11-01-10

Efficient writing for video games

Good writing in video games is crucial. Note though that writing does not equal story. Story is part of the writing but let's not forget menus, tutorials, items and skills description, etc.. When I write for games, I often rewrite the same texts 5 or 6 times with a strong emphasis on reducing the word count to the strict minimum. In that regard, Dawn of Heroes for the Nintendo DS is appaling by it's inneffiency. It seems 70% of the texts could have been removed for a better effect. There is much to learn from other's failures so let's jump on this opportunity.


What is Dawn of Heroes?

DoH is a regular tactical RPG where you control up to 5 characters on a battlefield and use their abilities against a range of enemies. The game's mechanics are interesting as is and the game itself features nice pixel arts along with a cartoony 3D renderings of the battles. It features a very large range of abilities and often require to read their effect description in order to take good decisions in battle. Since this is an important part, I'll focus on the skills description in this article.


Nayeli's Omniscient ability



At first sight, the description is a bit long. One important information is highlighted in yellow, which helps a little but other important informations remain "hidden" through this block of text.


First sentence : "The skill-user" is totally redundant to the screen itself. We are looking at a character's skill and as such know who it is affecting.


Second sentence : "the skill user" is used again with the same redundancy effect, followed by "suffers from a debuff", which could easily be removed as it doesn't add anything to the only important information here : "locks down Move for 2 turns."


Suggested rewrite :

Grants unlimited range to all abilities.
Using an ability locks down movement for 2 turns.


Two small sentences, displayed one over the other for easy "bullet point" style reading. The text is reduced by almost 50%. It went from 28 words down to 15 words.


Yuji's Sweep Kick


It's a bit shorter than the previous text but there is still a lot of uninformative bits that can be removed.


Important informations : "disables Move", "1 turn" and "area of effect".


There's a redundancy : "Places a Curse debuff" and "This debuff". What's more is that both can be removed without losing any important information.


Suggested rewrite :


Disables Move for all enemies within area of effect for 1 turn.


All this babble of "placing a curse" and "debuff" is totally irrelevant to the player. The only thing that matters is what this skill does to who. And as such, the text has been reduced from 18 words down to 12. The new rewrite also places the effect of the ability (Disables Move) right at the start of the text, instead of at the end. This is a good thing since it is the most important information.


Reynald's Amnesia


Important informations : "an (one) enemy", "locks down Abilities that cost MP" and "1 turn".


This text contains the same redundancy than the previous one with the use of "Curse debuff" and "This debuff". In fact, all texts I've seen in the game so far are pretty much consistent with this structure (while not very good, at least they are consistent).


We could move the "1 turn" to the end of the text and then remove everything before "Locks down abilities". This would get us :


Locks down Abilities of an enemy that cost MP to use for 1 turn.


20 words down to 14. This sentence could be made even shorter (and easier to understand) if there was a single word or expression to designate "abilities that cost MP to use" in the game's rules. Let's say it is "Spells" (as opposed to "Abilities", which would be abilities with cooldown effects instead of MP cost). We could rewrite this sentence again :


Locks down Spells of an enemy for 1 turn.


I'm down to 9 words. This little change would affect all other places were "Abilities that cost MP to use" and would considerably reduce the word count (and reading time) over the course of the game.


Disabling magic is a common rule in RPGs and TRPGs and is often known as the "silence" effect.


Silence an enemy for 1 turn


6 words. From 20 words we went down to 6. Feels good doesn't it?


Assassination


This one is totally confusing as it requires the player to do mental maths in order to understand it's meaning. Why write 800% ? Is it relevant to the player to read a percentage? Computers excel at doing math but the writer on this one decided it would be more interesting to let the player do the work.


Let's go straigth to a rewrite :


Deals 5 Physical Damage.
25% chance to deal 40 additional damage. Cannot be avoided.


19 words down to 14. There is not much to remove here but there is great improvement in changing how it is explained. By replacing the 800% with the actual number, we remove a useless strain on the user's brain.


Comparison with an established title


In comparison, let's look at another popular tactical RPG : Final Fantasy Tactics Advance. The rules of this game are deeper, more complex, yet they manage to elegantly fit it all in the tiny display screen of the Gameboy Advance.


It might take a while to the untrained eye to read the whole screen here but an accustomed player will have no problem finding what he needs to know. This is the preparation of a simple attack. We see the health and magic points of both attacker and defender, the damage dealt and the success rate.


