The question of whether to design a game and then fit a narrative into it, or to have a narrative and design the game to fit is probably as old as chess. There are numerous examples of success in both categories. And there are plenty of successful games with little or no narrative. I guess a narrative with no game would be a story, but that is another blog post entirely.
But in the current genre of casual iOS games, the value of narrative is beginning to be understood. The huge success of Matchington Mansion and Lily’s Garden, in particular, has caught the attention of many a developer.
But there is a secret to both of these games: The narrative design was brought in early. No, it wasn’t the case that the narrative designers were brought in first. But in both cases, they were brought in early enough that art assets and game play could be adjusted to the narrative. Those cute little pillows in the Match-3 of Matchington Mansion? They were suggested by the narrative design. Lily’s tragic story in the first narrative cut scene? Created by the narrative designer.
A lot of terrific synergies can occur if narrative is brought in as early as possible. Narrative can be incorporated into tutorials and game mechanics. Game art assets can reflect or support the narrative. Tying the narrative closely to the game makes the user experience seamless and encourages engagement. This has been shown again and again in A:B testing and in focus groups.
The worst situation in game development is taking a nearly complete game out to A:B testing and hearing from representative consumers that the story is not engaging, or that they find the story boring, or even worse: offensive or problematic. Then narrative expert or consultants are called in to salvage a game. But in these cases it is almost always true that the budget has been spent and there is no money to revise, alter or add assets, change code or alter UI. In the very worst cases some narrative or text is part of the graphic art and cannot be altered, either. Now the narrative designers must try to revise and improve the story by only changing the text. This is an extremely difficult proposition.
If you bring in expert narrative early, you might avoid becoming the next Internet meme!
TORONTO, May 14, 2019 (GLOBE NEWSWIRE) -- Kuuhubb Inc. (the “Company” or “Kuuhubb”) (KUU.V) has announced the development of its new game “Tiles & Tales.” The game will blend casual match-3 play with digital storytelling, resulting in a unique combination of two highly successful genres. The project will mark the debut of Kuuhubb’s Helsinki studio and has a soft launch date anticipated for Q3 of this year.
The development team, located at Kuuhubb’s headquarters in Helsinki, Finland, consists of industry veterans originating from Rovio Entertainment, RedLynx, Armada Interactive and Koukoi Games, all of whom have extensive experience in developing casual free-to-play games. “Tiles & Tales” is partially funded with a non-dilutive, Finnish government loan of approximately €1M.
“We are delighted to unveil our new Helsinki studio and showcase our in-house development capabilities,” commented Kuuhubb CEO, Jouni Keränen. “Story-based games are currently one of the truly big trends in female mobile gaming and are a perfect complement to Kuuhubb’s existing portfolio.”
Kuuhubb has also brought onto the project Brunette Games, a leading narrative design studio with special expertise in the visual novel genre. Brunette Games has designed and written four previous books for three other apps, including “Choices,” “Crime Stories,” and a standalone game, “Sender Unknown.” The team is also credited with the narratives for numerous chart-topping match-3 games, including “Matchington Mansion” and “Lily's Garden.” Studio owner Lisa Brunette, who brings to the project 25 years’ experience as a published novelist and journalist in addition to a decade-plus in game writing, will write one of the “Tiles & Tales” books. Three other books are currently in development.
“The team is aiming for another ground-breaking product and we’re certain that the combination of stories and match-3, the first game of its kind, will resonate with our audience,” stated Kuuhubb GM, Apps and Games, Kristoffer Rosberg.
Mobile puzzle games, a category which includes match-3, claimed 60 percent of the $8.1B market for casual games in the West last year. Industry analysts have concluded that story-based games and gameplay innovation, as well as smaller and more focused development teams, are two of the best ways to break into the top segments of the market, and “Tiles & Tales” is making use of both. Between the incorporation of visual novels with game-changing match-3 play techniques and the dedicated and agile team of experienced industry experts, “Tiles & Tales” is poised to impress players.
