3 ms·
I'm not familiar with that word, Ludonarrative, but yeah constant interruptions to suspension of disbelief are a huge pain in the ass. And the Wikipedia page on
by sqeaky 2y ago
I'm not familiar with that word, Ludonarrative, but yeah constant interruptions to suspension of disbelief are a huge pain in the ass. And the Wikipedia page on it goes into deep and nuanced examples when we have just basic failures.
I'm not just talking point and click adventure games, I mean any game that breaks its own rules just gets on my nerves. If it's a Sci-Fi setting you tell me there's FTL, fine but then when I can't use that in a context where it it follows the other game rules to do a thing I want to do, that just ruins it for me. How many open World RPGs are there with just invisible walls in a place that looks totally passable? When in cutscenes or story elements the characters can just walk through that area or have no problem turning on the FTL.
I know it's a lot of effort, but attention to detail hearing about the end result is the only real fix this kind of shit.
- giantrobot 2y ago> Ludonarrative This is describing the rules of a game as related to the narrative of the game. A ludonarrative dissonance would be the narrative of the game being "we need to hurry and rescue the thing!" but then the rules/mechanics of the game having no punishment for not actually hurrying and rescuing the thing or maybe no support for even understanding the time taken by the player. Similarly the mechanics of the game can clash with the narrative. The narrative says the player character is a strong hero but then with the game mechanics they're killed by a rat in the forest.
- deleted 2y ago[deleted]