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'Story Matters' - Lisa Brunette on the ironSource Podcast

 

We're excited to share ironSource LevelUp's latest podcast interview, with Brunette Games Founder Lisa Brunette. Highlights:

Different platform and audiences require different narratives

The first game I worked on was for the DS, and I worked on some other platform games. Those were for families and younger players.

So in the case of that first game for the DS, it was for teen girls. So that's a different audience than when I migrated over to mobile games. That became a new focus for me.

But that's a way different context than when you're in your living room with your Wii. So just taking that context into consideration every step of the way. You know, if you're dedicated to your PC, and this is your me-time, that's different. For mobile games, when I'm on the bus and I might get called for my stop, or I get my notifications coming in, it needs a different kind of storytelling.

Lessons for indie studios

Don’t let the story get in the way. I think especially those indies sometimes come to games with a novel in a drawer that they want to turn into a game. And that's usually a bad way to start. We instead start with the game and then craft a story that's integrated with it.

We don't want to turn anyone's novel into a game. That means that the story was written for passive entertainment, not for the interaction of games. So right off the bat, the first thing you want to do is make sure that your story is in service to the game.

How to write narratives for mobile games

We actually have distinct milestones that we follow on all of our projects with clients. We start with them at the concept stage, and we pitch three high-level story ideas. This is after a conversation with the client in which we understand what the main gameplay is, whether that's jigsaw puzzle or merge gameplay or match three. In our games, often that meta element is decorating or perhaps makeover, or sometimes both. And then we create a story that really attempts to bridge and merge those. 

The number one reason the player is there is to play the game. They're not passive. So we're really working on what is that story that is going to merge all those three things together in this beautiful way. And we carry that through that process with every milestone.

We want things to be very short and very punchy. And, in most cases, while there's drama and interesting conflict that has to occur otherwise it's not interesting, most of what we're writing is jokes and we're really pushing the humor and being kind of meta and fun and just giving players that opportunity to enjoy.

Listen to the full podcast at the ironSource LevelUp website.

We've had a long relationship with ironSource, now owned by Unity, with many of our writers authoring industry articles:

Who Goes There? The Importance of Writing Distinct Character Voices, by Sara Hardin

The top 5 mistakes mystery writers make - and how to avoid them, by Lisa Brunette - Lisa was top writer for LevelUp in 2022 for this piece

Punchline: How to use humor to bridge player connection, by Dexter Woltman

The power of storytelling in blockbuster casual games, by Lisa Brunette

 


FOR IMMEDIATE RELEASE: The Game Industry's Premiere Storytelling Studio Turns Seven

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ST. LOUIS, MISSOURI, February 8, 2023––Brunette Games, the game industry’s premiere storytelling studio, turns seven this year, with 35 released games to its credit, many of them top-performing, genre-defining hits.

Studio Founder Lisa Brunette launched Brunette Games in 2016 after an eight-year stint as a narrative designer––cutting her teeth at top employers Nintendo, Take-2 Interactive, and Big Fish––plus 15 years’ prior experience as a journalist. Her indie studio achieved immediate success through groundbreaking work on Matchington Mansion and Lily’s Garden, bringing effective game storytelling techniques to the match-3 decorating genre for the first time––elements that have been endlessly copied and are now standard best practices.

A narrative-focused company, Brunette Games provides a suite of services to its clients, from concept design to scriptwriting to voice-overs. The team has worked with some of the best companies in the game industry, including Jam City, Metacore, Playrix, and many others. Their clients’ games consistently rank in the top 20 across multiple categories in the app stores and are played by billions of people worldwide. Credits include high-profile IPs such as Disney Frozen and Family Guy alongside breakout hits like ZiMAD’s Puzzle Villa.

“Our team expertise is unparalleled, and it’s key to our success,” says Brunette. The team as a whole regularly authors industry articles and presents at events such as Pocket Gamer Connects and Geekle.

“I’m thrilled to see where our talented creatives take the company next,” says Brunette.

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About Brunette Games:

Brunette Games LLC is the industry's leading storytelling studio, headquartered in St. Louis, Missouri, in the United States. The studio has designed and written narratives for multiple chart-topping mobile games played by worldwide audiences in the billions, including Merge Mansion, Matchington Mansion, and Choices: Veil of Secrets. Their clients’ games have been featured in the App Store and on Google Play and consistently rank in the top 20 in multiple categories. Founder Lisa Brunette has been named a game-industry influencer and is widely regarded as an expert in the field. Brunette Games is the go-to creative resource for interactive storytelling.

For more information, please contact Sara Hardin at [email protected].




