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Former Ubisoft, EA, and BioWare devs set up shop as indie dev Yellow Brick Games

Four devs with leadership experience from the likes of Ubisoft, Electronic Arts, and BioWare have teamed up to form Yellow Brick Games and take aim at developing indie games with a “craftsmanship approach”.

Those four founding developers include former Dragon Age creative director Mike Laidlaw who departed Ubisoft earlier this year after little more than a year at the company. Laidlaw is joined by Ubisoft Montreal veteran and Sunny Side Up Creative founder Thomas Giroux, former Ubisoft and EA senior producer Jeff Skalski, and longtime Ubisoft Quebec game director and designer Frédéric St-Laurent B.

“We have learned a lot from working on world-class, multi-year projects with thousands of colleagues and we want to take a different approach,” reads a statement from Skalski, now Yellow Brick’s COO and executive producer.

“Leveraging a smaller talented team where people come first, we will create amazing worlds and experiences for all others to enjoy. The market is moving fast, and we have no desire to play catchup and chase it when we can influence where it goes. These goals drove us to found Yellow Brick Games.”

Yellow Brick is headquartered in Quebec City, but has a staff of 15 developers working remotely across Montreal and other countries. Currently, the team is working on an original game for the new console generation, and aims to do so while keeping a “craftsmanship approach” as the company’s core vision, even as it grows its team.

“We want to emphasize a “back-to-basics approach”, centered on the pleasure of crafting new game experiences, in a flexible and more personable environment that an independent studio can provide,” reads a statement from Giroux, Yellow Brick’s CEO. “We have all the resources at our disposal to achieve our goals.”

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Video: A deep dive into Ubisoft’s VR escape rooms

In this 2019 VRDC session, Ubisoft Blue Byte’s Cyril Voiron discusses the development of Ubisoft’s new VR escape room games.

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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Beepbox Easy Online Music Sketching Application

Beepbox is a free online tool for quickly generating music via sketching. It’s written in a combination of JavaScript and TypeScript with the source code available on GitHub under the very permissive MIT license. Getting started with Beepbox is as simple as going to the website and starting to lay down some notes. There are a variety of instruments available and you can layer multiple tracks of sounds to easily create music.

Perhaps coolest of all, as you create your song, the song’s data is encoded into the URL. You can simply share your songs URL and others can either open it in the player or they can open it in the editor and make changes. You can also download your song in .mid or .json formats for later updating, or you can export out into WAV format for use in your game engine of choice. In addition to BeepBox is there a modified more complex version called ModBox you can check out here. It is forked from the same source code but offers additional tools and levels of control at the cost of complexity.

You can learn more about BeepBox and see it in action in the video below.

[youtube https://www.youtube.com/watch?v=7hxb53xL35s?feature=oembed&w=1500&h=844]
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City Generator Hands-On

City Generator is a free and open-source procedural generation tool for creating American-style grid based cities. The source code is available on GitHub under the GPL 3 license, composed almost entirely of TypeScript code.

Features of City Generator include:

  • .png download
  • .png heightmap download
  • .svg download
  • .stl download
  • Several colour themes including Google Maps, Apple Maps, and hand-drawn styles
  • Pseudo-3D buildings
  • Open source

City Generator can export STL files that can then be imported into a 3D tool of choice for creating 3D levels. We should this process in Blender as well as the process of generating a city in City Generator in the video below.

[youtube https://www.youtube.com/watch?v=ligKs9aXKsA?feature=oembed&w=1500&h=844]
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Get a job: Hi-Rez Studios is hiring a Level Designer for Paladins

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Alpharetta, Georgia

Hi-Rez Studios is looking for a Level Designer to work at our studio in Alpharetta, Georgia on Paladins.

At Evil Mojo, you will be part of an innovative environment that embraces new and different ideas. We are a passionate and enthusiastic bunch who love video games. We have incredibly talented individuals who are empowered to create and challenged to learn. All of this means more opportunities for you to unleash your energy, collaboration, and dedication.

Come join the creator of the critically acclaimed SMITE, Tribes: Ascend and Global Agenda as we enhance and expand our online action games.

Responsibilities:

  • Design and implement 3D levels using Unreal Engine 3 for an Online Multiplayer game.
  • Set-dressing using Environment Art assets.

Required:

  • Portfolio demonstrating multiplayer level design.
  • Experienced with Unreal Engine 3, Kismet, and visual scripting of in game events.
  • Thrives upon change. Comfortable prototyping and working with iterative development process.
  • Comfortable receiving constructive criticism and making creative adjustments.
  • 2+ years of professional Level Design experience.
  • 1 shipped title.
  • Strong work ethic.
  • Passion for games.

