How do we fix ludonarrative dissonance?
Or bad writing with videogames in general
How do we fix ludonarrative dissonance?
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We remove the narratives
It's that simple
What do you mean by "fix ludonarrative dissonance"? You say that like videogames have to consist of shooting a fuckload of dudes in gameplay and then sparing the big bad's life in a cutscene at the end. Why not just... not do that?
most (good) games already take that into account
We remove the game journalists
It's that simple
sounds simple enough. nothing of value would be lost.
we dont
actually non trash developers
get good devs to make games like
>pic related
that have well built and interesting stories, rather than cliche garbage like " revenge / violence bad! " that is basically just asking for it
...I cant believe Hollow Knight, of all games, haa by far one of the best and most well developed universes i've ever seen in the game. The lore is fucking deep, and the deepness is fucking rich in every inch. Additionally, almost everything makes sense, with minor exceptions ( ex : hornet being 9 trillion years old ). And the storytelling, both when subtle or direct, is masterfuly woven into the gameplay.
No in way he'll am I getting memed in to playing a metroivania twenty years after they were relevant because of flavor text. God hollow knight fags try SO hard.
>*god, baiting fags try SO hard
ftfy
why is your sense of humor so terrible? i genuinely dont understand how saying random contrarian things you dont believe in make you smile
e.g Minecraft
You're skipping out on an entire genre because it's...not "relevant" anymore? lol
listen i work 40 hours a week, i don't have time to care about dumb shit like this. i just wanna kill shit
Unfortunately for narrativists, games necessitate a trade-off. As more information is more solidly established about the setting or the intended sequence of events in a game, a smaller possibility space is necessary in order to prevent dissonance between the narrative and the game.
Dissonance is not a hurdle to be overcome, it is an inevitability in the process of enabling emergent play. Being able to account for enough circumstances to produce branched narratives for them all isn’t clever nearly so much as it is consigning a game to irrelevance. The only games that can provide such an experience are ones that restrict any hope of emergence. As a game is less dissonant and more narrative heavy, it is necessitated that the game becomes less about player freedom and more rote following of the script established.
Narrative dissonance exists because of the essential conflict between the aspirations of particular developers to create a narrative work of art, and the necessity of providing gameplay. No medium exists; we must accept narrative dissonance or abandon narrative.
Wow, 40 hours! Who's a big boy?! You are!
you could just properly integrate the narrative with the gameplay
This is your brain on capitalism.
make gameplay, build narrative around it.
>redditors are the ones making these shit threads
of course
Hi Chris.
there is literally a book about feminist writers tearing themselves down
I didn't make the thread and being aware that most adults work more than 40 hours has nothing to do with reddit.
Hot off the nakey jakey rant eh?
Uh, cool. There are books about a lot of things.
It's a pretty good point though. For all of the themes in that game about violence, it sure does have you just kill people in the most horrific ways imaginable.
By either suspending disbelief or addressing the ramifications and implications of the character being a person who does what you do in the game.
Also not removing player agency when you're trying to make a message about how murder is bad but force the player to kill droves of enemies anyway.
Undertale is pretty much all about that dissonance.
The original DOOM doesn't really have it, by being gameplay focused. However, the 2016 and Eternal address the crazy shit Doomguy does in gameplay arguably too much
I got through maybe 20 minutes into faggy shaggy’s video before I shut it off. He had a couple good points but overall his videos are gay as fuck
This. As minimal as possible for giving the player character to act.
t. video game writer.
That's not to say story heavy games couldn't still exist though - the people who play them should just be expected to stop complaining about such stupid shit.
Games need to stop trying to imitate Hollywood movies and aim to be more like Undertale.
The more you think about that sentence, the more you realise I’m correct.
The great thing about Undertale unironically is that it eradicates ludonarrative dissonance and every character in the game including the player’s avatar reacts accurately to your actions.
It's really not terribly difficult. Just don't make your gameplay and your narrative conflict with each other. Maybe that's easier said than done, but I kinda doubt that.
>The more you think about that sentence, the more you realise I’m correct.
Joke's on you, I won't think about it anymore.
That's a shame. I really enjoy his criticisms of outdated modern gaming. Kinda figured Zig Forums would generally be into that.
Video games are abstractions. If you’re struggling to stay focused it’s probably because you’re a retard
Ghost of Tsushima avoids it well by combining the increasing difficulty with an increase on the number of tools encouraging a more sneaky approach to combat, which goes hand in hand with the narrative's conflict of honor versus victory.
No, Zig Forums hates talking about game design or anything that requires thought.
>Zig Forums
>generally into discussing any aspect of a game's narrative
>or game narratives in general
This board doesn't even understand how stories work, don't expect much from people here.
When I watch a video critique I want them to go straight to the point instead of making all of these retarded jokes. Faggy shaggy pads the videos with so much unfunny filler I can’t make it through the end
I think Dark Souls is a good example too.
New Vegas would be if it gave more of a fuck about your choices.
For non-RPGs, I'm less sure. Warhammer 40k Space Marine literally has the Space Cops arrest your character for being too much of a bad ass, which is fun.
You just make good games. You incentivize the player to empathize and immerse themselves within the character perspective.
Most people that play Hitman feel compelled by the professionalism of Agent 47. He's slick, they want to play it slick like him. They constrain themselves to the baseline game systems. People who don't immerse themselves go wild and kill 100 NPCs and stack them up in closets. It can't really be helped that a lot of people do this but generally they only start breaking the narrative after experiencing it many times.
You can also just have unity of vision. If the main way your character interacts with the world is violence, you can't really brush off violence as a theme. It's not about removing narratives, it's just about having better ones. It's not that writing or narrative is bad, it's that bad writing is bad.
If relevancy is a deciding factor when it comes to trying games, you shouldn't be playing games
>It's not that writing or narrative is bad, it's that bad writing is bad
well that's obvious isn't it
Or because they are usually contrived and take second seat to gameplay.
That's not really what it means. More like you're killing 1000s of bad guys but your character in cutscenes is portrayed as a pacifist family man
Seeing how a lot of people on Zig Forums want to abolish narratives from gaming altogether, it's really not. At least not to everyone.
Fuck it, I'll take the vacation to shill my game analysis video. Yes there are many like it, but this one is mine. Curious as to what Zig Forums thinks. Especially for people that hate these kinds of things. I flap my gums pretty hard so it's a bit long but bear with me.