{"id":1358,"date":"2019-09-09T17:56:30","date_gmt":"2019-09-09T17:56:30","guid":{"rendered":"https:\/\/uxwritinghub.com\/?p=1358"},"modified":"2021-05-09T08:18:29","modified_gmt":"2021-05-09T08:18:29","slug":"mobile-games-microcopy","status":"publish","type":"post","link":"https:\/\/uxwritinghub.com\/mobile-games-microcopy\/","title":{"rendered":"5 UX Writing Case Studies of Mobile Games Microcopy"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">Creating microcopy for mobile video games sounds simple in theory. Most mobile games are practically the same, right? There\u2019s usually a tutorial, a leaderboard, a store with descriptions. Maybe some in-game dialogue. How complex can it get?\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Ridiculously complex, as most UX microcopy challenges tend to be. Not only do you have to ensure that copy is concise and useful, it should also fit in with the narrative design of the game as much as possible to give the player an immersive gaming experience. The goal of UX microcopy is a positive user experience and UX writing for video games goes one step further than that &#8212; create a positive user experience that is also FUN. Because if it isn\u2019t entertaining on some level, no one\u2019s going to keep playing.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">My company currently has two games in development and as the sole writer, I\u2019ve been researching, (aka playing games) nonstop to look for best practices and positive gaming experiences across genres. Since our games are still in development, I had two goals when I started my research. First, I wanted to analyze the microcopy on the menus and any pop-ups. Second, I wanted to learn which sort of tutorial microcopy is the most effective and clear across genres. For this article, I\u2019m going to break down some tips based on what I\u2019ve observed so far using five mini UX writing case studies that each focus on a different game. (Since this is game focused, I\u2019ll also be referring to the user as the player.)<\/span><\/p>\n<h2><b><i>1. Keep the Microcopy Minimal <\/i><\/b><span style=\"font-weight: 400;\">&#8211; Bubble Witch Saga 3<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">After listening to a<\/span>\u00a0<a href=\"https:\/\/uxwritinghub.com\/ux-writing-games\/\"><span style=\"font-weight: 400;\">very insightful podcast from UX writer Mario Ferrer<\/span><\/a><span style=\"font-weight: 400;\">, I promptly went and downloaded a slew of King games on my Android. Now, I should state that I don\u2019t like a lot of busy UI\u2019s in any game I play because I\u2019m the type of player who finds noisy screens very overwhelming. If I can\u2019t guess what the icons are or they\u2019re all over the place with too many colors or movement, that\u2019s a negative experience for me.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">While many of the King games are bright and bubblegummy, Bubble Witch Saga 3 is clean, concise, and fun to play. Since I knew that King Studios has a dedicated UX writing team, I was curious to see what that translated to on-screen. The game jumps right into Level 1 with a pop up that explains the goal of the level in exactly three words.<\/span><\/p>\n<figure id=\"attachment_1366\" aria-describedby=\"caption-attachment-1366\" style=\"width: 360px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1366 size-full\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image8.png\" alt=\"Bubble Witch Saga 3 microcopy\" width=\"360\" height=\"720\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image8.png 360w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image8-150x300.png 150w\" sizes=\"(max-width: 360px) 100vw, 360px\" \/><figcaption id=\"caption-attachment-1366\" class=\"wp-caption-text\">Simple instructions are always best.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">This continues through-out the game, no matter the level. Since there were different goals at different levels, this made sense and was very helpful for me as the player to know what to expect. There were no extra or superfluous words anywhere.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Next, I was looking for store or shop icons. One of the biggest things I noticed about the UI design across most of these games was that there often is no store icon. Bubble Witch follows this trend. On the top right, there\u2019s an icon displaying the amount of gold bars the player has. Tap on that and it goes right to the store where, again, there are hardly any words. Super simple, nothing extra or confusing for a player.\u00a0<\/span><\/p>\n<figure id=\"attachment_1359\" aria-describedby=\"caption-attachment-1359\" style=\"width: 512px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1359 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image1-1-512x1024.png\" alt=\"Bubble Witch Saga 3 microcopy\" width=\"512\" height=\"1024\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image1-1-512x1024.png 512w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image1-1-150x300.png 150w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image1-1-768x1536.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image1-1.png 800w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><figcaption id=\"caption-attachment-1359\" class=\"wp-caption-text\">No extra microcopy in this shop.