Preferred:

  • AAA game development experience (shipped title).

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Nintendo lawsuit takes aim at yet another Nintendo Switch hack seller

Nintendo has filed a lawsuit against another person selling hack hardware for its Nintendo Switch, this time against a seller on Amazon it had previously tried to stop via a DMCA.

According to Polygon, Nintendo of America has filed a lawsuit against the Amazon seller Le Hoang Minh, accusing them facilitating copyright infringement by using and peddling tech that opens the system up to play pirated games.

The tech in question is a RCM Loader, a device used to jailbreak the Nintendo Switch and use the console in ways not intended by Nintendo, which includes the ability to play pirated Nintendo Switch games and make illegal copies of legitimate Switch game cards.

“Defendant’s unlawful conduct is causing and will continue to cause Nintendo significant financial harm,” argues the lawsuit shared by Polygon. “Nintendo’s copyrighted games and game software are integral to the  Nintendo Switch console’s popularity. Nintendo’s business necessarily relies on the authorized and licensed sale of authentic copies of the video games and on trust it has built over decades with third-party game developers.”

“Game developers operate under the guarantee that their games will not be illegally distributed or used by persons who have not lawfully purchased their games.  Nintendo has invested and continues to invest in its technological protection measures to secure its consoles and copyrighted games, and to ensure that users cannot use its consoles to play pirated games.”

It’s far from Nintendo’s first time using lawsuits to take cheat makers and providers out of the picture. This latest suit comes only weeks after the retailer Uberchips was ordered to pay Nintendo $2 million over its own sale of a Switch hack. In that proposed judgement, the seller was also ordered to destroy any files or devices that infringe Nintendo’s copyrights and bars it from selling similar products in the future. 

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Don’t Miss: Defining direction, writing, art and music on Yakuza 4

[In this interview, the developers behind Yakuza 4‘s art, music, and story talk with Gamasutra contributor and Nobuooo editor Jeriaska about crafting the acclaimed game’s ensemble cast, dangerous but exciting environments, and more.]

Composer Hidenori Shoji, music director of Sega’s Yakuza series, has previously spoken on his role in the development of Yakuza 3 in an installment of GameSetWatch’s Sound Current column. For this discussion, he is joined by three designers at Sega in a conversation centering on direction, writing, art and music for Yakuza 4.

Jun Orihara is the director of the latest PlayStation 3 exclusive title in the Yakuza game series and has offered significant contributions to earlier releases in the franchise. Masayoshi Yokoyama has written scenarios for every installment in the Yakuza series, including the period piece Ryu ga Gotoku Kenzan!, which took place in early 17th century Kyoto. Kazuki Hosokawa was responsible for art direction on Yakuza 3 and Yakuza 4.

The most significant departure of the open-world action game from its predecessors has been the inclusion of four playable characters, each with their own dedicated storylines. This discussion provides insights into the challenges surrounding this and other design decisions on the development of Yakuza 4.

Yakuza 4 is said to present a different experience of the fictional Kamurocho district than has been the case previously. How has expanding terrain to include new areas such as rooftops sought to change the feel of the in-game environment?

Director Jun Orihara: Before Yakuza 4, Kamurocho had little in the way of elevation. There were no above ground areas for the player to explore. Over the course of development on Yakuza 4, one objective was to add an extra dimension to the landscape, and I would say we succeeded in that aim.

You can now view Kamurocho from up above, as well as from underground. These latter areas offer a somewhat fantastical perspective that’s not previously been explored. The underground environments developed for the game were intended to defy imagination, giving you the sense of being beneath a bustling urban district, providing added enjoyment for those already familiar with Kamurocho’s surroundings.

Art Director Kazuki Hosokawa: Opening up the playing field to rooftops and underground areas was a significant art design challenge. Simply creating a look for Kamurocho that took full advantage of the PlayStation 3’s hardware capabilities put the design team’s abilities to the test. When compared against Yakuza 3, I think players will find that there are many new discoveries to be made while exploring Kamurocho.

Scenario Writer Masayoshi Yokoyama: Compared with regular old Kabukicho, Kamurocho is a magical place. Every time you visit there, some transformation has taken place. It’s a place that tends to catch you off guard, because it’s always changing.

No matter how many times you visit there, you’ll never form a comprehensive mental map of the city. In the five years between Yakuza 1 and Yakuza 4, the district has changed its shape many times. To keep that feeling fresh, researching actual shops and other locations on which the game is based has been key.

KH: Luckily, in a nation as peaceful as Japan there are no existing locations that pose the kinds of danger you encounter routinely in Yakuza 4. As part of my research, I went to several locations, exploring alleyways behind stores. Straightaway I felt uneasy imagining the kinds of things that could take place in such out-of-the-way locations.