Kuuhubb is a publicly listed mobile game development and publishing company, targeting the female audience with bespoke mobile gaming experiences. Our strategy is to become a top player in the underserved female mobile game space by identifying new lifestyle trends, partnering with select developers and consumer brands, and creating innovative mobile game apps for our user community to enjoy. Headquartered in Helsinki, Finland, Kuuhubb has a global presence with a strong focus on developing U.S. brand collaborations and Asian partnerships.
Cautionary Note Concerning Forward-Looking Information
This press release contains forward-looking information. All statements, other than statements of historical fact, that address activities, events or developments that the Company believes, expects or anticipates will or may occur in the future (including, without limitation, statements relating to the potential success of the Tiles & Tales game, future revenue and products and the development and growth of the Company’s business) are forward-looking information. This forward-looking information reflects the current expectations or beliefs of the Company based on information currently available to the Company. Forward-looking information is subject to a number of risks and uncertainties that may cause the actual results of the Company to differ materially from those discussed in the forward-looking information, and even if such actual results are realized or substantially realized, there can be no assurance that they will have the expected consequences to, or effects on the Company. Factors that could cause actual results or events to differ materially from current expectations include, among other things, the possibility that results from the Tiles & Tales game will not be consistent with the Company’s expectations, risks related to the growth strategy of the Company, the possibility that results from the Company’s growth and development plans will not be consistent with the Company's expectations, the early stage of the Company's development, competition from companies in a number of industries, the ability of the Company to manage expansion and integrate acquisitions into its business, future business development of the Company and the other risks disclosed under the heading "Risk Factors" in the Company's annual information form dated November 8, 2018 filed on SEDAR at www.sedar.com. Forward-looking information speaks only as of the date on which it is provided and, except as may be required by applicable securities laws, the Company disclaims any intent or obligation to update any forward-looking information, whether as a result of new information, future events or results or otherwise. Although the Company believes that the assumptions inherent in the forward-looking information are reasonable, forward-looking information is not a guarantee of future performance and accordingly undue reliance should not be put on such information due to the inherent uncertainty therein.
I love a solid Match-3 game, and my latest release is that and so much more. In Matchington Mansion, you can hone your interior design skills while protecting your house from a mischievous cousin, unlock new rooms, renovate your kitchen and garden, and discover secrets hidden among the furniture – all with a cast of quirky characters in tow. You can even spy on the neighbors and check out their room design choices.
As a (no longer closeted as of right now) HGTV addict, I said "yes" immediately when a producer with Firecraft Studios approached me about working with him on this game. It was a great opportunity to craft a robust narrative for the Match-3 genre, with an added sim mechanic in the form of home decorating and gardening! Like a match made in heaven for me.
Plus, those of you who've heard my game-industry presentations know I've talked about how games that don't seem to lend themselves easily to story could actually be much more popular with players if story were part of the package. Matchington Mansion proves me correct. The game released to featuring on the App Store and is currently trending at 4.5 stars on nearly 5,000 reviews on GooglePlay and 4.5 stars on more than 500 reviews in the App Store.
If you're a fan of my quirky character dialogue in the Dreamslippers Series, you'll see that writing style on full display here as well. Writing dialogue for your interior design bestie - not to mention villains like the scheming Rex Houston - was a fun challenge.
The game starts off with a twist on the "I've inherited a mansion" scenario... the woman who bequeaths it to you was a famous novelist. While living out the dream of getting your own mansion to fully customize to your liking, you uncover your late friend's secret life... and love.
As always, the story is in service to the game. You'll decorate your mansion in this match-3 makeover puzzle game, design new home decor and furniture by matching pillows, power-up with levels, and renovate your entire house, including your kitchen and garden.
You'll have a blast as you match and swap pillows in a game to innovatively decorate your mansion, with these features:
Secrets, rewards, and an intriguing narrative – piece together all the hidden objects and learn new secrets
In-game characters to meet and interact with – follow their interesting stories while you play
Play levels with tons of room design options and thousands of DIY Decorations – unlock hidden areas for rewards
Power-up combos, incredible boosters, and tons of levels in a fun game of matching!