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">The shopping experience on a mobile game will depend a lot on the developers and the game designer but if UX designers and writers are involved from the beginning, then I feel like it\u2019s part of the UX team\u2019s job to ensure that the store functions are kept as simple as possible to avoid player pain points. Bubble Witch Saga 3 does exactly that.<\/span><\/p>\n<h2><b><i>2. Small Details Can Help or Hurt <\/i><\/b>&#8211; Angry Birds 2<\/h2>\n<p><span style=\"font-weight: 400;\">In Bubble Witch 3 Saga, not only is the microcopy concise and effective, it fits in with the narrative design of the game. (<\/span><a href=\"https:\/\/medium.com\/@ZacCroslow\/narrative-design-what-is-it-what-does-it-take-5be8b8e922cd\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">Narrative design<\/span><\/a><span style=\"font-weight: 400;\"> is the interactive and immersive storytelling experience of the game.) When you beat a level, the game proclaims \u201cMagical!\u201d which is perfect for a game about a witch. Now, if everything in Bubble Witch ties back into the narrative design, then nothing in Angry Birds 2 connects it to the overarching narrative.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For example, you can upgrade your angry birds\u2019 smashing ability by earning (or buying)&#8230;hats? I\u2019m still trying to find out what hats have to do with birds and pigs. There\u2019s also leveling up for the slingshot, for the card (again, what does this mean?), and for your hatchling. I didn\u2019t play a lot of Angry Birds 1 so maybe I\u2019m missing out on all the references. Or maybe the teams at Rovio just didn\u2019t care that none of the upgrades make sense nor do they relate to birds or pigs in any way.<\/span><\/p>\n<figure id=\"attachment_1360\" aria-describedby=\"caption-attachment-1360\" style=\"width: 900px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1360 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image2-1-1024x512.png\" alt=\"Angry Birds 2 microcopy\" width=\"900\" height=\"450\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image2-1-1024x512.png 1024w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image2-1-300x150.png 300w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image2-1-768x384.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image2-1.png 1600w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption id=\"caption-attachment-1360\" class=\"wp-caption-text\">What do hats and cards have to do with birds anyway?<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">Another example of the disconnect between the narrative design and the microcopy is the use of the word \u201crooms\u201d in the game. A \u201cRoom\u201d is a term used by game designers and developers to describe the different areas or scenes within a game. (Having different rooms within in levels makes it easier for developers to change background or images or level mechanics, etc.) In Angry Birds 2, the levels have two rooms each and there\u2019s a pop up in the tutorial that explains this to the player.\u00a0<\/span><\/p>\n<figure id=\"attachment_1362\" aria-describedby=\"caption-attachment-1362\" style=\"width: 843px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1362 size-full\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image4-1.png\" alt=\"Angry Birds 2 microcopy\" width=\"843\" height=\"470\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image4-1.png 843w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image4-1-300x167.png 300w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image4-1-768x428.png 768w\" sizes=\"(max-width: 843px) 100vw, 843px\" \/><figcaption id=\"caption-attachment-1362\" class=\"wp-caption-text\">A missed chance to relate microcopy to the game\u2019s story.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">As you can see, the bird actually calls them rooms. This confused me to no end when I started playing. There weren\u2019t any walls and nothing in the game looked like a room. After our game designer explained to me what a room meant for game developers, it made more sense but from a microcopy &amp; UX standpoint, why wouldn\u2019t you rename them to be more related to the story of the game? Areas, zones, parts, regions, sections. There are so many options other than the very confusing and slightly jarring \u201crooms.\u201d This was a missed chance for Angry Birds to immerse players even more into the game\u2019s story.<\/span><\/p>\n<h2><b><i>3. Simple Doesn\u2019t Mean Boring &#8211;<\/i><\/b><span style=\"font-weight: 400;\"> Alto\u2019s Adventure<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">Of all the games I tested, Alto\u2019s Adventure has the cleanest UX design and microcopy. Foregoing the use of oddly-shaped boxes or over-bright colors, the game\u2019s UX is all plain text with very little else. Every menu, every word is the simplest it could be while still matching the overall art style of the game, starting with the tutorial.<\/span><\/p>\n<figure id=\"attachment_1367\" aria-describedby=\"caption-attachment-1367\" style=\"width: 900px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1367 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image9-1024x512.png\" alt=\"Alto\u2019s Adventure microcopy\" width=\"900\" height=\"450\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image9-1024x512.png 1024w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image9-300x150.png 300w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image9-768x384.