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'''Game Mechanics''' is a term used in reference to games (typically video games) where there are abilities determinant on the ruleset of a game (i.e. hit points/health points, levels, stats, instant death to bottomless pits, save files, item or technique limitations, etc.) that aren't viable for usage as part of the feats of a character.
{|class=width="100%" style="border:4px solid #856363; border-radius:7.5px; clear:both; font-size:75%; font-family:verdana;" align="center""
! colspan="2" style="background:#FF0000; border-radius:3.25px;" align="center"|''Important Codex Wiki Articles''
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|width="15%" "background:grey; border-radius:3.25px;"|'''Important Pages'''
|[[The Codex Wiki]] - [[Site FAQ]] - [[The Codex:About|General Help Page]]- [[Tiering System]] - [[Civilization Tiering System]] - [[Codex Profile Rules|Rules for Codex Profiles]] - [[Common Editing Mistakes]] - [[Disclaimer]] - [[How to Handle Calculations]] - [[Universe]] - [[Multiverse]] - [[Omniverse]] - [[Projectile and Objects Feats]] - [[Dimensional Tiering Explanation]] - [[Common Terminology]] - [[Discussion Rules]] - [[Reference for Common Feats]] - [[Rules for Acceptable Profiles]] - [[Rules for Fanon Profiles]] - [[Misleading Titles]] - [[Mistranslations]] - [[Outside Wiki Standards]] - [[Statements]] - [[Verse Cosmology Categorizations]] - [[Fictional Universes]]
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|width="15%" "background:grey; border-radius:3.25px;"|'''Terminology'''
|[[Alignment]] - [[Status]] - [[Protection Level]] - [[Threat Level]] - [[Cardinality]] - [[Grade]] - [[Dimensionality]] - [[Attack Potency]] - [[Durability]] - [[Speed]] - [[Reactions]] - [[Lifting Strength]] - [[Striking Strength]] - [[Range]] - [[Intelligence]] - [[Knowledge]] - [[Powers and Techniques]] - [[State of Being]] - [[Physiology]] - [[Equipment]] - [[No Limits Fallacy]] - [[Omnipotence]] - [[Cinematic Time]] - [[Canon]] - [[Canon|Crossover]] - [[How to Handle Canon]] - [[Multipliers]] - [[Environmental Destruction]] - [[Bloodlust]] - [[Overtime Feats]] - [[Chain Reactions]] -[[Outside Help]] - [[Space]] - [[The Kardashev Scale]] - [[Infinity]] - [[Power Source]] - [[Light Speed]] - [[Requirements for Speed of Light/Faster Than Light Speeds]]
|-
|"background:grey; border-radius:3.25px;"|'''Standards'''
|[[Transcendence]] - [[Creation vs Destruction]] - [[Outlier]] - [[Ludonarrative Dissonance]] - [[Inconsistency]] - [[Plot-Induced Stupidity]] - [[Reality - Fiction Interaction]] - [[Powerscaling]] - [[Black Hole]] - [[Wormhole]] - [[Stabilization Feats]] - [[Merging Feats]] - [[Embodying Feats]] - [[Data World Standards]] - [[Dream World Standards]] - [[Standard Battle Assumptions]] - [[One-Shot]] - [[Speed Blitz]] - [[Penetration Damage]] - [[Blunt Force Damage]] - [[Death of the Author]] - [[Versus Threads]] - [[Information Pages]] - [[Light Dodging Feats]] - [[Lightning Standards]] - [[Void Standards]]
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|[[Fanon]] - [[Fanon/Community-Strongest-Character-Tier-List|Strongest Character Tier List]] - [[Fanon/Community-Weakest-Character-Tier-List|Weakest Character Tier List]] - [[Fanon/Strongest Smash Characters Tier List]]
|}
[[File:Ludo%2Bnarrative%2BDissonance.jpg|center|400px]]


