team members joined the authors on set, where they made cameo appearances in the film. They experienced a joyous moment stepping into the world of Thiercelieux, brought to life by the set design.
Hervé and Philippe were truly touched by the re-creation of their narrative, feeling as if they had stepped into their own story, reminiscent of Alice in Wonderland!
With werewolves trending due to both the Netflix movie and the Canal+ game, what do you think is driving this resurgence of interest?
The game has a long-standing popularity. It did experience a decline during lockdowns; however, we observed a renewed desire for social interaction post-pandemic, leading people back to games rich in narrative.
Sales of the Werewolf game have increased again. The recent focus on gaming is fortuitous; the timeline for audiovisual and film projects is typically long.
For the Canal+ project, development spanned about four years. On the Netflix side, it involved three years for development, filming, and post-production.
Clearly, 2024 is set to be the year of the Loups-Garous.
This film is French but reaches a global audience through Netflix, which has around 270 million subscribers. Is your game seeing success internationally, or do you hope Netflix will enhance your visibility?
Les Loups-garous de Thiercelieux is available in 12 languages, with a presence in numerous countries. The French market comprises about a quarter of our global sales.
We distribute over 200,000 game boxes annually in France, while global sales approach 800,000 each year.
When discussing the board game, it’s fair to mention a French touch, as French designers are recognized not for a specific style but for the complexity and depth of their game concepts.
In the Netflix film, a stunning wooden board version of the game is featured, reminiscent of Jumanji. Are there plans to publish and sell it?
This is a frequently asked question, and while I would love to say yes, it remains a cinematic object. Currently, there are no plans for development; it serves primarily as a prop for the movie. We had to adapt the game into a somewhat unconventional format, leading the story into a fantastical realm, with the set being central to this experience.
Insights provided by José Chaves, spokesperson for Asmodee in France, on October 22 in Paris.