Ludonarrative
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Ludonarrative
Ludonarrative dissonance is the conflict between a video game's Narrative of video games, narrative told through the non-interactive elements and the narrative told through the gameplay. Ludonarrative (from ''ludus'', "game", and narrative) refers to the intersection of a video game's ludic elements (gameplay) and narrative elements. The term was coined by game designer Clint Hocking in 2007 in a blog post. History Clint Hocking, a former creative director at LucasArts (then at Ubisoft), coined the term on his blog in October 2007, in response to the game ''BioShock''. As explained by Hocking, ''BioShock'' is themed around the principles of Objectivism and the nature of free will, taking place in a dystopia within the underwater city of Rapture (BioShock), Rapture. During the game, the player-character encounters Characters of the BioShock series#Little Sisters, Little Sisters, young girls that have been conditioned to extract a rare resource from corpses, which is used as a mea ...
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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 Amazon Game Studios. Hocking started his career at Ubisoft, where he first designed and wrote scripts for 2002's ''Tom Clancy's Splinter Cell (video game), Tom Clancy's Splinter Cell''. He rose to prominence when he moved up to direct 2005's ''Tom Clancy's Splinter Cell: Chaos Theory'', which was both a critical and commercial success. He went on direct 2008's ''Far Cry 2'', which was positively received by critics. In 2010, he left Ubisoft Montreal due to him being "too comfortable" at the studio. Between 2010 and 2015, Hocking joined LucasArts, Valve, and Amazon Game Studios in various senior roles. Throughout this period, he did not release any new games and in August 2015 returned to Ubisoft, this time at their Ubisoft Toronto, Toront ...
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