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image9.png 1600w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption id=\"caption-attachment-1367\" class=\"wp-caption-text\">The microcopy is simple and short with a dash of character.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">This was a really good reminder on what the purpose of UX writing for video games is supposed to be. The microcopy usually isn\u2019t the focus of a game; it takes a backseat to the game itself and can serve two purposes: to enhance and support gameplay or to disrupt it. Alto\u2019s Adventure is a case where it almost never causes painful disruptions or negative experiences, even when I fail to jump over the rock for the eighteenth time. I keep waiting for the abominable snowman from Ski Free to come eat me every time but instead I\u2019m rewarded with calm menus and simplistic text.\u00a0<\/span><\/p>\n<figure id=\"attachment_1363\" aria-describedby=\"caption-attachment-1363\" style=\"width: 900px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1363 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image5-1024x512.png\" alt=\"Alto\u2019s Adventure microcopy\" width=\"900\" height=\"450\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image5-1024x512.png 1024w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image5-300x150.png 300w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image5-768x384.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image5.png 1600w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption id=\"caption-attachment-1363\" class=\"wp-caption-text\">The simplicity here makes zero player confusion.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">To me, this use of clean copy with no colors, boxes, or graphics calms my brain after the fast nature of the gameplay. So, even though I\u2019m fairly stressed the whole time I\u2019m actually playing, I keep coming back to this game because the rest of the UX, especially the microcopy, is so zen-like I can\u2019t help myself.\u00a0<\/span><\/p>\n<h2><b><i>4. Give the Players What They Want<\/i><\/b><span style=\"font-weight: 400;\"> &#8211; Super Mario Run\u00a0<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">I should probably have a disclaimer here that Super Mario Brothers is one of my favorite video games of all time. How excited was I when I discovered there was a mobile Mario game? Very. Which made the disappointment after getting into the game that much worse. While it was difficult trying to play Mario without my Super Nintendo controllers, the biggest problem with the game\u2019s UX was the overabundance of microcopy. Even before the game actually started.<\/span><\/p>\n<figure id=\"attachment_1368\" aria-describedby=\"caption-attachment-1368\" style=\"width: 512px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1368 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image10-512x1024.png\" alt=\"super mario microcopy\" width=\"512\" height=\"1024\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image10-512x1024.png 512w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image10-150x300.png 150w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image10-768x1536.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image10.png 800w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><figcaption id=\"caption-attachment-1368\" class=\"wp-caption-text\">One of the many pop-ups before the game even starts.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">Once you begin the gameplay tutorial, there\u2019s a pop-up every time a new skill is introduced. And each of those pop-ups contain descriptive text with long sentences. Most of which, I quit reading after a while. Once I got used to the controls, I didn\u2019t hate the gameplay as much but the UX was still overwhelming, especially right after the world level tutorial because I was then forced to play a rally level. And then forced to get some decorations for my kingdom. Which was then followed by three long pop-ups about collecting certain numbers of this or that and gaining more characters.\u00a0<\/span><\/p>\n<figure id=\"attachment_1361\" aria-describedby=\"caption-attachment-1361\" style=\"width: 900px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1361 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image3-1-1024x603.png\" alt=\"super mario microcopy\" width=\"900\" height=\"530\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image3-1-1024x603.png 1024w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image3-1-300x177.png 300w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image3-1-768x452.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image3-1.png 1266w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption id=\"caption-attachment-1361\" class=\"wp-caption-text\">At one point, there were over five pop-ups in a row.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">Finally, there were even more pop-ups about my daily gifts available and a new type of level to play. At this point, I just wanted to check out the store or get back to the world map. As a player, I was highly annoyed that I had a specific goal but the tutorial kept throwing information at me, one pop-up after another.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">One of the most important points when it comes to UX design and mobile games microcopy &#8212; don\u2019t take the player away from gameplay for too long. It\u2019s a pain point when they just want to begin the next level but instead have to learn the ins and outs of every single game function in one sitting.