Monday, September 30, 2013

Ludonarrative Whatnow?

Lately, I've been hearing a lot about this Ludonarrative Dissonance business, and it got me thinking. Ludonarrative Dissonance means that a game's narrative conflicts with the gameplay. That's a strange concept, but it happens more often than not in video games.

I first heard about this concept shortly after the release of Bioshock: Infinite. There was a bit of an uproar over the amount of excessive and grotesque violence within the game. It did seem out of place, for a Bioshock game. The violence was a bit over the top, with people's heads exploding, decapitation, and just some straight up gruesome visuals. The first Bioshock games were violent, as they both received an M rating, however, they were never this violent. However, upon reflection, the level of violence that Bioshock: Infinite did have its place, but only to a certain extent. In the game, players take control of a man named Booker DeWitt. Booker, is a Private Eye, and also a bit of a thug; he's sent off to the city above the clouds where everything is pristine and rather peaceful, until Booker shows up. When the action starts, it explodes with a tidal wave of blood and violence, and given the circumstances, Booker didn't have much of a choice. So, Ludonarrative Dissonance remained a mystery to me as to what it really meant.



A little while later, I saw another video discussing, or rather rhyming, about the concept of Ludonarrative Dissonance. This video, or at least the first half, really does properly illustrate the definition of Ludonarrative Dissonance in a way that common folk like myself can understand.


This happens a lot more in video games than it should. I think what it comes down to is how the player decides to play the game, and the options that the game gives to its player. If the player has access to a lot of things that, they most likely shouldn't early in the game, this tends to conflict with the narrative of the game. However, this doesn't happen with just sandbox games like Grand Theft Auto.



Final Fantasy XIII for example has a character named Hope. Hope is an interesting character, in that he is a coward. He never want to fight, and goes into the fetal position whenever confronted with any sort of conflict. Yet, when we are first introduced to the character, he whines, complains, cries, whines, and kicks ass. What? Wasn't he just crying in a corner two seconds ago, being scared of the monsters? Battles, and fighting are core components of Final Fantasy games, along with any other kind of RPG. This is an example of Ludonarrative Dissonance. The gameplay, where the character stands and fights, conflicts with the narrative, where the same character preaches nonviolence and literally cries at the precipice of every battle.

This reminds me of  another character from an old anime called Gundam Wing.  Quatre Raberba Winner, is exactly like the aforementioned Hope. Quatre is a pacifist, but he's not a very good one. He pilots his Gundam Sandrock, who wields two sickles that are unbreakable and can slice through pretty much anything. The whole concept of this character is out of wack. He's a pacifist, who is specially trained to pilot a custom made giant robot that was designed to fight and kill. Just like Hope, he doesn't want to fight, and he prolongs the inevitable as long as possible with talks of peace before he ends up killing everyone in his giant robot.



Pacifism.

I loved that show, but looking back on it, it has some weird stuff about it.

So, I suppose that Ludonarrative Dissonance exists in media other than video games, and while it doesn't necessarily break a game, it does break immersion.

What are your thoughts? What video games, or other media has some kind of ludonarritve dissonance? Tell me your thoughts in the comments

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