What Is Ludonarrative Dissonance, And Does It Matter?

Ludonarrative Dissonance

I wouldn’t be a wannabe game critic without weighing in my two cents on the topic of ludonarrative dissonance, so I finally got around to writing an article about it. It also gave me another excuse to write about Nier/ Yoko Taro, so definitely a net positive. In all seriousness, I think of ludonarrative dissonance as less of a prerequisite for a game’s story to work, and more as something that when addressed, fully takes advantage of the interactive nature of the medium.

If you’ve never heard the term, want to learn its origin, or want to hear my opinion on the matter, check out my post on GameRVW.

One thought on “What Is Ludonarrative Dissonance, And Does It Matter?

  1. When playing video games, ludonarrative dissonance usually doesn’t really bother me. However, over the years there’s been an example or too where something in the narrative made the dissonance very apparent. For me, the biggest example is the reboot of Tomb Raider, and how Laura Croft when she kills her first human is made out to be this traumatic experience to her, but then goes on to do the same for the rest of the game without issue. Sure, I could say it’s in self defense, but the game’s story decided to make a point out of it, and therefore made something I wouldn’t have thought about regularly stick out a lot more than it would have otherwise.

    Video games story are pretty difficult to make great. However, I’ve been appreciating games like the recent God of War attempting to change it up, and do something ambitious. I feel like the more advance the technology get in the gaming industry the more advance storytelling will get. Of course, assuming these devs want to tell good stories in the first place that is.

    Liked by 2 people

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