
Ludonarrative dissonance is the conflict between a
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
's
narrative
A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travel literature, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller ...
told through the non-interactive elements and the narrative told through the gameplay.
Ludonarrative (from ''ludus'', "game", and
narrative
A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travel literature, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller ...
) refers to the intersection of a video game's ludic elements (
gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
) and narrative elements.
The term was coined by game designer
Clint Hocking
Clint Hocking (born 18 September 1972) is a Canadian video game designer and director. He has primarily worked at the Canadian divisions of Ubisoft, where he developed three titles, and briefly worked at LucasArts, Valve Corporation, Valve, and ...
in 2007 in a blog post.
History
Clint Hocking
Clint Hocking (born 18 September 1972) is a Canadian video game designer and director. He has primarily worked at the Canadian divisions of Ubisoft, where he developed three titles, and briefly worked at LucasArts, Valve Corporation, Valve, and ...
, a former creative director at
LucasArts
Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game brand licensing, licensor, former video game developer and video game publisher, publisher, and a subsidiary of Lucasfilm. It was founded in May 1982 by George ...
(then at
Ubisoft
Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Anno'', '' Assassin's Creed'', ' ...
), coined the term on his blog in October 2007, in response to the game ''
BioShock
''BioShock'' is a 2007 first-person shooter video game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 ...
''.
As explained by Hocking, ''BioShock'' is themed around the principles of
Objectivism
Objectivism is a philosophical system named and developed by Russian-American writer and philosopher Ayn Rand. She described it as "the concept of man as a heroic being, with his own happiness as the moral purpose of his life, with productive a ...
and the nature of free will, taking place in a dystopia within the underwater city of
Rapture
The Rapture is an Christian eschatology, eschatological position held by some Christians, particularly those of American evangelicalism, consisting of an end-time event when all dead Christian believers will be resurrected and, joined with Chr ...
. During the game, the player-character encounters
Little Sisters
The Little Sisters is an informal name for a group of some of the smaller islands of the British Virgin Islands, south of Tortola and southwest of Virgin Gorda. These islands are also called the ''Southern Islands''.
*Norman Island
* Pelican I ...
, young girls that have been conditioned to extract a rare resource from corpses, which is used as a means to increase the player-character's abilities. The player has the option of following what Hocking describes as the Objectivist approach by killing the Little Sister and gaining a larger amount of the resource, or following a compassionate approach, freeing the girl from the conditioning and only receiving a modest amount of the resource in return; this choice upholds the nature of
free will
Free will is generally understood as the capacity or ability of people to (a) choice, choose between different possible courses of Action (philosophy), action, (b) exercise control over their actions in a way that is necessary for moral respon ...
that the gameplay presents, according to Hocking. Hocking then points out that as the story progresses, the
player-character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
is forced into accepting one specific path, to help the person behind the revolution within Rapture, and given no option to challenge that role. This seemingly strips away the notion of free will that the gameplay had offered.
Hocking claimed that because of this, ''BioShock'' promotes the theme of self-interest through its gameplay while promoting the opposing theme of selflessness through its narrative, creating a violation of
aesthetic distance Aesthetic distance refers to the gap between a viewer's conscious reality and the fictional reality presented in a work of art. When a reader becomes fully engrossed (also known as being 'immersed') in the illusory narrative world of a book, the au ...
that often pulls the player out of the game.
Jonathan Blow
Jonathan Blow (born 1971) is an American video game designer and programmer. He is best known for his work on the independent video games ''Braid'' (2008) and '' The Witness'' (2016). Blow became interested in game programming while at middle ...
also used ''BioShock'' as an example in his 2008 talk. Writer
Tom Bissell
Tom Bissell (born January 9, 1974) is an American journalist, critic, and writer, best known for his extensive work as a writer of video games, including ''The Vanishing of Ethan Carter'', '' Battlefield Hardline'', and '' Gears 5''. His work ha ...
, in his book ''
Extra Lives: Why Video Games Matter'' (2010), notes the example of ''
Call of Duty 4: Modern Warfare'', where a player can all but kill their digital partner during gameplay without upsetting the built-in narrative of the game.
Brett Makedonski of ''
Destructoid
''Destructoid'' is a website that was founded as a video game-focused blog in March 2006 by Yanier Gonzalez, a Cuban-American cartoonist and author. Enthusiast Gaming acquired the website in 2017 and sold it to Gamurs Group in 2022.
Histor ...
'' used the ''
Mass Effect
''Mass Effect'' is a military science fiction media franchise created by Casey Hudson. The franchise depicts a distant future where humanity and several alien civilizations have colonized the galaxy using technology left behind by Elder race, a ...
'' series as another example, in which the player-character
Commander Shepard
Commander Shepard is the player character in the ''Mass Effect'' video game series by BioWare (''Mass Effect'', '' Mass Effect 2'', and ''Mass Effect 3'').
A veteran soldier of the Systems Alliance Navy, an N7 graduate of the Interplanetary Co ...
can perform actions that are seen as ethically good (Paragon) or bad (Renegade), but throughout the game, Shepard is still regarded as a hero regardless of how much of a Renegade status they may have obtained.
Jeffrey Matulef of ''
Eurogamer
''Eurogamer'' is a British video game journalism website launched in 1999 alongside parent company Gamer Network.
In 2008, it started in the formerly eponymous trade fair EGX (Eurogamer Expo until 2013) organised by its parent company. Fr ...
'' used the term when referencing the ''
Uncharted
''Uncharted'' is an action-adventure video game series and media franchise published by Sony Interactive Entertainment and developed by Naughty Dog. Created by Amy Hennig, the ''Uncharted'' franchise follows a group of treasure hunters who trav ...
