Thursday, 21 April 2016

Ludonarrative Dissonance

MMO's and MMORPG's are not examples of ludonarrative dissonance as they do not typically have a structured narrative.

Games such as Runescape focus much more on the gameplay aspect - with skill grinding, money making and loot collecting being the primary focus. This does not deviate from the story much, as the story basically encourages this behaviour as certain levels or items are required to progress further in the "story". MMO's from around the time of Runescape also follow suit, bar WoW and a few exceptions.

Typically, games that have a extensive overworld such as a GTA V, The Witcher or even Metroid follow the rules of ludonarrative dissonance. The games constantly remind the player of the protagonists "quests" and intentions, whereas the player can simply go on a murderous rampage, even if their character is considered somewhat good. For example, Michael and Franklin from GTA V do not enjoy killing the innocent or committing unnecessary crime, whereas the player can simply run down every pedestrian in sight or slaughter police forces. This seems to show that the more overall freedom a player has within a game, the more ludonarrative dissonance can be seen.

Linear and more story driven games are also examples of games without ludonarrative dissonance. Games such as Metro, Firewatch and most FPS campaigns follow a set narrative where the player is given little to do than to follow the story and the will of the character, almost like a first person movie.

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