Ludonarrative
resonance/dissonance
The approach when a game is being planned
it is meant to lead the player on an experience of the developer’s choice. Now Ludic comes from the Latin word
ludere that means ‘to play’. And game play and ‘’win-states’’ are different
types of ludic functionality that splits and individualize videogames from
other media and from themselves. Even the classifications are done by the games
ludic functionality: platformers, puzzles and shooters.
With the narrative within games gives us
and the player a motivation where ‘’win – states’’ fail to do so. And now for
merely ludic perspective or game play a ‘’win-staes’’ are all and very
essential to making a game that is compelling.
Now the top case of this is being Tetris. Except
once the ludic blinders have been detached the experience can plummet in games.
And that dose not makes the game compelling. We as the player and as humans are
creatures of awareness; we are use to the door creak and the feel of wind on
your face and hands. The experiences we all shear and have come to recognize
and associate with as a normal way of life whatever ever it may be. When playing a game such as tetris the
players ludic level starts to decrease over time so developers start to use
narrative to make the game more compiling to play.
Narrative is an important part of a game
and the game play experience. Only a few games can go far with out a story such
as: mass effect, the last of us, and bioshock. This is a flawless way of the
ludic and narrative basics that creates the true advantage of videogame art
form and game play.
But with all things that has grand possibly
there are also a dangures downside to all of the narrative in games that has to
be very gently navigated through. And is mostly referred to as ludonarrative
dissonance, it is basically the difference between narrative and game play.
when game play dose not mach the narrative. For example The uncharted series is
frequently called up on the face you play as the main character “Nathan Drake”.
his portrayal in cut scenes are a charming treasure hunter but in game play he
is a heartless killer. However, The uncharted series has received many awared
throughout it’s time. There is a growing group with in the game development and
it’s gaming industry that everyone looks for that ludonarrative dissonance. It
has become one of the most popular ways to biled a game around, and more and
more games developers are doing the same thing.
ludonarrative dissonance is still a
difficult idea for a majority of gamers to accept,
Some time in the future there will no
longer be critiques of games calling them out for ludonarrative dissonance, but
in its place ludonarrative resonance.
The future of all games lies in the total
and flawless melding of ludic and narrative fundamentals.
Many games have come very close, others have on purpose
exploited dissonance, but there is still potential waiting to be achieved in
ludonarrative resonance.
By Christopher kralevski
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