'' series, saying that "''Uncharted'' has often been mocked for being about a supposedly likable rogue who just so happens to recklessly slaughter hundreds of people". ''
Uncharted 4: A Thief's End'' acknowledged the criticism with a
trophy
A trophy is a tangible, decorative item used to remind of a specific achievement, serving as recognition or evidence of merit. Trophies are most commonly awarded for sports, sporting events, ranging from youth sports to professional level athlet ...
called "Ludonarrative Dissonance" that is awarded to the player for killing 1,000 enemies. The game's co-director
Neil Druckmann
Neil Druckmann (; born December5, 1978) is an Israeli–American writer, creative director, designer, and programmer. He is the studio head and head of creative of the video game developer Naughty Dog, and is best known for his work on the g ...
said that in ''Uncharted 4'' the studio was "conscious to have fewer fights, but it came more from a desire to have a different kind of pacing than to answer the 'ludonarrative dissonance' argument. Because we don't buy into it".
In 2016, Frédéric Seraphine,
semiotician
Semiotics ( ) is the systematic study of sign processes and the communication of meaning. In semiotics, a sign is defined as anything that communicates intentional and unintentional meaning or feelings to the sign's interpreter.
Semiosis is an ...
and researcher specialized in game design at the
University of Tokyo
The University of Tokyo (, abbreviated as in Japanese and UTokyo in English) is a public research university in Bunkyō, Tokyo, Japan. Founded in 1877 as the nation's first modern university by the merger of several pre-westernisation era ins ...
wrote a literature review about the notion of ludonarrative dissonance. In this article, developing on debates sparked by Hocking's blog post, Seraphine identifies the reason of ludonarrative dissonance as an opposition between "incentives" and "directives" within the "
ludic structure (the gameplay)" and the "
narrative structure
Story structure or narrative structure is the recognizable or comprehensible way in which a narrative's different elements are unified, including in a particularly chosen order and sometimes specifically referring to the ordering of the plot: ...
(the story)".
Chris Plante of ''
Polygon
In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain.
The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon ...
'' wrote there had been an increasing number of games being designed around violence that meant the story shifted to accommodate gameplay, rather than vice versa. He considered the game ''
The Last of Us Part II
''The Last of Us Part II'' is a 2020 action-adventure game developed by Naughty Dog and published by Sony Interactive Entertainment. Set four years after '' The Last of Us'' (2013), the game focuses on two playable characters in a post-apo ...
'', also directed by Druckmann, to be the culmination of this ludonarrative dissonance due to its revenge-driven plot. Plante argued that due to the appeal and constant supply of violent games it was unnecessary for them to justify why their player characters exhibited violence, and expressed his desire for more games to tell stories that didn't hinge around violence.
Debates on the potential positive use of the notion
Some scholars, game writers and journalists have challenged the supposedly negative nature of ludonarrative dissonance. Nick Ballantyne, managing editor at GameCloud Australia, in an article from 2015, argues:
While acknowledging the potential of ludonarrative dissonance to create what he calls "emersion", defined in opposition to "immersion" as the "sensation of being pulled out of the play experience", Seraphine agrees with Ballantyne that it is possible to purposefully use ludonarrative dissonance as a storytelling device. Seraphine concludes his article with: "It seems that more games in the near future might use ludonarrative dissonance as a way to tell more compelling stories. In essence, stories are about characters and the most interesting stories are often told with
dissonant characters; as it is the surprise, the disturbance, the accident, the
sacrosanct
Sacrosanctity () or inviolability is the declaration of physical inviolability of a place (particularly temples and city walls), a sacred object, or a person. Under Roman law, this was established through sacred law (), which had religious connot ...
disruptive element, that justifies the very act of telling a story".
In a 2013
Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Award for Game of the Year, Game Developers Choice Awards and ...
talk, ''
Spec Ops: The Line'' writer Walt Williams argued that embracing ludonarrative dissonance allows the developer to portray the character as a hypocrite and forces the player to rationalize their actions.
Ludonarrative consistency
The ''
Dead Space
''Dead Space'' is a science fiction horror franchise created and directed by Glen Schofield. ''Dead Space'' was developed by Visceral Games and published and owned by Electronic Arts. The franchise's chronology is not presented in a linear format ...
'' series is noted for its ludonarrative consistency. Brett Makedonski of ''
Destructoid
''Destructoid'' is a website that was founded as a video game-focused blog in March 2006 by Yanier Gonzalez, a Cuban-American cartoonist and author. Enthusiast Gaming acquired the website in 2017 and sold it to Gamurs Group in 2022.
Histor ...
'' states that the gameplay aptly conveys the sense of sheer terror and loneliness that the narrative expertly strives to establish.
See also
*
Game studies
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
(also known as ludology)
References
Further reading
*
* {{citation , url = http://www.thunderboltgames.com/opinion/ludonarrative-dissonance-we-still-need-to-learn-from-hocking , title = Ludonarrative Dissonance: we still need to learn from Hocking , first = Matt , last = Sawrey , date = April 26, 2010 , work = Thunderbolt , access-date = September 22, 2015 , archive-date = October 23, 2013 , archive-url = https://web.archive.org/web/20131023142421/http://www.thunderboltgames.com/opinion/ludonarrative-dissonance-we-still-need-to-learn-from-hocking , url-status = dead
"The Last of Us 2 epitomizes one of gaming's longest debates"Polygon
In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain.
The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon ...
article on the archetypes of Ludonarrative dissonance.
Video game design
Video game culture
Video game terminology
Narratology