Masayoshi Yokoyama, Hidenori Shoji, Jun Orihara and Kazuki Hosokawa at Sega headquarters

How would you describe the differences between the four protagonists? Has having four playable characters instead of one allowed for new opportunities in terms of the sound design and scenario?

JO: Up until this title, Kazuma Kiryu was the only playable character. Together, we as a team had a sturdy understanding of his personality. Introducing three new protagonists, we were tasked with forming strong new archetypes from the ground up, from their battle styles to their character arcs. Based on the scenarios written by Yokoyama, we branched out into developing multiple side stories. We investigated questions like, “What would this character say in this situation? Would this be a likely response from this person?”

Starting out, none of us could say for sure how these newly introduced characters would behave in certain situations. It was among the elements of greatest uncertainty surrounding the game’s development.

Music Director Hidenori Shoji: Throughout development, emphasis was placed on differentiating each of these characters in a variety of ways. Sound design was one of those aspects. As Orihara mentioned earlier, the game introduces individualized battle techniques, so the background tracks called for varied styles crafted by assorted music composers.

On this game, individual composers were assigned to the Tanimura, Akiyama, Kiryu and Saejima scenarios and scored those characters’ specific cutscenes. For instance, I was the one writing for Saejima’s storyline. Dividing up the protagonists between composers created a very natural feeling of contrast between the various plotlines.

Was there any concern that in diverting attention away from the character of Kazuma Kiryu that the game would lose the feel of a Yakuza series installment?

KH: Because all previous titles have had Kazuma as the sole playable character, a lot of effort has gone into making him attractive to our audience. Attending to four playable characters, we didn’t want our attention to detail to be divided, so we resolved to put forth 400% of our effort so that the potential for each character could be fully realized.

Kiryu’s likability has been important for players to relate to the series, so it was certainly a tall order for the character artists to create additional protagonists that were every bit as interesting in their own right.


JO: Kazuma, having persisted throughout the series, has come to be seen as indestructible. By now we know he can do just about anything. The other three characters each have distinguishing play styles: Akiyama brings speed. Saejima, capable of lifting a motobike above his head, brings strength. Tanimura, a detective who has mastered the ancient martial art of “Ko-budo,” brings gracefulness. Kazuma appears playable last, reinforcing his status as the central character of the series.

Tanimura’s abilities have been designed to appeal to hardcore gamers. His passive battle style is activated upon being attacked by opponents. You probably won’t be able to fully utilize all of his techniques in the beginning, but the more you play around with Tanimura’s passive battle system, the more enjoyable it becomes.

KH: You might be thrown at first to find that Akiyama can score dash combos so easily, or that Saejima has such advantages in strength. However, once you’ve become accustomed to the particularities of each play style, these distinctions become more enjoyable.

MY: Certainly there are examples of games that have successfully introduced ensemble casts, like for instance Heavy Rain. Even in titles that have an emphasis on storyline, it’s no small task to elicit sympathy for a game character. It really comes down to how comfortable the player is with putting themselves in the shoes of your characters. Taking on that challenge was actually a little nerve-wracking.

Nonetheless, now that some time has gone by, it seems to me the structure of the story was developed in such a way that it unfolds smoothly. The narrative is kicked off with Akiyama, loaning funds to clients who have no credit elsewhere. Then the retired yakuza Saejima is introduced, followed by the detective Tanimura, and finally Kazuma. Witnessing those character arcs defined with a degree of nuance boosted my confidence in the overall presentation of the storyline.

JO: Kamurocho is accessible to a different degree by each of the central characters. Tanimura grew up in an area called Little Asia and therefore has full access to it. Meanwhile, as a fugitive, Saejima must stick to the underground passages and rooftops to avoid capture by the police. An important element of Yakuza 4 is that both the play styles and the backstories of the protagonists impact the way they relate to their surroundings.

In your observation, how has the Yakuza game series changed over time?

MY: I think the biggest change has been that the motivation of our development team and staff has increased over time. For one, as the series has grown in popularity in Japan, we’ve faced increasingly higher expectations. Initially Yakuza was compared with other domestic titles, but more recently a greater number of direct comparisons have been made with international phenomena like the Grand Theft Auto series. It’s not a shift that has compelled us to compete with GTA. Our emphasis has been on preserving our vision for the franchise while upping the quality.

The world of Yakuza is inhabited by outlaws. It’s natural to assume that these games glorify a mafioso mentality. In actuality, Kazuma’s personality and his image of Kamurocho paints a different kind of picture. Take for instance that the character will never assault someone randomly or engage in violence unless directly provoked. The game invites players to choose from among actions that Kazuma’s sense of fairness will tolerate.

