05. Ludonarrative Resonance/Dissonance
Ludonarrative
resonance (or cohesion) is where the story told by the game is conveyed not
just through the cutscenes or cinematics, but is also inherent in the game’s
mechanics. Which is present in most real-time strategy (RTS) games. Take the Command
& Conquer series for example, you have a mission to destroy the enemy’s
base or enemy units and that is conveyed through not just the gameplay but also
the cinematics before the mission starts. This formula works well in this
example, but some games that consist of Ludonarrative resonance, just end up
having empty worlds, the story just sucks, or maybe the game is just boring (just look at one of the hundreds of simulator games that are available).
Ludonarrative
dissonance on the other hand, refers to conflicts between a video game’s
narrative and its gameplay. An example would be in the game Watch_Dogs. The
player takes control of Aiden Pearce, a hacker and vigilante. Spoilers ahead! –
After a hacking job gone wrong, a hit is sent out on Pearce. While intending to
kill him, hitmen accidently kill his niece, and Aiden seeks to bring his own
kind of justice to the people responsible, all while protecting his sister
Nicole and nephew Jackson. Cool story, but after reading all that you come to
the conclusion that Aiden is a fairly good guy in that world (like a John Wick type of good guy),
trying to do right avenging his niece’s death and protecting his family. But as soon as the gameplay starts, you can instantly
kill innocent civilians, hack their phones and steal all their money, get the
police after you, kill a ton of them while destroying the city, and then walk
into the mission marker and all that is gone. You return to becoming the guy
who just wants to protect his sister and her family.
There’s more
discussion on ludonarrative dissonance in the world because it’s a more
interesting topic to discuss. You might be thinking that Ludonarrative
dissonance is a bad thing - but take this into consideration – while the story doesn’t
match the overall gameplay mechanics, without the mechanics that are present
say in Watch_Dogs, there wouldn’t be much to do in the open world of Chicago in
the game. Ubisoft wanted to tell a story and wanted you to do whatever you
wanted to do in the game –
they wanted it to be up to the player. Without that freedom,
it wouldn’t be a good game – some say Watch_Dogs wasn’t a good game anyway (I enjoyed
it), but it also isn’t the point in this discussion. You can spend all the time
you want on story, but if you don’t have a game that’s fun to play or have a
hook to keep playing it, or the world feels empty - why make a game - just write a book.
References
Ubisoft,
2014, Watch
Dogs Open World Game – Features & Plot, Watch_Dogs,
viewed 17 March 2017, <https://watchdogs.ubisoft.com/watchdogs/en-us/game-info/index.aspx>.
Cowen N,
2014, Watch Dogs – freedom and morality
in open-world games, theguardian, viewed 17 March 2017, <https://www.theguardian.com/technology/2014/mar/06/watch-dogs-freedom-and-morality-in-open-world-games>.
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