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Monday, July 16, 2012

The Wonders of Flavor Text

I've frequently commented on flavor text in Game Alerts, so I figured it's about time to take a look at why it is such a nice thing for a game to have. Flavor text is most commonly associated with RPG's and action RPG's, but it can be used in any game with an inventory system or interactive environments or sometimes even menu options, so it can really be used in games of any genre, such as with the trophies in Smash Bros. games and planet descriptions in Meteos.

Flavor text also can have a wide range of uses, such as added a bit of humor to an otherwise serious game or supporting an existing lighthearted tone, such as in pretty much anything made by Nippon Ichi, while more serious flavor text can be used to make individual items sound more awesome, such as describing the history behind a demon-slaying sword, or even outright giving useful background information instead of trying to fit such information into clunky exposition scenes, such as with Dark Souls.

However, the largest general reason to utilize flavor text is it makes tasks seem 'worth doing'. Reading the stats or use for an item in its description is often vital for determining just what an item does or if a piece of equipment is an upgrade, but flavor text concerning any given item can make an otherwise bland task interesting in addition to indirectly expanding upon the game's world as a whole. Furthermore, as I have mentioned in previous posts, the main strength of video games comes from 'touch' and interaction with environmental objects not only shows that a designer has put effort into a game, but also adds plenty of variety to the world; one of the most disappointing things in any game is to reach a library in an RPG and either get the equivalent of "nothing interesting is on the shelf" for any given bookcase or, worst of all, simply not being able to interact with the books all around the room.

In addition, many RPG's, and sometimes games from other genres, have useful items hidden in objects such as barrels, pots, clocks, fireplaces, and all sorts of other things, but getting no feedback or a bland "it's empty" message on most objects can make item hunter feel like a chore. Putting unique flavor text on many objects which players are likely to search when looking for objects not only makes the item hunt less of a chore, but comments made by the protagonist or between party members can go a very long way towards making likeable characters with well-established personalities and relationships without needing to rely upon awkward exposition dialogue.

So, to sum things up, flavor text is useful because it:
1) reduces the need for clunky exposition
2) compliments the overall tone of a game
3) helps to establish characters and character relationships
4) expands upon a world's lore
5) makes tasks such as item hunting and stat checking feel fun instead of tedious
6) increases the overall amount of things to do in a game
7) shows that a developer actually cares about his or her creation

For examples of free games which use flavor text to great effect, check out the Game Alerts for Intelligence and Star Stealing Prince.

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