\u00a0<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">\u00a05. <\/span><b><i>Directions Aren\u2019t For Dummies &#8211; <\/i><\/b>Board Kings<\/h2>\n<p><span style=\"font-weight: 400;\">If Super Mario Run had too many interruptions to explain gameplay, then Board Kings has too little. Board Kings can be a highly addictive game to be honest, but in the same breath, I don\u2019t really understand the point of the game. When you load it up for the first time, there are hardly any directions. In fact, the only pop-up with some sort of instructions or explanations simply says \u201cThis is your board.\u201d<\/span><\/p>\n<figure id=\"attachment_1365\" aria-describedby=\"caption-attachment-1365\" style=\"width: 576px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1365 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image7-576x1024.png\" alt=\"Board Kings microcopy\" width=\"576\" height=\"1024\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image7-576x1024.png 576w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image7-169x300.png 169w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image7-768x1365.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image7.png 900w\" sizes=\"(max-width: 576px) 100vw, 576px\" \/><figcaption id=\"caption-attachment-1365\" class=\"wp-caption-text\">The only explanation for the first whole section of gameplay.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">And that\u2019s it as far as microcopy goes. The game simply starts. I sort of slowly figured out how things worked but I never did understand the purpose of rolling the dice and upgrading the spaces on board. What do I gain out of this? After playing for a week or so, it seemed that there was no point beyond upgrading the board. As you do this, the game introduces new elements like mini-games and cards and albums and a never ending slew of activities and games-within-games (that also didn\u2019t always make logical sense or relate in any way to an overarching story). All to keep you coming back to the game.\u00a0<\/span><\/p>\n<figure id=\"attachment_1364\" aria-describedby=\"caption-attachment-1364\" style=\"width: 512px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-1364 size-large\" src=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image6-512x1024.png\" alt=\"Board Kings microcopy\" width=\"512\" height=\"1024\" srcset=\"https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image6-512x1024.png 512w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image6-150x300.png 150w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image6-768x1536.png 768w, https:\/\/uxwritinghub.com\/wp-content\/uploads\/2019\/09\/image6.png 800w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><figcaption id=\"caption-attachment-1364\" class=\"wp-caption-text\">Simple microcopy but still a busy interface.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">Now, the microcopy across all of these options is concise and usually effective despite the overwhelming game options. But as far as tutorials go, there really wasn\u2019t one. Now, not all games need a tutorial but all games have a purpose or a goal which should be communicated to the players in the simplest form possible. And if it\u2019s not through playing, then that\u2019s where the UX writing for video games can really shine or, in the case of Board Kings, fail. Dumbing down the directions to nada doesn\u2019t really enhance user experiences.\u00a0<\/span><\/p>\n<h2><b><i>&#8211; Conclusions &amp; Final Thoughts &#8211;<\/i><\/b><span style=\"font-weight: 400;\">\u00a0<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">Diving into mobile games and UX writing case studies really drove home the importance of mobile games microcopy. While users might put up with frustrating or poorly designed apps because they use them to pay bills or do some other life necessity, games are completely optional to use.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If there\u2019s something amiss with the UX, from the design to the microcopy, players will give up on a game just like that. Just like other cases of UX, it all comes down to researching what do users, or players, want. Do you play mobile games? Have any UX writing preferences or tips for game development teams? I\u2019d love to discuss and learn more.\u00a0<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Creating microcopy for mobile video games sounds simple in theory. Most mobile games are practically the same, right? There\u2019s usually a tutorial, a leaderboard, a store with descriptions. Maybe some in-game dialogue. How complex can it get?\u00a0<\/p>\n","protected":false},"author":14,"featured_media":1372,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"tpgb_global_settings":"","_eb_attr":"","content-type":"","_mi_skip_tracking":false},"categories":[59],"tags":[],"acf":{"descriptions":false},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v19.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>5 UX Writing Case Studies of Mobile Games Microcopy - UX WRITING HUB<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/uxwritinghub.com\/mobile-games-microcopy\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"5 UX Writing Case Studies of Mobile Games Microcopy - UX WRITING HUB\" \/>\n<meta property=\"og:description\" content=\"Creating microcopy for mobile video games sounds simple in theory. 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