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Punchline: How to Use Humor to Bridge Player Connection

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Sam always has something to say in RollerCoaster Tycoon Story

By Dexter Woltman

Who doesn’t love a good joke? Here at Brunette Games, we’ve always believed in three pillars of game storytelling: conflict, mystery, and connection. While there are various forms of connection, one of its cores is the emotional investment players form with the characters and story in a game. One way to bridge this connection is through the use of humor. 

In the casual mobile game market, humor is essential to storytelling. It sparks an authentic connection between the medium of entertainment and the audience. Earlier this year, I wrote about Scoops, the comedic sensation in Redemption Games’ hit title, Sweet Escapes. While Scoops has been a long-time fan-favorite, the key for me is pushing Scoops beyond the traditional comedic relief role by using his humor to bring conflict, mystery, and connection to the narrative.

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Scoops is the comedic sensation of Sweet Escapes

Comedic characters aren’t just there to make audiences laugh. They can cater to the storyline and world of a game, as well as the goals of the developer. When done right, humor lassos in a player’s retention just as Scoops does in Sweet Escapes. Since mobile games are often played in short bursts, a good joke is key to making that time memorable. However, writing effective humor is no easy task. Not only does a writer have to continuously produce high-quality punchlines that are certain to land, but the execution has to be flawless, or else the scene will flop.

So how do you write a good joke? Prepare to open Pandora’s Box. The first step is to establish what genre of comedy caters to your target demographic. Brunette Games has worked across a variety of titles, each with their own unique brand of humor. In Matchington Mansion and Sweet Escapes, characters’ lighthearted quirks are on full display. Solitaire: Farm & Family finds its jokes grounded in more down-to-earth storylines, and RollerCoaster Tycoon Story puts eccentrics on center stage. Vineyard Valley is more raunchy and in-line with shows like Friends, and Family Guy: The Quest for Stuff capitalizes on abrupt antics. Each of these titles has its own audience, making it important to realize what kind of people play your game.

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Working Squirrel has an idea for Lois in Family Guy: The Quest for Stuff

The next step is execution. It’s not enough to have an idea. As John Cleese says, “It’s not that an idea is funny. It is that an idea done exactly right is funny.” If a joke feels forced, audiences may simply roll their eyes or ignore it. To form a true connection between players and a game, the humor has to flow naturally.

And what if the jokes just aren’t coming to you? There are two ways to assist with writer’s block. The first is character compatibility. If two or more characters are in a scene and the humor isn’t coming through, you may be using the wrong characters. The best jokes blossom through genuine chemistry, whether it’s positive or negative. If two characters aren’t compatible, you may consider opting for a stronger pairing. This is especially true in titles like Sweet Escapes or Family Guy: The Quest for Stuff, where there’s a whole town of differing personalities. Some match-ups work perfectly, and others simply don’t. There’s a reason the hit show How I Met Your Mother produced a full episode on why main characters Robin and Marshall don’t pair together.

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Joy and Duncan have great chemistry in Sweet Escapes

The other way to help is by finding inspiration through real references. By comparing your character to a comedic source you’re familiar with, you’re laying out your own groundwork. For example, actress Betty White has such a strong personality. We used her antics as inspiration for the scene-stealing grandmother in Solitaire: Farm & Family. This isn't copying or stealing a character, but rather using them as inspiration for your own unique vision. Then, once you’ve had experience establishing engaging characters, you can work to create your own brand of humor with someone new, much as we did with Aggy in Sweet Escapes.

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Aggy is the new character introduced in the second season of Sweet Escapes

The key to a good joke is the element of surprise. Humor isn’t just about finding a punchline, it’s doing the unexpected. Audiences laugh because the joke doesn’t fit the norm of the conversation. With Scoops or Aggy, it’s nearly impossible to predict what either of them will say next, and that’s what makes them so funny. So, when you’re brainstorming ways to punch-up your joke, consider how you can make it even more unexpected.