For example, in the Golden Sun series of games, you are able to equip different Djinni to give you access to different classes and techniques that you can utilize. The Hermit class has access to moves like Hail Prism while the Ninja Class doesn't. This is due to the limitations imposed by the game to only allow you to equip a certain amount of Djinn to make fights more strategic for the players. Outside of the game, they would be fully capable of equipping all of the Djinn to access all of the different classes and moves, as it's just a game mechanic.
==Introduction==
'''Ludonarrative dissonance''' is the conflict between a video game's narrative told through the story and the narrative told through the gameplay. Ludonarrative, a compound of ludology and narrative, refers to the intersection in a video game of ludic elements (gameplay) and narrative elements (story). The term was coined by game designer Clint Hocking in 2007 in a blog post.  


Ideas such as health points are largely game mechanics as mentioned earlier as well. This is because of the idea of being able to wither down somebody isn't realistic to how durability functions in reality. In most cases, the idea of withering down somebody would just imply that you are comparable to them, not that everybody else who would attack that person would be able to do the same thing. If you whittle down a '''Galaxy level''' being's health, you'd be comparable in that you are also likely '''Galaxy level'''. However, if a '''Planet level''' character tried the same thing, it would fail, and they'd ultimately not be able to harm them.
Ideas such as health points are a major example of this. In the game ''Red Dead Redemption'' [https://youtu.be/Yv-IYeaOagg?t=169 John Marston can survive gunshot wounds during gameplay], regenerating after a while from not being hit, however this greatly conflicts the story with the ending of the game where [https://youtu.be/9DGXyhRDzlI?t=78 John Marston dies from being shot multiple times]. Another example is in the game ''Infamous Second Son'', [https://youtu.be/y7FPpKD64p0?list=PLs1-UdHIwbo6msTIJm0OtY_GKjt5r92AK&t=430 Delsin Rowe shows that he cannot die from being shot as the bullet wounds get instantly healed], however this conflicts the gameplay with Delsin taking enough hits killing him.  


Game Mechanics are limitations and features imposed for the game to operate, using them in any sort of debate or profile is fallacious and inaccurately representing a character.
The way a character acts in game versus in cutscene is also a major part of ludonarrative dissonance. For example, in ''Jak II'' our hero [[Jak]] is [https://youtu.be/Dz32cMIRGeg?t=68 able to punch, shoot, and kill innocent civilians], which greatly conflicts with the story [https://youtu.be/48U7Ie5fUck?list=PL8F22C73373CA8AB4&t=219 where he is willing to put his life on the line for all the innocents in the city]. A more popular example comes from the ''Uncharted'' series, according to Jeffrey Matulef of Eurogamer, Uncharted has often been mocked for being about a supposedly likable rogue who just so happens to recklessly slaughter hundreds of people"<ref>[https://www.eurogamer.net/uncharted-4-has-a-couple-of-really-meta-hidden-trophies "Uncharted 4's really meta hidden Trophies revealed" by Jeffrey Matulef]</ref>. This was popular enough to where ''Uncharted 4: A Thief's End'' acknowledged this and added a trophy conveniently called "Ludonarrative Dissonance" which is given through killing 1,000 enemies.


It should be noted, however, there are cases where what might be a game mechanic might otherwise be treated canon by a game. Undertale is a good example of this as while save files are usually just relegated as being game mechanics, the game makes numerous references to them as characters acknowledge the mechanic and use it themselves. OFF is another example where there are open references from characters knowing of the presence of characters such as the player acknowledging these mechanics as something present. Mechanics can be canon, but they require substantial proof in order to be considered.
==Game Mechanics==
'''Game Mechanics''' is a term used in reference to games (typically video games) where there are abilities determinant on the ruleset of a game. Examples being hit points/health points, levels, stats, instant death to bottomless pits, save files, item or technique limitations, etcetera. Game Mehanics are thus "the narrative told through the gameplay" aspect of ludonarrative dissonance.
 
