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How King used a player-centric strategy so as to add significant narrative to Sweet Crush Saga

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At any time when narrative-focused video games are talked about, cell video games like Sweet Crush do not usually come up. As a match-3 puzzle title, expectations are typically not excessive about its capability to inform a narrative. And but, the collection has undergone a change since its unique launch. Right this moment at GDC 2022 Abigail Rindo, director of narrative design at Sweet Crush Saga developer King, gave a chat detailing the corporate’s technique for remodeling the collection right into a significant narrative expertise.

The discuss started with a quote from author and cultural anthropologist Mary Catherine Bateson that summarized their strategy, that “the human species thinks in metaphors and learns by tales,” Added Rindo, “People inform tales to instruct and information their shared expertise.” It’s the act of storytelling that attributes worth and which means.

It is by three key pillars that gamers derive that which means and worth from their in-game environment, Rindo defined. Emotion, motion and context all drive each other to create an ecosystem of participant motivation and comprehension. As she says, “participant centricity throughout all disciplines creates greatest narrative.” Context produces and informs motivation by feelings and actions. Conceit is the central rule of your sport world, basically a unfastened settlement between the participant and designer, and may reply key questions close to participant motivation, leveraging world data whereas laying foundations of relatability. “Set foundational context and conceits and metaphors that reference current psychological fashions.” Metaphors enable designers to attach the participant’s world data to summary sport ideas and verbs, decreasing the power a participant spends attempting to interpret them.

Discovering a story stability for Sweet Crush

A lot of Rindo’s discuss mentioned the specifics of figuring out how their participant base would react to the addition of narrative, and the way they fashioned profiles of the various kinds of Sweet Crush gamers to create personas that will inform the narrative occasions they might expertise in-game. A part of their technique included concentrating on particular userbases (similar to long run, high-ranking gamers, or inactive customers) to gauge their reactions to various kinds of content material, after which adjusting from there. One main problem was resistance to gameplay features which may intrude with its core techniques. As Rindo outlined, it’s useful to summarize your sport as a listing of verbs that your participant will carry out, and permit the narrative themes to emerge from themes and concepts surrounding these actions, with the intention to keep narrative cohesion. A participant that has an incorrect psychological mannequin of the sport will turn into annoyed and disinterested and have a suboptimal expertise. Preserve congruity between affordances and their forms–a disconnect between narrative and mechanics can create unintended friction.

By way of an elaborate strategy of figuring out their participant base’s narrative wants, experimenting with new sorts of content material, and repeatedly iterating and testing, Rindo stated they have been in a position to change the notion of their gamers round story in Sweet Crush. She additionally says that the addition of narrative appeared to encourage prosocial behaviors amongst their gamers, suggesting this extra attribution of which means has larger implications for group moderation. And, she concludes, they achieved this by “setting a basis of context that leverages current world data and relatability, conserving the story memorable by a twist that reinforces the actions or verbs that the participant experiences immediately inside their gameplay, and taking them on a journey by connecting them emotionally to the story and the gamers or within the characters.”