To be fair, DoH does it too with as much elegance. However, where the writing shines in this screen is in the red "Counter" word over the enemy's stats. This single word gives all the information the player needs : attacking this character will trigger a counter-attack. The understanding of this word lies in the rules of the game. The player already knows what a counter is and if by chance it's the first time he encounters this skill, he needs but a single time to learn and remember it's meaning.


Short, elegant, single word.



The little ninja here, controlled by the player, prepares a special attack. Again we can see the damage and success rate of the ability. The "Counter" word is here again, showing that the enemy will counter-attack if possible but it is now gray as the ninja is too far from him to allow a counter. The change of color is all that is needed to understand that.


Finaly, we can see a short text at the top of the screen : "Fire damage & confuse!". 4 words. Can it get any shorter than that? All the required information about the attack is in these 4 short words. The player recognizes the meaning of those four words through his understanding of the game's rules (about elemental damages and special ailments). Elegant!


Conclusion

Writing is crucial to the design of a game and to the player's understanding of it's rules. Clarity first, all informations required to make a choice should be easily available but also easily readable! Every extra word on screen has the potential to hide important informations and / or confuse the player. It's important to re-read and re-write all texts in a game and eliminate everything that do not bear any informations.


Short and to the point, nothing there without a reason.

10-10-05

Sponsoring MegaDrill

8 months already... MegaDrill has been out in the wild for almost 8 months now and it's only now that I dare take a look back at the numbers! Here's a little "post-mortem" report showing a bit of numbers about the sale of MegaDrill

As I've mentioned previously, MegaDrill was made with the purpose of making money! Not that I'm an evil money-loving capitalist or anything, quite the contrary, but money is a necessity and if this game didn't made good money I would have had to return to the employment market (no thanks).

The Game
The main inspiration for this game is the success of games like "Shopping Cart hero" and, mainly, "Learn to Fly". I emulated the flow of these games (play-uprade-play) while introducing a completely different metaphor (going down instead of going higher). MegaDrill is different enough that it does not suffer from being compared to those games directly.

In the end, it's a great game. It's highly polished, it has a fine gameplay, the balance is pretty good and I'm quite glad with the look and feel of it. I think I've made a very good job even though I never was "in love" with that game.

I also worked a lot on the presentation of the game. I worked a lot on the icons and made a trailer to present the game to sponsors. I polished even the integrations of a fake sponsor logo in the game, making it look as good as possible (you can see it at the end of the trailer).

Performances
MegaDrill has reached over 4 million views after 8 months of life. To tell the truth, I expected more but I'm not really disappointed about it. It did a fair job. More interestingly, the game has been played all the way to the end almost 1,5 million times! This means that a THIRD of the players who got their hands on the game actually went all the way through the end! That's very good for a half-hour long free game.

The Bidding calendar

The game was up for "sponsor view" on FGL at the beginning of December 2009.

December 7th 20094
4 bids from 4 different sponsors. Excellent start!
  • First bid at $1000 flat
  • Two "per million views" performance bonus bids
  • Frag Time : flat high four figure (obviously hoping for a quick buy)
December 9th 2009
  • Another high four figure + some NG ratings bonuses
  • Frag Time : raising the bid a bit, including the same NG ratings bonuses
I discussed the terms with Frag Time, explaining that I'd rather go for a performance bonus deal. He made another bid on the same day :
  • Frag Time : about half the amount of previous bid but with a "per million views" bonus.

December 11th 2009

  • Enters Kongregate! A big advance on a "per unique clicks on sponsor's link" bonus deal. I was delighted to get Kong's interest. I love these guys, and I know I can trust.

December 21st 2009

  • Spent a while discussing the bids with Greg. I was leaning toward the high amount offered by Frag Time. Kongregate placed another "per-click" bonus based bid with different terms that pleased me more. I set his bid as "best bid".

Things slowed down for Christmas. At the very end of december, another sponsor contacted me about the game but couldn't place a bid until the beginning of January.

January 3rd 2010

  • Dumpling Games : An important sponsor in the bidding process so I gave him a delicious name. :) He placed a bid similar to Kongregate's with slightly different terms. That would soon give me headaches.