Game Mechanics are limitations and features imposed for the game to operate, using them in any sort of debate or profile is fallacious and inaccurately representing a character.
 
It should be noted, however, there are cases where what might be a game mechanic might otherwise be treated canon by a game, when this happens it does not fall under ludonarrative dissonance.
 
For a more in-depth explanation on the subject, [http://gamestudies.org/0802/articles/sicart here is an article] defining what game mechanics are.
 
==Story Mechanics==
As game mechanics fall under the "the narrative told through the gameplay" aspect of ludonarrative dissonance, they are normally ignored lore wise. Thus '''Story Mechanics''' would fall under "the narrative through the story" aspect of ludonarrative dissonance. This would be the true [[Canon|canon]] form of the story. Examples like these normally come through how a gameplay boss fights tells the narrative conflicting how the actual story told the narrative. A pretty notable example comes from ''Star Wars games'', normally ones with Jedi's and Sith fighting. In ''Star Wars Jedi: Fallen Order'', [https://youtu.be/1JqQe2Ld_mA?t=701 Cal can repeatedly slice through the Ninth Sister, with her staggering, but never being cut], [https://youtu.be/1JqQe2Ld_mA?t=776 while in cutscene a single slice can cut off her arm]. This clearly shows through the story aspect of the battle that Cal never cut or sliced the Ninth Sister and she never did it back to him.
 
==Narrative Meshing==
At times in video games, the narrative of the story and the narrative of the gameplay will mesh. This is where the designers will normally provide reasons in-universe for why mechanics exist or how they exist. ''[[Undertale]]'' is a good example of this as while save files are usually just relegated as being game mechanics, the game makes numerous references to them as characters acknowledge the mechanic and use it themselves. ''[[OFF]]'' is another example where there are open references from characters knowing of the presence of characters such as the player acknowledging these mechanics as something present.


==Game Limitations==
==Game Limitations==
It has been explained by various different game designers that it is truly hard to make the strength of their character translate to the gameplay. [https://www.youtube.com/watch?v=lgYBFee9Lbs&t=323&feature=youtu.be&app=desktop God of War 3's director Corey Barlog has even explained that there are times in games where you just have to accept that a character is not going to be at the level the narrative is pushing them], this is due to wanting to make the game more fun. For example, if a character is '''FTL''' the designers would realistically need to animate every step of them causing an explosion or leaving massive fire trails. There's also the fact that the game would go far too fast for you to play and everything would be a constant white screen. Therefore arguing a character cannot be at a tier or speed because they haven't shown it in gameplay is completely ridiculous and goes against the nature of how an author would be able to make his game work.  
Ludonarrative Dissonance is normally responsible due to the sheer difficulty to connect both realities together. As an example, it is very hard for game designers to show the true strength of their character in gameplay, [https://www.youtube.com/watch?v=lgYBFee9Lbs&t=323&feature=youtu.be&app=desktop God of War 3's director Corey Barlog has even explained that there are times in games where you just have to accept that a character is not going to be at the level the narrative is pushing them], this is due to wanting to make the game more fun. For example, if a character is '''FTL''' the designers would realistically need to animate every step of them causing an explosion or leaving massive fire trails. There's also the fact that the game would go far too fast for you to play and everything would be a constant white screen. Therefore arguing a character cannot be at a tier or speed because they haven't shown it in gameplay is completely ridiculous and goes against the nature of how an author would be able to make his game work.  
 
