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An interesting article Ludonarrative Dissonance

Started by March 17, 2013 10:56 AM
1 comment, last by sunandshadow 11 years, 10 months ago

http://versusclucluland.blogspot.com/2008/12/essential-jargon-ludonarrative.html

basicly it talks about computer games where the players allowed/impelled actions run contrary to the plot/story

--------------------------------------------[size="1"]Ratings are Opinion, not Fact

I like that article, as it articulates something that always bothers me whenever I see it, yet it continues to exist.

RPGs with sidequests... you hit a point in the main plot where time of of the essence. You need to get from point A to point B battling hordes of baddies en route and stop the villain from detonating his doomsday weapon as fast as you possibly can! Oh... but feel free to help the local farmer with his rat problem, deliver a package to the miller, and help Timmy find his lost teddy bear on your way. I mean, I'm sure the bad guy will wait for you (and he always does, conveniently enough).

I'm working on a game! It's called "Spellbook Tactics". I'd love it if you checked it out, offered some feedback, etc. I am very excited about my progress thus far and confident about future progress as well!

http://infinityelephant.wordpress.com

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Yeah, that's often something that breaks immersion. From FF7 to Skyrim, you can be walking around with piles of heal/cure disease/revives, yet you can't use them on or give them to Aeris/NPCs clearly suffering from an illness unless someone programmed that specific NPC to ask you for one. Or, NPCs ask you questions you know the answer to or have a theory about, but you can't answer them because there's no functionality for them to actually participate in a conversation. Or, an NPC who is clearly unethical gives you some heinous orders, but you can't attack him because he's flagged as a "good guy" or he's immortal/respawns because he's a quest giver. Or, many games allow you to get rich but then you can't use that money to experience any wish-fulfillment elements of being rich within the game.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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