JO: That’s a good point. In the first Yakuza, the tagline here in Japan was “Anyone can become a man who fights with strength.” The phrase was left a bit ambiguous because it could either be taken to mean “a man who fights” or “a man with strength.” The former emphasized the kinds of lawless street fights that occur in the game. However, “a man with strength” would never stoop to exercising violence against an ordinary bystander, which is the strength of Kazuma as a character. That philosophy has always been at the heart of the game design.

KH: From the standpoint of the art design, the biggest shift has been in transitioning from the PlayStation 2 to PlayStation 3 hardware. Shifting from a locked camera angle to tracking shots during cutscenes has led to higher development costs, but it has also invited a broader range of possibilities for visual expression.

HS: As you might expect, hardware changes have had a profound impact on the sound design as well. While 5.1 surround sound was an option on the PlayStation 2, it became the standard format for the PlayStation 3.

As far as preserving a style for the series is concerned, as Yokoyama mentioned earlier it’s important that there is a like-minded design philosophy shared among members of the team. For instance, it would be jarring were the sound department to decide that in the heat of battle Kazuma should shout, “Die, scum!” It’s already been established that the character would never allow himself to utter such a thing. If in every subtle detail of the game’s design you can protect those principles, then it’s possible to preserve the essence of a series even while it’s undergoing phenomenal changes.

How does the design of Yakuza 4 attempt to maintain a balance between realism and fantasy in a way that creates engaging gameplay?

MY: This might be difficult to understand for those outside of the Japanese fanbase, but taking on the persona of Kazuma Kiryu is alluring to many players. Playing as Kazuma is fun because you don’t get to behave that way in real life.

In developing the new protagonists, they all can be described as strong, but they also have some fallible qualities that are foreign to a superstar like Kiryu. They are more susceptible to vices or run-of-the-mill behavior. A thought experiment that inspired several episodes of the game was to ask what would happen if ordinary individuals like us here in this room were thrown into the world of Kamurocho.

On the surface, there are elements of the storyline that might appear obscure. Not everyone is familiar with the structure of yakuza organizations, like what it means to be second or third tier. But in the end, even if you happen to be from the United States or Europe, the way people think is not so different. “What if you happened upon a million dollars in unmarked bills?” You take a scenario like that and the emotions resulting from that thought experiment are accessible to all of us. An exploration of these kinds of universal themes is certainly something I am interested in sharing with an overseas audience.

KH: The art design of the Yakuza series is rooted in the endeavor to anchor Kamurocho in a sense of reality. This is trickier than it sounds. For instance, lending objects a feeling of authenticity isn’t as simple as replicating naturally occurring things exactly as they appear. It’s not so much about recreating reality as lending a sense of verisimilitude to the illusion.

Allow me to explain by taking the mundane example of an ashtray. There is a design of an ashtray that’s so common that people within Japan can easily recognize it as an ashtray. However, the truth of the matter is that all the real ashtrays out there have more distinguishing features than our prototypical ashtray. So if you fail to take into account certain motif choices that give your objects some character, they’ll lack a sense of authenticity.

MH: Isn’t it often mentioned that Kamurocho is attempting to replicate the real world? For instance, through promotional tie-ins there are actual stores that exist in reality that appear in the game.

However, producing a carbon copy of what’s out there already wouldn’t be as interesting. There isn’t a Millenium Tower located in the heart of the city, and would it realistically be possible to construct an underground city like the one teaming beneath Kamurocho? We stretch our imaginations and exaggerate existing phenomena because that’s going to be more interesting to players who are already accustomed to daily life in Tokyo. We have no idea whether real yakuza think the game is accurate or completely absurd, but we definitely want to steer clear of creating something so real it’s bland.

[Yakuza 3 was fact-checked by real yakuza by way of Boing Boing in April 2010. The game received a largely favorable review, though the fight scenes were said to be unrealistic.]

KH: In researching alleyways for the art design, I was often seized with the thought that as soon as I turned this next corner I would be met with some foreboding sense of danger. Then I’d round the bend and be let down to find just a pleasant, ordinary street. (laughs) In those instances, what’s important is not to recreate that sense of disappointment for the player but to realize the imagined possibility within the reality of the game.

MH: This has a lot of relevance to story as well. For instance, we’re dealing with a fantasy depiction of the yakuza, so to speak. Sometimes we’re alluding to problems, concerns or troubles that I’m sure real members of yakuza organizations must face. On the other hand, the story allows itself to be unpredictable, such as when you’re being pitted against power brokers and government agencies. Here it’s entertainment, where stories are allowed to be made larger than life. The important thing is to maintain a balance.

What visual elements make the design of Kamurocho unique?