==Examples of Ludonarrative Dissonance==
*[https://youtu.be/lgYBFee9Lbs?t=319 Kratos struggling to lift a chest], [https://youtu.be/Ng5R43ISLTg?t=21 yet he is able to move an entire bridge].
*[https://youtu.be/UjbsqkTNf9I?t=15 Mario getting one-shotted by goombas], [https://youtu.be/_k8kskj1eW0 yet Mario can almost always casually defeat them in both gameplay and cutscenes].
*[https://youtu.be/5m57Uz6gkrs Final Fantasy characters (and by proxy most RPG characters) taking turns during a battle] yet in cutscenes they're shown to attack without turns.
*[https://youtu.be/FPO_a7qNoxE?t=48 Characters in Modern Warfare being able to survive Grenades].
*[https://youtu.be/g7ZQhGImEaQ?t=62 Legend of Zelda Breath of the Wild treats Lynels as a huge mini boss fight] [https://youtu.be/rzNek4MfK5M?t=3845 but is able to easily defeat several enemies in an ambush] [https://youtu.be/rzNek4MfK5M?t=3881 including Lynels].
 
==Gallery==
<gallery>
File:Video-game-logic-compilation_o_2728151.jpg
</gallery>
 
==References==
<References/>


==Examples of Game Mechanics==
*[https://youtu.be/lgYBFee9Lbs?t=319 Kratos struggling to lift a chest].
*[https://youtu.be/UjbsqkTNf9I?t=15 Mario getting one-shotted by goombas].
*[https://youtu.be/5m57Uz6gkrs Final Fantasy characters (and by proxy most RPG characters) taking turns during a battle].
*Grand Theft Auto Characters being able to tank several bullets and explosions.
*Star Wars characters being able to tank lightsaber attacks.
=== <u>'''Important note:'''</u> ===
For a more in-depth explanation on the subject, [http://gamestudies.org/0802/articles/sicart here is an article] defining what Game Mechanics are.
[[Category:Terms]]
[[Category:Terms]]
[[Category:Important]]
[[Category:Important]]

Latest revision as of 17:03, 11 October 2024

Important Codex Wiki Articles
Important Pages The Codex Wiki - Site FAQ - General Help Page- Tiering System - Civilization Tiering System - Rules for Codex Profiles - Common Editing Mistakes - Disclaimer - How to Handle Calculations - Universe - Multiverse - Omniverse - Projectile and Objects Feats - Dimensional Tiering Explanation - Common Terminology - Discussion Rules - Reference for Common Feats - Rules for Acceptable Profiles - Rules for Fanon Profiles - Misleading Titles - Mistranslations - Outside Wiki Standards - Statements - Verse Cosmology Categorizations - Fictional Universes
Terminology Alignment - Status - Protection Level - Threat Level - Cardinality - Grade - Dimensionality - Attack Potency - Durability - Speed - Reactions - Lifting Strength - Striking Strength - Range - Intelligence - Knowledge - Powers and Techniques - State of Being - Physiology - Equipment - No Limits Fallacy - Omnipotence - Cinematic Time - Canon - Crossover - How to Handle Canon - Multipliers - Environmental Destruction - Bloodlust - Overtime Feats - Chain Reactions -Outside Help - Space - The Kardashev Scale - Infinity - Power Source - Light Speed - Requirements for Speed of Light/Faster Than Light Speeds
Standards Transcendence - Creation vs Destruction - Outlier - Ludonarrative Dissonance - Inconsistency - Plot-Induced Stupidity - Reality - Fiction Interaction - Powerscaling - Black Hole - Wormhole - Stabilization Feats - Merging Feats - Embodying Feats - Data World Standards - Dream World Standards - Standard Battle Assumptions - One-Shot - Speed Blitz - Penetration Damage - Blunt Force Damage - Death of the Author - Versus Threads - Information Pages - Light Dodging Feats - Lightning Standards - Void Standards
Formats Standard Format for Character Profiles - Standard Format for Factions - Standard Format for Cosmic Forces - Standard Format for Events - Standard Format for Verse Pages - Standard Format for Locations Profiles - Standard Format for Weapon Profiles - Standard Format for Powers and Abilities - Standard Format for Civilization Profiles - Standard Format for Category Names - Standard Templates For Tabbers
Fanon Fanon - Strongest Character Tier List - Weakest Character Tier List - Fanon/Strongest Smash Characters Tier List

Introduction

Ludonarrative dissonance is the conflict between a video game's narrative told through the story and the narrative told through the gameplay. Ludonarrative, a compound of ludology and narrative, refers to the intersection in a video game of ludic elements (gameplay) and narrative elements (story). The term was coined by game designer Clint Hocking in 2007 in a blog post.

