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When you think of a three-minute, hyper-competitive mobile game, deep storytelling and complex lore are usually the last things that come to mind.
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This article delves into how subtle storytelling is used to build a passionate community and sell merchandise.
+Telling Stories Without Words
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Because there are no cutscenes or dialogue boxes during a ranked match, developers must rely on environmental storytelling.
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A crashed airship in the background of a snowy mountain arena might precede the release of a new flying machine unit.
+Finding a tiny goblin hiding in a barrel is a fun detail.The world feels alive.You are building an empire.
+Giving Life to the Cards
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A tiny, manic goblin sprinting toward the tower with a bomb clearly conveys a chaotic, suicidal personality.
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+Unit ArchetypeCommon Lore TropeSpooky UnitsUsually depicted as clumsy, fragile, numerous, and slightly comedic rather than genuinely terrifyingThe RoyaltyOften depicted as arrogant, sitting safely in their towers while the common troops do the dirty work
+The IP Expansion
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The story is no longer confined to the three-minute arena matches.
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The arena is much deeper than it appears.
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