KH: When building a virtual city, it’s useful to check the colors and shapes of individual structures against the broader outline of the city as a whole. For Yakuza 4, an actual location served as our model. We have an advantage over the city itself because, for instance, when shops open they concern themselves with their own design, not with that of their surroundings. The results are streets characterized by a mishmash of structural sizes and hues like a random assortment of candy wrappers.

However, the design of each element considered in relation to the city as a whole is a central characteristic of Kamurocho. While the design begins in chaos, we can gradually begin tweaking the overall balance through adjustments to each layer of design. Inconsistencies can even be smoothed over through the application of color filters and the rearrangement of light sources. I’m willing to bet that there are few games out there that place as much care in lighting their cutscenes.

We’ve been meeting regularly with Shoji-san since the publication of Yakuza 2 to hear about his work as music director. How has music influenced your role in the making of the game series?

MH: Before I begin a new scenario, I often listen to music and think of a story to match. If I’m hearing Yes in Buffalo ’66, then Vincent Gallo pops up in the scenario. Often I’ll listen to the Yakuza soundtrack while warming up.

HS: That’s news to me. I do think gaming has a lot of potential as a medium. Just to share a surprising anecdote, a short time after I had written the music for Super Monkey Ball, I noticed something on Christina Aguilera’s website where she had written: “My favorite game is Super Monkey Ball.” It kind of amazed me to realize that Aguilera-san had heard my music! (laughs) The potential for games as a medium is rather extraordinary.

Please allow me to thank each of you for offering your time to this discussion on the direction, writing, art and music of Yakuza 4. Four of your music tracks from the game have been posted to the downloads section of the Sega website. Let us conclude with the liner notes for these tracks that Shoji-san has been generous enough to bring with him today.

【Receive and Bite You】
It has become an enduring tradition to arrange the Yakuza theme “Receive You” to appear during battles with Majima. The novelty of self-arrangement with each new game has worn a bit thin, so to mix things up for Yakuza 4 I invited Yuichi Kanatani to lend his interpretation.

The acclaimed composer from AM1, who has been working with us since the previous title, created this arrangement of the song. Seeing as our musical interests match more closely than most, it was easy to foresee what might result following our preliminary discussions. When I finally heard the finished piece, it was so close to what I had imagined that it brought a smile to my face. The high tension of Majima’s acrobatic attacks is well served by this trendy European sound. The music track brings to mind the involved discussions we’ve shared on how best to capture the heavy roundness of the drum sounds found here and on prior collaborations. That explains my personal attachment to this arrangement.

【Speed Star】
A prominent theme of Yakuza 4 is the contrast between the four central characters. Key features of each protagonist are mirrored in their associated music themes. Early on, “Speed Star” began reflecting various elements of Akiyama’s character, so there were few hurdles to realizing this composition. In terms of my own predispositions, I might have preferred more of a jazzy, dignified quality to the arrangement, but that was counter to its utility as a battle track. It took some effort to arrive upon a solution that reconciled these opposing directions.

【Smile Venomously】
This is the background music for the fights against other playable characters, which brought with it an unusual number of concerns. Initially my focus was on immediately raising intensity and impact. However, viewing the results in sequence, it soon became clear that this approach was undermining the dramatic intensity of the scene. It made the confrontation feel more frivolous than it should, as if this fateful encounter were a sort of festive celebration.

From there, it became clear that a more serious treatment was needed, stemming from the fearful implications of the battle. Because the situation emerges several times with the same music track playing in the background, it was important that the uneasy atmosphere work each time. It might be the influence of the music cue or the subtlety of the AI, but when I face off against Kazuma, the tension is palpable. Even for an experienced player like me, I find myself caught off guard when a Tiger-Killer (Tora’otoshi) move is executed.

【For Faith】
This is another example of a theme that has customarily returned throughout the series. I wrote this song with a request from executive producer Toshihiro Nagoshi in mind. The idea was to include both sorrow and hopefulness in this arrangement, which was to be featured in a montage for the Tokyo Game Show. (The piece was never intended to appear in the game.) Toward the end of production, we were missing background music for the installation screen. We had tried looping the one-minute training track “My Hero” over and over, but the director had second thoughts. “I feel like I’m being hypnotized,” he said. “Take it out.”

It turned out that the longer running time and serious atmosphere of “For Faith” made it appropriate for that spot. The results have been very positive, especially considering it’s the piece most frequently downloaded from the iTunes Store on the soundtrack album. There have not been many mid-tempo rock songs previously in the series, which may be why this arrangement came out feeling particularly fresh. For the lyrics I went with what sounded immediately appealing to me, but the pronunciation might be off. Nevertheless, I’ll be glad if listeners outside Japan can get something out of it.

