Plain language

Hi, I’m Dayvis, and I’d like to talk about why plain language is important for the game Espada.  

Since the beginning of Espada’s development, our team has worked hard to create something fun while also sharing positive messages that carry real meaning for the player. And when I say meaning, I mean we hope our game becomes a special memory—something that touches the hearts of everyone who plays.  

We’ve put a lot of effort into making the fun come from innovative elements, like a combat system full of possibilities, and into delivering a positive message through a story focused on hope, willpower, and support. We believe in the heart of every player and we know each of them has something wonderful and unique to offer the world. Everyone is special in their own way, and everyone is capable of achieving their dreams and reaching their goals.  

Our message could be shared in many ways, but plain language is important because it allows us to express our ideas and encouragement clearly, without leaving anyone out. As has already been said, plain language is made so that everyone can understand and absorb the ideas we want to share. In fact, you could say plain language is inclusive—and I like to think that by using it, we can explain our ideas in a way even a child could understand.  

I’d like to share something personal: I have ADHD, and as you can imagine, I face certain challenges with focus and sometimes struggle with details. My memory is often unreliable, and I tend to get lost in simple tasks. As I grew up, I learned how to manage these challenges by taking notes, doing focus exercises, and seeking professional help. But in recent months, I discovered plain language, and it really surprised me. The feeling of reading something written using this technique is incredible. It’s been a special and enjoyable experience to read, study, and write this way—though I admit it’s still a challenge! And just like the entire Espada team, I want to give my best to our players.  

But if you’re still unsure about plain language, I prepared an example to help: 

Original text: 
“Hope is the feeling that drives us to move forward, even in the face of life’s adversities.” 

Plain language: 
“Hope is what keeps us going, even when things are hard.” 

By using plain language, I’m sure we can bring that wonderful feeling of “understanding without difficulty” to all players.  

Know that including everyone is our main goal, and we’ve been working hard to make that happen.  


Warm regards, 
Dayvis 

Lore Designer

Hi, I’m Dayvis, and my role in the development of the game Espada is that of a lore designer. But what does that mean? The lore designer is the professional responsible for creating stories and content related to the world, characters, and even objects in the game. I like to think of myself as the one who explains the whys of everything — for example: Why is a certain character older or younger? Why are the monsters pink? Why do they look like elephants, and so on?  

How do you explain a "why"?  

First, I have a meeting with the creative direction team and receive basic information about a specific item or character, usually in a document that looks a lot like a tabletop RPG character sheet. This information gives me a “direction” that I follow to create the content. During these meetings, I like to take notes on paper (this helps me retain the information better), and I use those notes while building the lore.   

Second, I carefully reread both the information I received and my notes. Then, I write a rough draft — a relatively short text that follows the flow of ideas that come to mind. This draft already has a beginning, middle, and end, but it's still a rough stone, as I like to say, full of grammar mistakes and sometimes even logic errors. After finishing this first draft, I like to take a break and do something else — especially studying (reading, watching, or listening to things related to the theme I’m writing about). After a few minutes, hours, or even a day, I return to the text, rereading it and correcting mistakes. Then I move on to polishing: choosing better words and comparisons, aligning the text more closely with the theme of Hope, which is the core of Espada. I try to include the best references possible based on what I’ve studied. If I’m satisfied, I move on to the third step. If not, I keep working until I feel the text meets the standards of the project.  

Third, I submit the text to the direction team. If it’s approved, we move on to the next text. If adjustments are needed, we make them together until everything aligns with the project’s expectations.  

This role in the development is both wonderful and challenging, as it requires attention to detail and consistency with the game’s logic. After all, when we create a story, we’re weaving a whole web of events that must be properly connected — otherwise, the player might feel lost and lose immersion in the game.  

Espada is definitely one of the most beautiful ideas I’ve ever seen, and it will absolutely be worth every second of your time. It’s a project about Hope in a turbulent and sometimes agonizing world. Our goal is to bring light and fun into every pixel.  

Enjoy the game!