I hope you enjoy this game. Please feel free to email me with your feedback using this handy link.
"I highly recommend this game! It is fun and challenging and fantastic!" - Ami Weller, GooglePlay
"This is a cute little game that progresses along quite nicely. I like the storyline." - Chrisp one, App Store
"I'm really loving this game. Enjoying far more than Homescape or Gardenscape." - Candace Orman, GooglePlay
"Addictive." Nate Nate, GooglePlay
"This is a lot of fun! Tiffany has a good sense of humor and I love her 🐈." - Diane Wood, GooglePlay
Note: This is the combined version of a two-part series on narrative design for games.
Clementine, from the The Walking Dead. Image source: Wikipedia
It would be easy to say that everything is better when you add a story to it. You know, like bacon, story makes everything better. But unfortunately, that has not always been the assumption in the game industry, where writers sometimes find themselves fighting for story territory in the games they're working on, or brought in too late in a game's development, when they're expected to shoehorn a story into a game that doesn't have one--and desperately needs one.
I've also seen story handled badly in games, which only perpetuates the problem.
But since the primary reason players come to a game is TO PLAY A GAME, it begs the question: Why does story matter?
We can approach this by first brainstorming from our own observed experiences. What does story add to the games you've played? What would your experience of the games be like if there were no stories?
As a writer first, and a gamer second, I'm someone who comes to games LOOKING FOR THE STORY. But the reason I'm drawn to games at times instead of books is for the interactive experience. I want to co-create the narrative, and that can mean anything from making choices that shape my player character, as I did in Firewatch and The Walking Dead, to uncovering clues about my character's past in the Gardenscapes series of Match-3 builder games.
I also want to play. I enjoy the hunt for clues, the Match-3 game, the strategizing, decision-making, and puzzle-solving. By the way, I don't like to kill in my games and kind of think it's weird that we associate video games primarily with killing, but I don't mind shooting at targets. I struggled with this aspect of The Walking Dead even though my victims were, um, already dead.
Next, to find evidence to support story's place in games, we might look at what experts have said. I like this quote from Jonathan Gottschall's book The Storytelling Animal: How Stories Make Us Human:
Human minds yield helplessly to the suction of story. No matter how hard we concentrate, no matter how deep we dig in our heels, we just can't resist the gravity of alternate worlds.
"Suction" hits it for me. Just watch a person's eyes light up when you say, "Let me tell you a story..."
We can also look at this more scientifically, and more specifically about games, through data. The Entertainment Software Association surveys players annually, and they ask what drives their purchase decisions. Story is always a major factor.
Image source: www.theesa.com
Lastly, I can share what experience has shown me to be true about games. I've worked in the industry for more than a decade, and about half that time I spent at Big Fish, a major publisher of a wide variety of games.
Big Fish published its first game in 2002, an online version of mahjongg. So, not much story there, but the game did very well.
Image source: www.bigfishgames.com
Next, the design team at Big Fish hit an untapped nerve in the market with hidden-object games (HOGs). They were popular with the older, mostly female audience--a demographic albeit ignored by developers at the time. HOGs harkened back to traditional I-spy games found in newspapers and magazines.
Image source: www.bigfishgames.com
The hidden-object game genre evolved quickly at Big Fish, and in a narrative direction that drew on a cultural legacy of text adventure games. The hidden-object puzzle adventure game (HOPA) was born. I've covered this in more detail over at the Society for the Promotion of Adventure Games magazine, but here's a trailer to give you an idea of how story-driven and cinematic the genre has become.
The reason for this move toward greater narrative content and development is simple: It helped sell the game. We knew from customer survey data and game performance that great stories made great games, and customers loved them.
So there you have it: Data, game performance, and playtesting feedback tell us stories make games better. But maybe you already knew intuitively that a good storyline sucks you in, no matter what the medium. What are your favorite game stories? Comment below!
Clementine, from The Walking Dead. Image source: screen cap.
