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Ripple and Frawg: Narrative Design Insights

  • Writer: Jillian Nerat
    Jillian Nerat
  • Apr 6, 2024
  • 4 min read

The story of Ripple and Frawg changed constantly throughout the creation process. In the beginning, the main characters were not part of the same story, but from separate game ideas that had been merged. When combining the two games with respective main characters, we wanted them to complement each other, and make it enjoyable for the players to interact with the game world.  


Our solution was how their instruments would interact with the environment. The mechanics of the drum and flute were enjoyable and complimented each other in completing the game. The instruments also served to boost character traits connecting the main characters in the story. The mechanics made the game fun while also supporting the narrative.  


Vision Statement 

Our vision/pillars are what guided every team member towards a unified game. Our pillars are Journey, Seasonality, Co-Op, and Wholesome. At the core of the game and of the narrative, we wanted this to be about two new friends on a journey through the seasons to reach a mutually desired destination. These key themes are what inspired and helped maintain the script. 


Characters 

The character of Ripple the stoat is very deeply connected to his drum through representation. Drums feel loud, strong, and straight forward. His personality is impulsive and enthusiastic. He doesn’t always think things through, but he always is there to support his friends. Just like his drum supports the melody of Frawg’s flute. 


Frawg’s character was un clear in the beginning. She took more time in development, but ultimately, we gave her a big sister role to Ripple.  Mechanically slightly more difficult to play, was an intentional design for a game audience meant for a child to play with their parent or guardian. We thought having an “easy” and “difficult” character choice might be a way to make the game more interesting for the adult. This fits into Frawg’s character as well since she is looking out for Ripple and is the one leading the way for part of the game.  


Frawg’s flute is not a typical flute shape, something stranger and more magical in nature. It symbolizes clarity and freedom. These traits are shown in Frawg, through her clarity in mind and her passion for pursuing music across Melodora.  


Soul of Melodora 

The third unplayable character is the “spirit” of Melodora. The soul of the land brought life to the environment and a new sense of magic with it.   


The characterization of the environment is less obvious but essential to the story. As an environmental puzzle game, the landscape is crucial to the game. We thought it would be interesting for the environment to have a life, providing both the problem and the answer. The soul of the land shows itself in magical hotspots around the landscape. When Ripple and Frawg first stumble upon one of those hotspots, they are gifted with magic by the soul.  


At the beginning of the game, Melodora is sick, represented by the storm that throws Ripple into the Waterworks. This sickness can be attributed to the lack of current musical energy in the land. This isn’t directly addressed in the script, however as the game progresses the world of Melodora begins to heal. It was important to our team that Ripple and Frawg healed their home not as an explicit goal, but as a byproduct of their friendship. 


Audio 

The audio is one of the most crucial elements of the game. We wanted the characters' music to reflect their uncertainty. When the drum and the flute begin to musically interact, it becomes a call and response, granting the feeling of two new friends beginning to understand one another.  


The land of Melodora acts as almost a teacher to Ripple and Frawg, giving them the Seasonal Song. We decided a specific instrument wouldn’t be quite as fitting and chose a more mystical vocal piece which is heard in the cutscenes and at important story moments.  


Toward the end of the game, Ripple and Frawg’s music becomes integrated. We wanted their talents to match where they were in the story. Leaving the final song to be their most musically intricate. 


Environment 

There are a few environmental pieces that accentuate the level design and game art. We also saw the need for additional elements that could boost these pieces in terms of story. 


The Whispering Stones act as a magical hotspot for Melodora. The original idea for a fairy ring did not fit with our lore. These rocks were created by previous musical critters who also been able to harness their music, before fading from disuse over time.  

A place we thought would be fun in terms of level design and art, was the Bog Train. The train was something we conceived early in the game. We discussed the level of technology available in this world and how long ago it was last in uses. Also, if the world was changed due to a disaster that ruined this technology.  


We chose a setting in the far future where the world was overgrown and abandoned except for the animals. The train was powered by musical magic of the creatures performing on board. Eventually, the train was used less and less, leading to it being broken down. Years later, our musical characters find it, and power it up again.  


Found Family 

At the end of the story, Ripple is returned to his family at the top of the mountain. Ripple and Frawg give a concert to save the creatures who were frozen by a too-sudden winter. The ending is somewhat open but can easily be interpreted as the start of a musical career together. We assume that Frawg is adopted into the family, and the main characters playing their music around Melodora will continue to heal the land.  


We wanted the end of the story to be rewarding and sweet. The game’s intended audience is for families, and the main mechanics boost the themes of friendship. The concert at the end was made to emphasis how far they have come musically, as well as finally unite them with the audience they have both been wanting from the beginning of their journey.  

 
 
 

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