Kongregate and Dumpling Games entered a short bidding war until the end of january, slowly increasing their offers. On one side, there were more risks but higher potential. On the other side it was less risks but less potential. After every bid I made calculations to weight the risk and rewards of several scenarios. Kongregate came on top in the end. I discussed a last possible offer with Dumpling Games, something totally different. I refused it to gamble on the per-click bonus with Kongregate (I ended up losing a little bit on this gamble compared to Dumpling Game's final offer but really the value of the two bids were really close). Also, I must say I really wanted to work with Kongregate.

A deal was accepted at the end of january and the game launched the 10th of February 2010. The primary sponsorship got me around $12K.


Everybody loves numbers!

Money earned
around $12K for the primary sponsorship.
around $2000 in non-exclusive licenses
around $3000 in ad revenue (CPMStar + Kongregate's revenue share)

Total Costs :
Costs were really low, totaling a little under $2000 for the musician's salary and FGL's commissions.

Total e-mails exchanged during the bidding war:
with Dumpling Games : over 60
with Kongregate : over 40

Conclusions
Important lessons in selling a game :

  • good communications with sponsors is essential. Take the time to clarify each points of the bids together.
  • Be patient. For MegaDrill, a major sponsor came into the bidding a whole month after it started.
  • Presentation is a MUST. I worked a lot on the game's description on FGL and on the icons. I made a kick-ass trailer and this certainly helped! Hooking the sponsors is crucial. Also, it proves you are a serious developer.

10-07-29

We're still young

Nowadays there is a real cult of the youth. Advertisement makes us believe we should look young forever and could if we used their products. The star system goes in the same direction with ever younger singers, actors and other "young talents". It is commonly believed that we are in our top years when we are in our twenties and that it is at this moment that we build our life (getting out of school, getting a career, car, house, kids, boat, lodge, and blah blah blah...). By our thirties all we are supposed to do is work and enjoy these things until we retire. And then we just enjoy these things.

Young, young, young. What a boring song.

All of this is just bullshit. "Young" (as in 24 and under) is just a tiny part of our life. What happens after that? Everything. I'm in my late twenties and I feel I really just started to live. I feel I really just got to a level of confidence and got enough knowledge to really do something with the rest of my life. How could I have done everything already?

I recently read a book about "simple living lifestyle". The author (Dominique Loreau, a french writer) made a point that shattered several constructed beliefs well anchored in my mind: she says it's by the age of 45-50 that there is a real change in a person (a big part of it due to the freedom we get back when kids go away from home). At that age, she says, we are at about half of our living years.

Wait.. what? At 50 I'll still have a few decades for doing... well... whatever I want? Gee! Common beliefs are that by 60-65 we should just retire and enjoy ourselves, waiting to die, basically. This doesn't have to be like that!

I'm almost thirty now. I'm unemployed. I have a kid. I work for myself making video games. I make a living out of that working 20 or 30 hours a week. I live frugally but I live well. I'm not depriving myself of anything (I'm just not buying all the shits advertisements tell me to). Will I still make video games for myself in thirty years from now? I don't know. Probably not. Maybe. It doesn't matter.

What matters is that I'm almost thirty and I'm still young. Very young. I have time. I can change my life around whenever I need to, whenever it makes sense to. YOU are still young, even if you are older than me. What matters is to do what we want, to do what we believe is right for us, not what society and culture tells us to. The important peoples, the ones changing the world around are not in their twenties (well, there is rare exceptions). Peoples making changes are old, have experience, have explored a field of knowledge, master their craft, made errors in the past and have enough wisdom now to create meaningful things.

This is why Mihaly Csikszentmihalyi in his researches for his book Creativity : Flow and the Psychology of Discovery and Invention only interviewed people over the age of 60 in different fields of knowledge. The only well known video game designer I can think of that is that old is Tōru Iwatani, the creator of Pac-Man (he turned 60 this year). Even Shigeru Miyamoto is not that old.

What does it say about video games (because it is a video game blog after all!)? Video games has just been created, there haven't been no real changes made since it's birth. Forget about processing power, fancy 3D graphics, motion controls, and next-gen hypes. Those are all fancy gadgets with which we do the same games over and over. I tell you again what I believe with all my heart: there has been NO real change in the face of video games since it's birth.

What does it say about us video game designers and designers wannabe? Everything is yet to be done. The potential of games is yet to be revealed and it is not by reveling in technology and gadgets that it will be unlocked. I do not pretend to know how to do it but maybe, and just maybe, I'll be able to put my share in unlocking this potential after I've acquired enough knowledge, in thirty years or so.

Because I'm still young. And you are too.
 
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