"Ludonarrative" is the portion of the story told through the gameplay ("ludo" comes from the Latin word meaning "play" or "game"), so ludonarrative dissonance is when there are logical inconsistencies between what is conveyed through the gameplay and what is conveyed through the story, or when the gameplay is presenting one message while the story is presenting another. Often times the "gameplay" part is where a genuine Faux Action Girl gets to show her skills and defeat a Big Bad on her own.Ī loosely equivalent technical term for this is "Ludonarrative Dissonance," a term coined by Clint Hocking (a former employee of LucasArts). Since large-scale cutscenes and extensive dialogue have only been present in games the last twenty years or so, gameplay and story segregation is far more prevalent from the 16-bit era onwards, especially ones in which the storyline is a focal point of the game.
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