[This article is available in Japanese on Game Design Current. Translation by Yoko Wyatt. Images courtesy of Sega. Photo by Jeriaska.]

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Desert Bus for Hope raises $986k for charity over 164 hours of play

The annual variety show fundraiser Desert Bus for Hope has wrapped up its 2020 run with record funds raised for the charity Child’s Play. This year’s event saw the Desert Bus crew raise  $986,793 for charity and also tip the event’s lifetime raised over the $7 million mark.

The annual variety show fundraiser revolves around one particular minigame from the unreleased 1995 Sega CD game Penn & Teller’s Smoke and Mirrors where players drive a bus between Tuscon, Arizona and Las Vegas, Nevada for eight actual real-world hours.

Desert Bus for Hope builds its yearly charity event on that framework, hosing guests, giveaways, and other surprises all while driving the desert bus to and from its destinations. The event keeps running for as long as donations keep coming in. This year, the Desert Bus team kept things rolling for a total of 164 hours, two hours more than the year prior.

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Blog: Power of storytelling in blockbuster casual games?

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How is modern day storytelling in casual games evolving?  What data & UX-driven trends are emerging in the narrative of blockbuster casual games? 

Let’s find out…

This article is written in collaboration by Om Tandon of UXreviewer and Lisa Brunette, founder & owner of Brunette Games, a narrative design and storytelling powerhouse working with development teams at publishers and studios such as Jam City, Redemption Games, Uken Games, etc., on blockbuster top-100 grossing casual games: Sweet Escapes, Lily’s Garden, Matchington Mansion, & many others.

Size of the Pie: Casual Puzzle Games

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Source: Deconstructor of Fun

Casual games are the second largest genre on mobile after strategy games. They generated a revenue of a whopping $8.1Bn in 2019, the lion’s share of which was raked in by the Match 3 sub-genre alone.

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Needless to say, this figure for 2020 could be substantially higher(!) given the record-breaking performance across the industry as a byproduct of the Covid lockdowns causing a massive surge in session times and the acquisition of millions of new mobile players.

 

So, What’s the Story?

In the past few articles we looked at how seemingly simple casual puzzle games, which relied heavily on just a simple core loop, have now matured due to deepening game design and maturing causal player preferences.

Genre analysis shows the following pillars appearing to be crucial for the success of any newly launched casual puzzle game today:

  1. Core loop with variable & extensive content treadmill
  2. Meta loops that complement the core, decoration, base-building
  3. Dramatic character-driven narrative and storytelling
  4. Social, Guilds and Live-Ops 

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While a lot has been written about the pillars 1, 2 and 4 by the industry pundits, pillar no: 3 has not received as much scrutiny. In this article we do exactly that by taking a deep dive with industry expert Lisa Brunette. Her studio is behind the narrative of some of the most popular meta match 3 games in the market today!

But before we do that, let’s look at…

 

WHAT the data is telling us about the popularity of storytelling trends.

Looking at historical games-industry data from GameRefinery, we can clearly see there has been an exponential rise in the success of story/narrative-driven casual puzzle games, hitting top 100 grossing, especially in the match 3 genre. Source: GameRefinery

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The trend data above shows that the number of new match 3 games reaching the top 100 grossing charts between 2015 and 2020 have seen an exponential rise in the incorporation of storytelling and character-driven narrative.

Which implies any new casual puzzle game breaking into top 100 grossing has a greater chance of succeeding with storytelling narrative, than those that don’t.

But just knowing WHAT the trend is not good enough; let’s look at WHY storytelling trends in casual puzzle games might be on the rise?

 

Why storytelling might be important: Product & UX Reasons

  • The puzzle game genre is fast turning into a boiling red ocean market reaching maturity, with plenty of clones and intense competition, which requires new avenues for product differentiation. Adding a layer of dramatic, character-driven storytelling might be one such avenue for creating that differentiation or finding newer audiences.

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Unlike game mechanics, storytelling and character design may offer way more variety when it comes to creating differentiation and product uniqueness, which may appeal to new player archetypes as well

  • New Emerging Player Needs: A recently published “Genre & Great Games” player insights report from Facebook Gaming and GameRefinery points out the player motivation & needs that fuel the appetite for casual games:

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Source: Facebook Gaming

    “Up to 32% puzzle players want to learn something new that can benefit them outside games”

Above is an interesting insight into newly emerging player needs and wants! and something I actually called out in my last article “How to Crack the Match 3 code – Part 2” (So, thanks for confirming, FB!)

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Example of interior design knowledge facts in Property Brothers. These kinds of educational tips can benefit players in the real world, too.

Many narrative meta-driven puzzle games not only entertain players but also educate them further into gardening, interior decorating, landscaping, etc., via character-driven narrative fulfilling a newly emerging need of learning something beneficial outside the game, too.