Ideas such as health points are a major example of this. In the game Red Dead Redemption John Marston can survive gunshot wounds during gameplay, regenerating after a while from not being hit, however this greatly conflicts the story with the ending of the game where John Marston dies from being shot multiple times. Another example is in the game Infamous Second Son, Delsin Rowe shows that he cannot die from being shot as the bullet wounds get instantly healed, however this conflicts the gameplay with Delsin taking enough hits killing him.

The way a character acts in game versus in cutscene is also a major part of ludonarrative dissonance. For example, in Jak II our hero Jak is able to punch, shoot, and kill innocent civilians, which greatly conflicts with the story where he is willing to put his life on the line for all the innocents in the city. A more popular example comes from the Uncharted series, according to Jeffrey Matulef of Eurogamer, Uncharted has often been mocked for being about a supposedly likable rogue who just so happens to recklessly slaughter hundreds of people"[1]. This was popular enough to where Uncharted 4: A Thief's End acknowledged this and added a trophy conveniently called "Ludonarrative Dissonance" which is given through killing 1,000 enemies.

Game Mechanics

Game Mechanics is a term used in reference to games (typically video games) where there are abilities determinant on the ruleset of a game. Examples being hit points/health points, levels, stats, instant death to bottomless pits, save files, item or technique limitations, etcetera. Game Mehanics are thus "the narrative told through the gameplay" aspect of ludonarrative dissonance.

Game Mechanics are limitations and features imposed for the game to operate, using them in any sort of debate or profile is fallacious and inaccurately representing a character.

It should be noted, however, there are cases where what might be a game mechanic might otherwise be treated canon by a game, when this happens it does not fall under ludonarrative dissonance.

For a more in-depth explanation on the subject, here is an article defining what game mechanics are.

Story Mechanics

As game mechanics fall under the "the narrative told through the gameplay" aspect of ludonarrative dissonance, they are normally ignored lore wise. Thus Story Mechanics would fall under "the narrative through the story" aspect of ludonarrative dissonance. This would be the true canon form of the story. Examples like these normally come through how a gameplay boss fights tells the narrative conflicting how the actual story told the narrative. A pretty notable example comes from Star Wars games, normally ones with Jedi's and Sith fighting. In Star Wars Jedi: Fallen Order, Cal can repeatedly slice through the Ninth Sister, with her staggering, but never being cut, while in cutscene a single slice can cut off her arm. This clearly shows through the story aspect of the battle that Cal never cut or sliced the Ninth Sister and she never did it back to him.

Narrative Meshing

At times in video games, the narrative of the story and the narrative of the gameplay will mesh. This is where the designers will normally provide reasons in-universe for why mechanics exist or how they exist. Undertale is a good example of this as while save files are usually just relegated as being game mechanics, the game makes numerous references to them as characters acknowledge the mechanic and use it themselves. OFF is another example where there are open references from characters knowing of the presence of characters such as the player acknowledging these mechanics as something present.

Game Limitations

Ludonarrative Dissonance is normally responsible due to the sheer difficulty to connect both realities together. As an example, it is very hard for game designers to show the true strength of their character in gameplay, God of War 3's director Corey Barlog has even explained that there are times in games where you just have to accept that a character is not going to be at the level the narrative is pushing them, this is due to wanting to make the game more fun. For example, if a character is FTL the designers would realistically need to animate every step of them causing an explosion or leaving massive fire trails. There's also the fact that the game would go far too fast for you to play and everything would be a constant white screen. Therefore arguing a character cannot be at a tier or speed because they haven't shown it in gameplay is completely ridiculous and goes against the nature of how an author would be able to make his game work.

Examples of Ludonarrative Dissonance

Gallery

References