3 Tips for Writing Genuine Emotions in Mobile Games

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From the intro cutscene for Cash Journey’s seventh chapter.

By Jenna Hume

Writing in the casual game space presents a unique challenge because of the limited word count available for dialogue. It can be difficult to convey even fun, humorous moments in a few lines of speech, but writing serious, emotional moments can be even more difficult. At Brunette Games, we believe in three pillars of game storytelling: conflict, mystery, and connection. While we covered all three in our GDC talk on the subject, here I'd like to take a deeper dive on the third: connection. 

Connection is all about getting players to relate to a game’s story and characters. A great way to get players to connect with your game is by having the game’s characters experience relatable situations and emotions—the tricky part is getting these emotions to come off as authentic instead of manufactured or convenient. Here are some tricks for how to avoid this problem in your writing:

1. Create Emotionally-Complex Characters

When characters experience sudden emotional turmoil after hours of happy, wholesome gameplay, players can feel a bit cheated. What happened to the upbeat character(s) they loved? Are the game designers throwing in conflict just for advertising shock value? To avoid this problem, if you’re going to eventually draft emotional conflict in your game, you need to include emotionally-complex characters from the game’s conception. 

For example, in our new release Cash Journey with Jumbo Technology and Funtopia Ltd., we knew creating emotionally-stunted characters wasn’t an option. The narrative we crafted focused on three adult friends reuniting to search for a missing friend.

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Centering a story around a missing person is no easy feat, because you have to get players to care about a character they either haven’t met at all or haven’t seen much of. To pull off this story in Cash Journey, we had to characterize the missing character Skye through her friends and their memories of her. 

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The above example characterizes Skye as a peacekeeper—someone who keeps a group together. This is a common theme throughout Cash Journey, as the others have to learn to work as a team without Skye. From Cash Journey’s first chapter, we show Alice, Edmund, and Jack trying to find Skye while they cope with their emotions surrounding her disappearance. By including these emotions at the game's beginning, players aren’t surprised later when the characters deal with regret, guilt, and worry. This is just one way to make emotions come across as truly genuine. 

2. Allow the Text to Work in Tandem with the Visuals

While writing scripts, it can be easy to forget that the final game will feature copious amounts of artwork and graphics. Without the art being visible at the script stage, you can rely too heavily on text to explain emotions rather than using the text and eventual art. That’s why it’s so important to collaborate with artists while working on a script to determine needed character expressions as well as possible visuals to support the text. 

In our work on Puzzle Villa with ZiMAD, we had a great level of collaboration between our writing team and their artists and designers. 

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In the above example, we used both the text and character expressions to portray Valentina’s complex emotions over her deceased husband. The text by itself expresses anger, as Valentina suggests Carlos “rest in agony” instead of in peace. But her expression is sad, so it’s clear she’s still upset over his death despite her anger toward him. Character expressions may seem simple, but we at Brunette Games pick each one carefully; they're helpful for displaying complex emotions, such as the example above. 

In Puzzle Villa, we were also able to create flashback scenes with the aid of ZiMAD’s artists and designers. When possible, a change of art can catch players’ attention and help them focus on the scene. 

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In the above example, the setting is abruptly different from the library Justine was just in. The change can help refocus the player for a big moment, like Justine reflecting on her divorce and how it led to her passion for jigsaw puzzles. By letting the art do half the work, there’s less pressure to include a bunch of text to overexplain how Justine felt. Which leads to our next point…

3. Don't Overexplain

When dealing with complex emotions and situations, it can be tempting to explain everything in detail to the player. But this easily falls into “telling” instead of “showing,” which isn’t encouraged—you don’t want to tell players how to feel about an aspect of the story.

It's important to remember to give your players some credit—they can understand complex emotions without us needing to overexplain. Spelling out emotions isn’t necessary because players experience complex emotions themselves. A prime example of this can be found in City Escape, a title we worked on with Sparkling Society.

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In City Escape, the Filburn family moves from the city to the country to start their own homestead. While the parents are excited about this move, things don’t go quite as smoothly as they hoped. In the above examples, we don’t have Melanie specifically state she’s overwhelmed and frustrated. The text subtly implies this instead, often in humorous ways. 

Summary

With so many games in the mobile market, it’s important to provide players with a genuine experience—they can sniff out an inauthentic one a mile away. Beyond our three tips above, the key to writing genuine emotions in mobile games is to be intentional:

  1. Create emotionally-complex characters at your game’s conception.
  2. Work with your art team to allow the text and art to help convey emotion.
  3. Give your players some credit, and don’t overexplain.

If you’re considering how to make emotions in your game a genuine experience for players, you’re already way ahead of the game.