Notice the other closely popular need as well, that complements the need for dramatic narration and storytelling:

Up to 31% puzzle players want to immerse themselves in another character/world ”

  • Puzzle Player Diversification: Genre & Great Games, the FB report, also points out puzzle players are diversifying into other genres, including action & RPG. 

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Source: Facebook Gaming

Genre diversification for casual players is something I forecasted in my previous articles 4 years ago based on the concept of player maturity. An important thing to notice is mid-core and action RPG games normally have strong character-driven narrative and storylines, which might also be exposing & gravitating casual players towards welcoming and seeking richer storytelling expectations from casual games.

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Now that we have looked at the trends and insights for the popularity of storytelling, it’s time to talk to our storytelling expert, to know more about the craft of storytelling in blockbuster casual games!

Q&A with Lisa Brunette:

Om: Why is storytelling important? What draws people to stories, the narration or the characters?

Lisa: Ha, ha, I’ve actually seen game conferences that bar this question as a presentation topic because it’s considered too basic! It’s a given in most, if not all, cultures that human beings love story; our survival might actually depend on our ability to imagine characters, worlds, and plots. 

I think the idea to question storytelling in games comes from the habit of conflating “story” with “text.” But adding more words to a game doesn’t automatically give it a story. We’ve played text-heavy games that are nonetheless lacking that one thing that gives story its storynessconflict. We’ve also played games that used only a few words to brilliantly convey conflict. For example, take a look at these two mainstream game titles and the conflict embedded in them:

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Some context: I’ve been a full-time storyteller in the game industry for about 13 years, and for all of that time, I’ve focused solely on mainstream (what we label “casual”) game development, starting out first on console games (Nintendo) and PC/Mac download (Big Fish Games) and then migrating to mobile when the industry took that turn around 2012. I’ve managed two full teams of storytellers, first at Big Fish and now as head of my own company, Brunette Games. So why or whether storytelling is important seems like a foregone conclusion to me. 

We’re living in an age in which “binge-watching” is part of our lexicon. It’s not the set design that keeps people up late at night, unable to quit Netflix. 

It’s the story.

Om: Is modern day storytelling in mobile games different? (From console games or television)

Lisa: Storytelling for film/TV, books, or any other non-interactive medium is very different from all game storytelling because they don’t have at their core a game to consider. For example, in Disney Frozen Adventures, the player’s primary interaction is to redecorate rooms in the castle or shops in Frozen‘s fictitious town of Arendelle. So the story must revolve around, support, and provide motivation for that activity.

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Disney film writers are not bound by the need to enmesh their narratives with that core gameplay when they’re writing scripts for the Frozen movies.Writing and designing narratives to interweave with gameplay is a real art, too. 

We’re often writing in tandem not just with a redecorating interaction but with the match-3 puzzle that also drives the game. That’s where we work with art teams to create tie-ins that reference the narrative, whether that’s in the design of the match-3 tiles or the surrounding art, the presence and actions of a helper character, or the power-ups, etc. 

These elements might seem obvious now, but back in 2017 when I proposed reworking the tiles in the first level of Matchington Mansion to resemble pillows to link narratively with the throw pillows Tiffany adds to the living room, it was seen as a radical idea!   

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You asked about the differences between console and mobile games in your question above, but I’m not the person to compare those two platforms. My best comparison is actually between PC/Mac download and mobile. And there’s something worth noting in the differences between the two.

Personally, I have yet to see the dark, edgy content in casual mobile games that was a regular feature of the hundreds of hidden-object puzzle adventure (HOPA) games I worked on at Big Fish back in 2011-2016. Those games had me on the edge of my seat, and the jump scares at least in one case actually made me jump––in the middle of a cubicle pod at work. While the HOPAs I worked on 4-5 years ago were at times dark enough to require a warning label even though they were still casual fare, most narrative on mobile today falls squarely in the cheery camp. 

We think there’s a missed opportunity for much edgier content.

Darker-themed games are still being released, warning labels and all, but sadly, the mystery/thriller genre––which is incredibly popular in all other mainstream media––hasn’t really been embraced by casual mobile developers. Here’s a scene from Mystery Case Files: Ravenhearst Unlocked.

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Does it matter that we’re playing on the phone now instead of PC? I don’t think so. While designers often come to us because they want to compete with top-performing puzzle games, we think the real competition lies elsewhere––on Netflix, Amazon Prime, HBO… Our whole Brunette Games team is glued to The Haunting of Bly Manor right now, for example. Just as your interview with Playrix in part 2 in this series  revealed that those designers went back to previous-era casual games for inspiration that paid off, I believe we’ll do the same when it comes to narrative.

