Mafia 3: Problems with pacing and ludo-narrative dissonance

Mafia 3: Problems with pacing and ludo-narrative dissonance

One might say that “ludo-narrative dissonance” has become somewhat of a buzz-word of mine of late, and one would be very correct in saying so. The issues presented in video games when ludic (game mechanics) and narrative expressions do not compute has become a particular interest of mine. So much so that is has become a central part of my Master’s Thesis: “In order to create a cohesive experience of play and story, ludic and narrative elements must align in meaning and expression”. 

1475911253mafia3
Image Credit: Super Cheats

Read more

Advertisements
Dishonored 2: Player choice, meaningful decisions, and lack of emotional impact

Dishonored 2: Player choice, meaningful decisions, and lack of emotional impact

One of the great challenges when designing video games is not merely to design a game that is interesting and fun for the first one or two hours of play, since this is helped along massively by the novelty of the game, the world, the story, etc. Novelty drives much of the excitement and curiosity. But what then when this extends into 10+ hours of play? What happens when the novelty wears off? That is where a game must truly prove its mettle.

dishonored-2-fb-share-8ef325c803

Read more