Last week, we talked about why story matters in games, looking at how we experience games as well as what data and market performance has told us. Now I'd like to dive into how to make story work in games. In my own narrative design, it comes down to these three elements:
You'd think conflict would be a given, the default first step for any game designer working on a narrative project. But at least in my experience, you'd be wrong. I can't tell you how many games I've been asked to triage, and the first thing I see is that while there might be a lot of WORDS in the game, there's actually no story. Because there's no conflict. And without conflict, you have no drama, no story "stuff."
To quote my buddy Evan Skolnick:
The fuel of fiction is conflict.
- Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques
Let's take an example from a highly successful game that managed to suck me in despite its lack of story. (Because that happens. All the time. Just because I said last week that story can make games better, and that's been proved by data, doesn't mean stories without games are failures. Or that every game needs a story. These are not absolutes, people.) Anyway, the game is Farmville 2: Country Escape. I love, love, love this game. But there's no story in the game because there is no drama. What it does have are a lot of cute characters with little vignettes about them that you may or may not read because they are pleasant little scenarios, but no more. There's no conflict and therefore no drama, nothing for any of the characters to struggle against or triumph over. To return to the quote from Jonathan Gottschall, there's no "suction of story" for your mind to "yield helplessly to." Maybe that's OK, but it seems to me if you are going to go to the trouble of putting a lot of words in a game, you can use them to craft a conflict and get some more suction.
The first way to create conflict is to use the nature of the gameplay itself, but creating a STORY REASON for the gameplay. For example, in Matchington Mansion, players get to restore and redecorate a mansion. So it makes sense for the first bit of drama to be related to that, as in, uh-oh, this mansion I just inherited is falling apart!
Image source: screen cap.
One of the most obvious ways to create conflict is to add an antagonist, as we did with the introduction of the character Rex Houston. He's the only surviving relative of the woman who left you her mansion, and he wants to take it from you--so he can raze it and build a casino on the site.
Image source: Screen cap.
Now let's talk about mystery. Adding story can mean giving players something to investigate, but it's important to let them find the answer through gameplay, since this thing is a game first and a story second, most often. Then reward them with story reveals.
"Mystery" can apply to any genre, so it doesn't have to be a straight-up detective tale to give you that sense of something to discover or solve. In fact, I'm working on a game called Survivors: The Quest, and providing players with new mysteries to solve is getting me through hundreds of hours of new content in a game that I've been working on for more than a year.
Image source: screen cap.
In Matchington, we gave players something to investigate in the environment itself, as part of the builder interactions.
Image source: screen cap of in-development build.
Lastly is connection. While strict puzzlers like Tetris certainly have their appeal, players love game worlds filled with other people their player character can interact with. That's something that the aforementioned Farmville 2 has going for it, despite the lack of conflict. One of the best parts of that game is meeting a diverse crop of farmhands who help you find resources you can use in the game, like quartz from the mine, that you can turn into farm products, like a glass bottle for your wine.
Here we have your neighbor Edna Downing, a source of quirky amusement as she drops passive-aggressive comments like the one below or quotes from her downer poetry. But she also has a game reason for being there: She introduces players to the feature that allows them to visit other mansions.
Image source: screen cap of in-development build.
It's good when creating story in your games to think about C-M-C: Conflict, Mystery, and Connection. Watch these moments from The Walking Dead and see if you can spot conflict, mystery, and connection in them.
We are the narrative team behind the chart-topping games Matchington Mansion and My Spa Resort, as well as hundreds of other best-in-class casual games and interactive novels.
The Brunette Games team is passionate about story, and we love our stories best when they are interactive, when the person experiencing the story is not doing so passively but actively, interactively, as part of the story. A player is different from a reader. Players can shape their own characters and make decisions that affect how the story goes—and how it ends. Players want to solve problems, complete challenges. They want to win.
We are wordsmiths with a nerdy bent for logic, poets with pocket protectors, storytellers who know better than to let text get in the way of the game. We play a lot of games and read a lot of books. We also read a lot of games and play some books. We’re a rare breed in this industry and in the world, and that’s part of why we’re in demand and growing. The other reason is because we’re very good at what we do—we strive to be the best.