 

Om: What in your opinion makes story-led, top grossing games so popular?

Lisa: It’s like the old saying goes: Trying to design a major hit game is like trying to capture lightning in a bottle. If there were one sure formula, everyone would have a hit, right? While many ingredients make a game popular with players––from a well-designed match-3 puzzle to the right blend of customization and progression pacing in the decorating element––it’s our opinion at Brunette Games that a quality story is key. 

With so many match-3 games on the market, and so many decorating games as well, story could be one of the key distinguishing factors you have at your disposal. 

When Tiffany burst onto the scene in 2017 to fight Rex Houston and save your mansion, all we had leading the category was Candy Crush. When Tactile gave players a love triangle in Lily’s Garden, especially amping the meter with provocative viral ads, it showed the romance genre could be pushed much further. And players have responded.

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What are the trends you foresee in most successful projects you have taken up to date?

Lisa: The trend is very much toward more sophisticated storytelling, which means a deeper complexity in characters and plots, but that doesn’t mean more text in games or less gameplay. On the contrary, new gameplay mechanics like merge puzzles and new narrative hybrids with other types of gameplay, such as solitaire, are showing that narrative blends with core gameplay in multiple ways in this space. We’ll look for mobile game storytelling to move out of adolescence and into adulthood, in a lot of ways.

One offering we’ve added to our suite of services at Brunette Games is voice-over. It fits well with our mission because as writers of the dialogue scripts to be voiced, we’re the best people on the team to give direction to the voice actors. 

More of our clients are using voice-overs, and not just in the intro cut scene but throughout the game. We’ll likely see more of this in the future.

We’re also excited to work with clients who want to crack the interactive novel format, which has had so far limited success, and with relatively narrow audience segments. Branching dialogue is another tough nut to crack.

 

Om: What advice will you give to game developers looking to create story-driven gameplay?

Lisa: In a genre that has maintained its light-and-bright feel for so long, in the absence of dark and edgy, one area where we’ve made great strides is in the humor genre. It’s paid off in spades on Sweet Escapes, a title we write for Redemption Games. 

We took a cue from the irreverent humor they built into the game’s character design and animations, and our team has matched it with hilarious dialogue, to the point where players have actually written fan fiction based on the characters. 

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Humor is hard to write, so you really want to invest in top-notch wordsmiths if you go this route.

Beyond that, I would say this: Bring narrative in at the very beginning, at the concept stage. Too many times, we’ve been invited to join a project too late, so that our work becomes largely triage.The other thing we’ve seen a lot is studios skimping on the writing budget at first, hiring an inexperienced person who can actually do a lot of damage in a short amount of time. Then they end up spending again to have us come in and fix it.

 

Om: Any other wrap-up comments?

Lisa: I’ll just add that as a studio devoted 100 percent to storytelling, we’ve had a rather unique, bird’s-eye view on how narrative is progressing in this space. It’s been a privilege to work with a broad cross-section of talented teams on so many different projects. It’s gratifying to see how much everyone cares about narrative––from C-level leadership to game designers to artists, animators, and voice-over artists. It truly takes a team to create a great game story!

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Conclusion: Modern-day storytelling trends and insights

  1. There is an exponentially upwards trend in the success of story/narrative-driven casual puzzle games, hitting top 100 grossing, especially in the match 3 genre over the last 4 years. This implies that new casual puzzle games trying to break into top 100 grossing have a greater chance of succeeding with strong storytelling. 
  2. The casual puzzle games genre is fast maturing into a crowded red ocean market place. Product differentiation via immersive storytelling and bonding with players via niche themes is one way to stand out from the crowd and even attract new audiences.
  3. New player needs and wants are emerging in this space, with around 32% of all casual puzzle players saying they “Want to learn something new that can benefit them outside gaming,” and close to 31% play to “Immerse themselves in another character/world.” Both of these needs can be met via educational narrative and rich storytelling.
  4. Most narrative on mobile today falls squarely in the cheery camp, and there might be a missed opportunity for edgier fare. Either way, some degree of conflict needs to be at the heart of the narrative for it to constitute “story.” 
  5. Story cannot stand alone from the game. The narrative and the character need to blend in with the core gameplay loop, for example, tying the characters and plot to the decorating activity and the match-3 or collapse mechanic.
  6. Use of character voice-overs is gaining more traction amongst games; this trend might see more adoption in the future.
  7. Differentiation can come within the narrative-driven competition through quality comedic dialogue, or exploration of themes at the edge of casual gaming, such as the mystery/thriller genre, or even horror.

If you liked this post, please feel free to check out my other game deconstructs at https://www.uxreviewer.com/ . Feel free to connect with me for future articles.


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