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Meemee says the unexpected in Wild Things

When it comes to connecting players through humor, it’s not just about making the right joke. It’s about building a world that caters to its comedy. Even when writing for already-established IPs and worlds—as we do for Family Guy: The Quest for Stuff—you can still find a way to make their established humor your own by expanding your creativity to new audiences. Once the humor flows naturally, so will audiences’ connection.


Brunette Games GDC Talk on 'Conflict, Mystery, and Connection' Now Available on YouTube

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By Lisa Brunette

As you might remember, I was scheduled to speak at GDC 2020, but then the conference was canceled due to the COVID-19 pandemic.

I had committed to a local version of the talk here in St. Louis just prior to GDC. This was designed as a way to share knowledge with our developer community, as well as serve as a "live" practice for GDC. At the time that GDC was cancelled, the lockdowns were still limited to the West Coast. So here in the Midwest, the show went on as planned...

Except for one important change. I invited my Brunette Games team members to join me at the podium. I think the show turned out better than it would have been if I'd flown solo! Thanks to the St. Louis Game Development Co-op, which both sponsored the presentation and arranged for a video capture and livestream, I was able to submit the talk to the GDC Vault. And now GDC has also made it available on YouTube. Here it is, called "Conflict, Mystery, and Connection in Casual, Free-to-Play Puzzle Games." Games discussed: Matchington Mansion, Lily's Garden, Sweet Escapes, RollerCoaster Tycoon Story, and Wild Things: Animal Adventures (not Vineyard Valley, so I'm not sure why GDC used it for the video default image.)

It's a pleasure to be a part of GDC even remotely, and we hope to see you all next year!


With the Juneteenth Holiday, a Pledge: We Can Do Better

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A character we created for the in-development interactive novel app Crime Stories, a project where we had a great deal of control over the character cast. It's also one of our most diverse.

One of the services we offer at Brunette Games is character design. What this means is that in the process of designing narratives, we also conceive of a game's cast of characters. While we do not create the actual artwork for these characters, and our clients hold final approval on a character's overall design, we play an important role in either proposing the character at the outset or redesigning existing characters.

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Geoff, a gay person of color, is your office bestie in 'Woman on the Bridge,' an interactive novel in the Crime Stories app. He is one of the chiropractors in the office where the player character works.

Designing a game character is a powerful act, one we don't take lightly. Characters can connect and resonate with players - and even influence or shape their conception of the world. 

Five members of our team of seven come from ethnic and cultural backgrounds that have been underrepresented in the game industry, and we design games for audiences that have traditionally been ignored. Diversity and inclusion is not only important to us from an artistic standpoint - it forms the very basis of our business.

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The detective investigating the murder of your coworker in 'Woman on the Bridge.' He also becomes a possible love interest in this choice-based, branching narrative.

We're proud of the work we've done on this front with our clients and want to take Juneteenth as an opportunity to honor the characters we've created together. We support the campaign to make Juneteenth a national holiday, and it is already a recognized day of observance in our headquarters state of Missouri. We've decided to join with other companies in declaring it a day off. However, we also want to stand in solidarity with all those in the game industry who recognize that the work must continue.

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A rarity in games even in the over-40 female player market: a character actually depicted as a 40+ woman.

At Brunette Games, we know we personally can do better - and we know the industry as a whole must do better as well. We pledge to push further in this important work. Won't you join us?

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When Firecraft came to us with their deliveryman character, we chose to model his dialogue after intellectuals we admire in the African-American community, such as President Barack Obama and astrophysicist Neil deGrasse Tyson. Antonio is known for his factoids on cats and other topics.
 
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We collaborated with fellow St. Louis-based Graphite Lab to create quirky engineer character Maggie, the genius behind the rides in RollerCoaster Tycoon Story.
 
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While older women are usually depicted in games stereotypically, in some cases literally like "old ladies in rocking chairs," we worked with Kuuhubb to create a realistic character in Esther, whose murder you must solve in the interactive novel app Tiles & Tales.